TSWW - Designer's Notes

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Distribution.

This text may be freely distributed, however the contents and the rights of usage are reserved by The Knowledge
Company, which is the trading name for all works created by John Bannerman of 16 New Road, Rattray, Blairgowrie,
PH10 7RA, UK.

Content and Context.

In general the notes are intended to provide a reference source for players on the TSWW game system, in which they
will find a variety of explanations as to the reason(s) behind the system design, the intent of the system design, and
where it has been claimed that there are major problems in interpretation of the system, how to use it in a simple
and enjoyable fashion. They do not supplant the rules of the system.

Basic System Concepts.

TSWW is the only game system which has, as its founding concept, a uniform rules, mapping, unit research and
ratings design available, which covers WW2 in its entirety. A very simple matter indeed to write in a sentence, but in
fact, it is a very difficult thing to achieve given the scale, scope and complexity of decision making and events that
occurred between 1937 and 1949.

Why did the system design take this route?

Simply put, to make a system work using general research, and non-consistent design parameters means either a lot
of repeats of work until balance and/or accuracy is achieved, or a systemic series of flaws becoming integrated in to
products which by their nature are costly to both produce and purchase. That makes little sense to me, and in my
professional opinion as a double degree qualified expert on systems design, is a recipe for disaster.

Within the system, to get the product to work, therefore, key decisions were taken at an early stage to try and
provide a relatively accurate simulation that would then permit a game to be played with minimal risk of failure. To
make that happen, various approaches were taken, not limited to reading copious volume and reams of literature,
data, and generalist political, military and economic history, to consulting with known experts in military operations
at a variety of levels, and to examining doctrine, systems design and where known, performance in a variety of areas.
This research was then combined into a variety of system parameters – gamers think of these as rules.

What were the key design parameters?

These are very simple, but also very complex as the goal is to provide a minimal rules set covering every possible
permutation of operations in a military scope, whilst providing players with the tools to make decisions that are
abnormal. So, to ensure that is possible, it is vital in the opinion of the systems design community that a baseline is
understood, and fully analysed to generate a performance platform from which additional elements of activity can
then be undertaken.

In TSWW this means a decision had to be taken – what would the system goal be, and how would that be achieved
over time? The first key decision was to eliminate probability from as many elements of the system as possible. This
sounds like we take away your control, but in actual fact it means that you have more control as some results are
certainties. Each outcome however had to be based on key facts, and as such these facts drive the basic design
criteria.
TSWW General Rules Singapore!

Additionally, as war is fundamentally uncertain, a baseline had to be put in place. In TSWW the fundamental baseline
is :

Assuming all decisions are taken in line with the historic events, the system shall closely match history in outcome.

What does that really mean? Well if you are playing the TSWW system, and follow books that define the general
courses of decision making, and the outcomes that arose from those decisions, the TSWW system should (with a
small margin of error) provide an identical result.

Once that is determined, to make a game viable, it then needs uncertainty added. This is commonly done by utilising
dice to randomise elements of the results. TSWW is no different in this regard to any other product on the market,
whether a board game or a computer game. They all have a set of rules to create simulation environment, and then
apply random number generation to modify the systemic result in one way or another.

What was the key baseline input to the system design?

Following much digging into different concepts, it became very clear that the game system needed a statistical basis,
and as a result we identified a pair of books by Lt. Col. Trevor Dupuy as providing an outline of such a system. In it,
the author hypothesises that mathematical modelling, taking into account the military systems, weather, personnel
factors, and so forth, can make a reasonable prediction of outcome. In my personal opinion, as a predictive tool it is
the same as any crystal ball. Pretty but effectively useless. However as a tool to analyse known results, it can be a
very useful concept, and as such was selected as the basis for ground combat.

It has to be absolutely made clear that TSWW does not utilise the entirety of the concepts throughout the overall
game system, however internal modelling does provide compatibility with the general course of results expected
from Dupuy.

Was this tested?

Absolutely. Utilising computer mapping related to another system altogether, with scaling appropriate, vast swathes
of WW2 were tested, showing flaws in the model, and aiding the development of inputs to the simulation to remove
or ameliorate to a small (and statistically irrelevant level) the issues identified.

Once this was done, further testing using mathematical models examining known extremes were carried out, with a
remarkably high level of successful and quantifiable results. In short we developed a model within the system that
matched the baseline parameter, so if the game system inputs are based on history, it will give a close approximation
of results historically achieved.

At the point that basic TSWW scales were decided, the system was modified in relation to the changes in scale and
then retested mathematically to ensure that the model did not fail. So far, with minor tweaks, this has been retained
as the core of the system design, and as it appears to model things at TSWW scales and time windows properly, there
can be no fundamental reason to change the model inherent with the TSWW system.

Scale, Time, Movement, Entropy, and Modelling – what are they?

In any closed system design, core precepts determine the level of accuracy in terms of data input and output.
Furthermore, within the system, error can be controlled and then minimised by correct implementation of modifiers

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that handle the dimensions of the elements of the model. TSWW therefore requires consistent input at a
determined scale, over a specified time to provide outcomes that are worthwhile. This is typical of any system, and
when closely examined an error rate is acceptable, so, to consider the computer you are using, the processor,
memory, storage, display, software all have errors. These are within a design limit as specified by the systems
designers, and will not cause fundamental problems (the blue screen of death) unless an extraordinary event occurs
(i.e. an error beyond the scope of the system to handle).

TSWW therefore had to have scale, time, and model parameters defined to ensure that errors could be accepted by
the system with a high degree of resilience, and a low degree of model failure. To make that occur correctly, various
decisions were taken, using these key concepts of systems analysis and design:

1. Time is crucial in any determinate system. How long is taken to do a task? What can be achieved in more or
less time? What things from outside the base precepts can amend the time taken to achieve that task?
Where can things move or morph to in that time? In TSWW therefore we had to examine for key military
elements the concept of time. Time is vital in addition to determine lethality of weapons systems in the
game system, and modification to time spent cannot be permitted in many cases as it would amend the
model completely, creating a major issue. TSWW has a half month timescale. This is crucial in that it
obviates the need to have very specific information on many elements of the inputs to the model. If it had a
1 minute time frame, then without extremely specific information to input to the model it would
fundamentally fail within its own parameters for success. The issue with time, of course, is that different
things (inputs) take different lengths of time to achieve, so the system uses one concept to determine time.
More on that later. Given that analysis was put in place to determine a baseline model – time taken to go
from place to place, to build items, or to generate items, we can then place into the model a structure with
time limits to the game system. Furthermore the system can then be detailed to elaborate on these limits,
and within reason, provide deterministic results that can be used by the user to modify results.
2. Space relates to time directly, and indirectly. As a result space is a critical element of the systems design
within TSWW, and directly impinges on the questions asked in relation to time, as space to be dealt with
clearly modifies time taken to achieve goals. TSWW has a hex based system for a variety of reasons, not least
because it provides a supposed equal distance from each hex centre point to the next hex centrepoint.
However in reality the system has a zone of occupation (delineated approximately) by the hex, and that zone
of occupation is about 15 miles across. It provides an approximate zone of occupation of 225 sq miles, (576
sq km) and all deterministic effects have to accept that within this zone of occupation, an impact has to be
reasonable. A single weapon system, bunker, or a few metres of road are utterly insignificant for example, so
the system has built in a variety of base level standards for totals of items that determine output (game
results). Space and time however are fundamentally different for different tasks. It takes much time to
construct a variety of items, and very little time to destroy them for example, and it takes some objects a very
short period of time (very much below the general scale and time envelope) to do a task so, for example, an
aircraft cruising at 200 mph crosses a much larger number of hexes in a very short time than a vehicle
cruising at 15 mph. Space has been determined as a series of cause and result models in the TSWW system,
and again this has had extensive testing.
3. Movement is a key element of human existence. Without movement we are unable to exist, and as such a
model of any type that is intended to provide an output that matches actual events, within the baseline
parameters set, cannot succeed unless movement is properly examined. To determine movement, we also
have to take into account other factors, and more on that later, but the key point is that the model within
TSWW in fact accounts for known and calculated movement rates, based on research, to a very high degree
of accuracy. Again the concepts of time and space impact upon movement, both of assets and the stuff used
to make those assets viable tools within the systems design. For example, assuming sufficient stuff is

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provided, it is generally predictable that the aircraft in (2) above will cruise at 200 mph, or a ship will move at
a specified speed through the space shown in the game as a whole. Clearly movement values are therefore
critical to basic modelling, and as such multiple research routes provided the data required to enable a
reasonable outcome in the system.
4. All models must also include entropy, which is a basic term in physics. Bernoulli’s equation in effect states
that for every input combined in a process, the outcome is the equal of the inputs, minus the cost of the
process, which is determined as entropy. Most people think of this as friction, and various military texts
speak of the “friction of war”. Other people, less read, commonly think of this as Murphy’s Law – if it can go
wrong, it will! All these sources are correct, and to that end, TSWW has to describe a process in which
entropy is a core component, and as such the model has inputs that provide a gross environmental entropy
component. This gross component is the sum of a variety of issues, ranging from climate and geography to
military forces and human decision making. Testing has shown that the gross model provides a systemic
input that is in line with expected outcomes, where the baseline development model has been followed
correctly. This accuracy of outcome is abnormal in my experience of systems models in the war gaming
world, and is a tribute to the input design of the system, aided by the various experts consulted in its design.
5. Inputs to the system also had to be determined. These range from your decisions as a player, to the limits of
space, time, movement and entropy, the components of your military assets, and the way in which they are
made to interact. At this point, assuming all components have been tested, the system then can be placed in
a codified state. In other words, the rules exist, and as such inputs can then be specifically determined

So conceptually the model was developed, detailed with as many viable inputs within a determined complexity level,
and then tested over a period of time. As stated above results within the base line were excellent, and as such we
know it works as written within the game system. What else makes the design viable as a tool with which to game?
This is a question best answered by reading the rules set, and discussing them in relation to how inputs have been
determined and designed. Unfortunately it is very boring to do this is in an order that would make systems sense, so I
have decided to jump a little to inputs. That will then show the reader how the inputs are determined, what
modifications (if any are made), and, with reference to the system, we can then look at the stuff of the game.

Stuff, what is stuff?

Stuff is/are items of indeterminate definition that are combined to create a determined item or outcome, when
associated with a process or system. Stuff makes you and I up, in the format of atoms, combined into long chain
chemicals, combined into a variety of highly complex components that make up a human being. Different
combinations of stuff makes up the amazingly complex computer that this was written on, and also is what you put in
your means of transport to make it move, it’s the things people use to assemble an object, and it what you need to
make something work. This could, for example, be a needle, thread and a hole in a sock, which you then darn to
extend its life, it could be the weapon (piece), munitions to fire, the manpower to serve the piece, and it could be the
spare part needed to fix the elevation equipment on the piece to enable it to work correctly. At a half month scale,
most stuff can be pre-assembled into objects used as inputs. For example, air, land and naval units are stuff pre-
assembled into objects used in the system to determine a result. Supplies are provided as stuff in the system to
provision the stuff used to determine a result, and as such are arguably the key component of the game system.

Inputs to the System.

Without fail all gamers want to use inputs to create outcomes. The model we have discussed as a general concept
above has been determined by extensive testing to provide a neutral outcome, so if you do as was done historically,

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with the inputs used historically, utilising decisions used historically the baseline model is very good. Let’s now
examine which inputs are provided, how these are assembled into items the player can utilise to play a game.

Military forces – what are they, and how are they created?

In the system we provide a number of cardboard playing counters, which represent agglomerations of stuff. These
have internal data that create a specified capability, as indicated by the values, type and size of each unit. To
generate the values, we first needed to determine a set of consistently calculated numbers that detail (in Dupuy’s
terminology) lethality. Lethality is a combination of factors, including range, rate of fire, type of projectile, reliability
and size of projectile. It is assumed by Dupuy that a perfect crew, in perfect conditions will therefore generate a
perfect lethality result for each weapon system involved. This is great for land forces, weak for air forces, and
virtually impossible to properly determine for naval forces, but let’s focus on land forces first.

Land Forces

Land forces are therefore assembled from two streams of data, combined to determine their worth in perfect
circumstances. Weapons lethality is one stream, so if we know what number is calculated in the mathematical
equations used by Dupuy, we can assume that comparative values between different weapons systems are at least
generally comparable. If we can then determine the number of types of weapons systems in a unit, we can create an
accumulated value of lethality for that collection of assets. So, a unit with 100 of those, 10 of these, and 3 of that last
one, can be valued based on a simple bit of arithmetic. 100 x A plus 10 x B plus 3 times C equates to the unit
lethality.

To make this reasonably accurate, presuming the same basic errors in generating the lethality values of weapons are
consistent, and as such, because errors are consistent they can therefore be ignored, we can utilise a second stream
of research to determine the content of units, and use the simple arithmetical system noted above to determine
values for land forces. To that end, we research not just the weapons, but the contents of the units themselves, thus
creating snap shots of the values of the assets assembled historically, and enabling us to assemble data sets that
provide the player with his ground forces (land unit inputs to the system).

Clearly it would be theoretically possible, if using a presentation format that was not locked in to place like
cardboard, to permit players to re-assign weapons to create new units. In a pre-printed game this is basically
impossible unfortunately, but the clean systems can still permit different combinations and decisions to be
undertaken, and a variety of results to be explored.

Once these groups of weapons are assembled, we then add stuff. Stuff is the mass of resources ranging from
manpower to equipment, food to fuel that are required to make the unit work correctly in combat. We now,
therefore, provide the input item with a number (or numbers) for military lethality. This number however needs to
move, and we used a variety of analysis tools to determine the distances the input can move over time, allowing for a
determined period of inactivity for movement (to permit the humans to live) and for a determined period of lethal
interaction (combat). With that number generated, we gain a variety of values, ranging from no movement (the
input cannot move) to long movement (the input can move, and do so effectively in a perfect set of conditions.

At that point, we have a combat lethality, a movement value in perfect conditions, but still need to work on the
input. We determine based upon known value sets for weapons types, the most common or most important weapon
in each unit. That drives the selection of the input’s unit icon, which is one of a selection determined by NATO to be
significant, and as such important in combat. These include artillery, armour, infantry, or cavalry. Clearly many other

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specialised counter types are in the game, and these obviously are subsets of the key types noted above. We also
examine the movement types of the input – leg power, internal combustion, and look at the core components to
determine, based on military facts sourced during research, the core movement type assigned to the unit.

Now, we have determined the unit type, the type of movement, its movement range, and its lethality. Next we have
to determine effect in combat. This is laid out clearly in Dupuy’s books, but is both incomplete, and in my view
arguably incorrect based on historical data we have access to. Even so it’s a very good starting point for the model,
and more importantly it provides us with ways to modify the process to gain a more reasonable output, while making
sure historical variety and outcomes can be shown, thus permitting different to historical combinations of effect to
generate new outcomes, which are within the historical results framework (in other words, that, however unlikely,
could have been achieved). We therefore provide a variety of effects, including AA, Armour, mobility in combat,
engineers and so forth that will permit the input to not just show lethality, but to show modifications to lethality in
relation to different types of input. We are now very close to a defined military unit.

The last item we examine is size. This has proven to be contentious, but those concerns are ill founded as the
systems research component, automatically in most cases determines unit sizes, based upon national parameters,
which are then averaged to generate the system sizes. In short, we do not assume that an input has a specified size
because the historical owners of that input claim that is the size. We actually examine the component lethality
objects within the input, the total stuff in the input, and the human content to finally determine system size.

This last completes the data set for the ground force input – and we can now create a list of ground units, with
assigned type, size, lethality and mobility. It permits us to provide special effects as noted above, and generates the
correct inputs to the system.

Once that is done, we can show historical outcomes based on ground force inputs (allowing for yet more effects and
inputs) that get us generally correct outputs from the system in all circumstances. At that point we have clear
indicators that the TSWW game system works from a simulation value perspective, and as such we no longer need to
have major limits to the system provided in very complex or detailed rules that prevent decision making to vary from
historical norms. The player can therefore do different things to the historical path, knowing the system neutrally
show its outcomes, permitting multiple what if decisions to be taken, increasing play longevity, repeat plays and
increasing enjoyment.

Air Forces

Air inputs are the second most difficult item to examine. This is because their fundamental environment is extremely
difficult to quantify in any model that does not include a physical determination that changes in line with the general
environment in which they operate. X Plane, MS Flight etc all provide that environmental model and apply Bernoulli
to the concept thus making their model very accurate. We on the other hand, came up with a different approach, in
which weapon delivery against ground assets is determined by lethality, and air interaction is determined by broad
brush analysis which indicates the difficulty (or not) of gaining a decisive result. This gets us the attack and defence
values (which are really “how easy is it to kill with this, and how hard is it to kill this”). Range is determined using an
equation specified by the RAF, with modifications based on good data developed from the research undertaken.

Air inputs then gain further key components to their data set, to include impact on various systems in the game
system, the generally used purpose of the input, as well as design dates, weights, sizes and so forth, which together
help define the Type of input, and then any special effects of the input. Again this means that each air craft model is
analysed, determined in terms of land and air lethality, and then modelled to create its type and potential other
effect. This process takes a modified lethality and converts the input into an Air Unit with determined TYPE (fighter,
bomber, attack plane and so forth), with key values for lethal interaction with similar and dissimilar items. I do not

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wish to dig into this too much more, but, combined with loss rate research, and a deterministic approach to
comparative lethality, we are aware that the TSWW model again works very effectively. It does not however provide
a detailed interaction, more a broad brush input that generates at the scale and time frame, adequate
representations of outcomes.

Size of units was based on historical base unit sizes, and as such represented a fairly easy to research item, composed
of broadly similar unit types, thus avoiding most issues caused by national force structure differences. This it turns
out, allowing for hidden stuff management assets, creates force elements that are roughly comparable in cost to land
forces, and thus means we can examine the TSWW system outputs and be satisfied that it actually matches
expectation to system output with a high level of reliability. In short, air system inputs correctly manage to show
outcomes in line with base line research, and again if players do alternate things, the system will not break.

Naval Forces

The Naval input on the other hand, is both a major change from the lethality based research we have done, and are
by far the most difficult element to work with, although the systems approach does include elements of the basic
lethality approach to endeavour to make it compatible. The reasons behind this change are essentially as follows:

1. System complexity of the weapon is much greater.


2. Space and time are significantly different.
3. Weapon is very resilient, but once destroyed cannot be replaced with ease.
4. Stuff requirements although generally similar, are tied to specific locations not to zones.
5. Interaction is more complex to achieve in the time and space system imposed.
6. Determination of outcome is less certain.

Allowing for the issues related, ships remain a set value determined from a lethality based equation, so each type of
weapon in various sizes are grouped to provide gunnery (lethality), AA (lethality of a different sort), torpedo (yet
more lethality), and ability to move. Additional special effects are then considered based on research and applied to
the item, which, along with size, basic pattern of design, and known usage creates the unit type.

As ever, research into the components of the ship determines these values, and as such we can then model the
interactions with some confidence. However, the interactions between land air and sea are very different for a
variety of reasons, relating to resupply, material quality, and general conditions that makes the naval system only
work when abstracted. Again the scale and time issue provides sufficient margin of error to enable this to work
effectively, and TSWW remains the only game in its scale/time class that provides a proper opportunity to utilise
naval weapons.

So, having developed lists of weapons and their lethality, game combinations of weapons based on known historical
combinations, we can then, using information on the locations of these at key times, develop an order of appearance
that permits the player to access these inputs to the game and then take decisions as to how they are used. That in
effect is the game process largely complete, albeit it does not yet include all the inputs required.

Environmental Impacts

These impacts are critical to help the model, and TSWW like other game systems looks at these in a number of key
ways. This inevitably is the physical environment, which can be split into various elements. Firstly this means terrain,
and with the zone of occupation used by the system, it is clear that almost every type of land form on planet earth is
likely to be within most zones of occupation. TSWW like almost every game system therefore abstracts this based on
the most common terrain type or types within a zone of occupation. Significant attempts are made to correct the

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terrain known to be in the area today to permit historical vegetation for example, and to gauge the impact of the
terrain on the ability of units to trade lethality (fight).

To that end, we have used access to military and resource specific expertise to closely model the types of terrain on
the planet, in key types. TSWW to the best of my knowledge is the only system that includes expertise from land
management experts, construction experts, as well as military experts in this element of its system, and as such we
believe most correctly indicates the impact on decisions to fight and the outcomes of the fight so far developed,
within the strictures of the scale and time environment.

Terrain is also used to examine the cost in time to achieve tasks, and to examine clearly the types of force structure
best suited to military operations within each zone of occupation in play. Furthermore, to develop the area of play,
the TSWW game system further uses proprietary technology to create, develop, and manage the playing area design,
generating unique play areas that are representative of the actual areas in which combat took place. Maps in short
help provide inputs to the game system based on actual terrain and, as they are based on high quality map images,
global data sets, as modified wherever possible to reflect a specific time window, they are both effective in
information delivery, and relatively accurate allowing for the inevitable distortions caused by the shape of the planet
we all live on, and the lack of precise data from the period examined.

The system also has to look at that British Obsession…. The Weather. Climate and weather are similar concepts, but
Climate is the general temperature, precipitation, daylight and wind states averaged out over extended periods of
time and space, whilst weather is the local condition during very short time periods. TSWW has a relatively long time
window, so weather whilst of interest is less important than the overall climate in an area during time periods
specified in the game (Turns).

It therefore examines the Koppen Climate system as an indicative climatological indicator, and applies some local
modifications to the general climate to create some weather impact. In all cases the weather impacts on combat unit
lethality through effects on movement, combat capability, combat effects, and potentially the delivery of stuff.

Climate systems also indicate sea state, types of precipitation and general temperature, and as such details the
impacts on combat operations in a fashion consistent with the known values and impacts as noted above. In testing
this has shown itself to be resilient, and useful in modelling the systemic impact of the changes in weather, and with
the randomisation impact of dice, provides the game system with another level of input which cannot be controlled
effectively, thus challenging the players to achieve results under external pressure.

Man Made Impacts

Clearly war is a manmade process. Equally, it is obvious to most people that the process of war can be interfered
with by man, as the impact of responses, constructed objects, new systems with which to fight, and the provision (or
not as the case may be) of stuff to use all impact on the progress of battles, and therefore the conduct and success of
a side in war.

TSWW shows a variety of manmade inputs that impact on the game, ranging from the units described above, to
terrain features created by man over time. It also indicates a variety of stuff inputs, which range from fuel to
munitions, weapons to new manpower, which, as a group are in effect the units that players use to wage this
cardboard war. In no way is the overall list of manmade impacts complete, and, as a result of the time space
parameters, only very significant items need be shown. In short, a lack of needles to sew with whilst undoubtedly
vital in some circumstances is highly unlikely to create a major issue at the TSWW system scale.

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Again these items have been assembled by the team to represent critical items that have been identified as being of
key importance within the scope and scale of the system, thus permitting players to gain some control over
resources. Amendments to these items, will, therefore amend the result across the game system, permitting further
player control of the end results. Furthermore, testing has shown that the general inputs provided at calculated rates
within the system do in fact provide the baseline result, within the parameters within which the game was designed.

A core element has always been to abstract but maintain values in the use of stuff, so all stuff is produced at a
location or locations, centralised, and distributed forward to end users. Stuff is uniformly assigned, and as such this
provides players with additional certainty that the values espoused are present and correct.

Conclusion.

Clearly we need to sum up the impact of the design itself, prior to discussing how it is applied to playing the game.
Without fail, the entire concept, repeated here was:

Assuming all decisions are taken in line with the historic events, the system shall closely match history in outcome.

This key statement, defines the neutral outcome, such that within a month or so, the European Axis should surrender
in May of 1945, the Oriental Axis should surrender in August of 1945. We are certain that this is the case within the
game system design.

Such clear results are the result of careful system design, taking into account terrain, climate, resources available,
and historical forces utilised by the protagonists. At each level the system has shown itself accurate and capable to
recreate at the level and scope the game is designed around, a viable and repeatable result.

Due to the clear nature of the results, and the careful design of the system, it is reasonable to state that the system is
neutral in outcome, thus permitting players to amend historical decision making and be confident that outcomes will
not be affected by design content.

This is abnormal in the gaming world, and further permits the designer to be confident that TSWW is absolutely
unique. I as the designer am absolutely certain that TSWW generates a decision support tool that will permit players
to experiment with a variety of decision making process, combat operations, and as the system slowly completes, to
fight the Second World War in card board with limited concerns about the system itself.

Clearly this also enables the design team to provide a variety of what if options, which other products often cannot
successfully provide, as long as those options have some basis in the same quality of research and development.

Over time, the games also indicate the changes in force structure provided by nation states in an effort to win or end
the war with frontiers intact, political systems extant, and ways of life unaffected. This is clearly indicated in the
variety of system effects provided, the changes in values for units, and the general orders of appearance provide the
historical assets created. In addition they provide for assets that could have been deployed, either in the context of
the war time period, or beforehand, as well as additional or increased capability assets.

It is hoped that this not insignificant document so far has illuminated the player as to basic concepts, the general
design parameters, and the key inputs selected by the team to provide the TSWW game system with its structure.
The next extensive section will examine the game rules sets with a view to explaining more about how they work,
what the inter-relationships are, and where complexity moves beyond the simplistic, the best way to use the system
easily, aiding play, understanding and enjoyment.

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Playing the Game System.

In this section as alluded to, I will take players through the system rules, and will then try to explain the key elements
thereof. In this large file, I will include the entirety of the game rules. I will also provide references to a master charts
set. In no way are the rules absolutely complete, nor are the charts as work continues to perfect the system as each
game and module within the games are developed. TSWW is therefore a growing system, and one which retains the
ability to provide a unique experience to its players.

Prior to dealing with the rules, the following statement needs to be borne in mid at all times:

TSWW ™ is neither The Europa Game System ™ nor any other game system.

Players who try to apply techniques or methods from other systems to TSWW
™ will struggle to play the game and get the enjoyment which their investment
so obviously deserves.

To that end, there are also a few things which as the designer and player I have in mind that all players would benefit
from:

1. It’s easy. Nothing is complex. If it was, I would not be able to do the games.

2. Logistics are key. Everything moves from source to user. Nothing is goes back the way in the logistics system.

NOTE: This is very different to most games where items seem to flow from the unit back and are confirmed as being
present. This causes immense problems for players who refuse to accept the real world systems where assets move
from source to users, and results in major problems getting the game to work correctly, and easily.

3. Effects although numerous are easy to use, and if a few are missed, it will never cripple the game system.

4. There are clear shortcuts to get playing to a basic standard; use them, the system can take it, and you will enjoy
playing more rapidly than might otherwise be the case.

5. Unless specifically stated, nothing is forbidden. Choice in operations, deployment once the system is complete and
so forth is the player’s.

NOTE: This is also very different to most games, where the rules tell you specifically what you can do. TSWW tells you
how you can do it, and lets you get on with it, setting the player free from most restrictions.

6. Cumulative means that things add together or multiply together. TSWW relies on cumulative effects to work fully
and comprehensively. It is not necessary therefore for the system to explicitly state every last item. It is normal for it
to look at cumulative impact, bear that in mind, you will enjoy the game system, and get a great deal from it.

On to the rules:

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NB: These are the master rules set, and may not relate specifically to any given game in print. These rules are used
for development, and should include all elements developed, and as such are more complete than any single game in
press. TSWW games can be (and arguably should be) played using these rules at all times.

Due to limitations in MS Word, page numbers referred to in the rules need to have 13 added to the page numbers in
the rules index.

My comments through the rules will be put in review boxes to the side such as this!

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The Second World War


Global Rules
Far East Theatres of Operations

1. Introduction..................................................................................................................19
2. Concepts and Definitions............................................................................................20
A. Fractions.....................................................................................................................20
B. Cumulative Effects.....................................................................................................20
C. Die rolls......................................................................................................................20
D. Sides............................................................................................................................20
E. Initiative......................................................................................................................20
F. Nations........................................................................................................................20
G. Geography..................................................................................................................21
H. Forces.........................................................................................................................22
I. Naval System Concepts...............................................................................................22
J. Logistics.......................................................................................................................22
K. Fog of War (Optional Rule).......................................................................................22
L. The 5 Day Game Variant...........................................................................................24
3. Geography and Climate..............................................................................................25
A. Weather.......................................................................................................................25
4. Facilities........................................................................................................................27
A. Fortifications..............................................................................................................27
B. Airbases......................................................................................................................27
C. Ports............................................................................................................................28
D. Rail Marshalling Yards (RMY).................................................................................28
5. Units..............................................................................................................................29
A. Ground Units..............................................................................................................29
B. Air Units.....................................................................................................................31
C. Naval Units.................................................................................................................34
6. Order of Play................................................................................................................38
7. Ground Unit Movement..............................................................................................40
A. Definition....................................................................................................................40
B. Zones of Influence.....................................................................................................40

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C. General Movement.....................................................................................................40
D. Ground Movement Types...........................................................................................41
E. Overruns.....................................................................................................................42
F. Transportation Lines..................................................................................................42
G. Abilities of Special Unit Types...................................................................................45
H. Change of Ownership................................................................................................45
8. Air Unit Movement......................................................................................................47
A. Definition....................................................................................................................47
B. Air Missions................................................................................................................47
C. Reconnaissance..........................................................................................................47
D. Transfer......................................................................................................................47
E. Tactical Rebasing (Optional Rule)............................................................................47
F. Fighter Missions........................................................................................................48
G. Operational Bombing Missions.................................................................................49
H. Strategic Bombing Missions......................................................................................50
I. Naval Air Rules...........................................................................................................53
J. Resolving Naval Cooperation Missions.....................................................................54
K. Air Transport..............................................................................................................54
L. Night Air Operations..................................................................................................55
9. Naval Movement..........................................................................................................56
A. Phases.........................................................................................................................56
B. Sea Time Limits..........................................................................................................56
C. Transit Combat...........................................................................................................56
D. Carrier Air Power......................................................................................................56
E. General Limits............................................................................................................56
F. Fuel.............................................................................................................................56
G. Spotting.......................................................................................................................56
H. Naval Transport.........................................................................................................58
I. Amphibious Shipping Operations...............................................................................59
J. Submarine Movement.................................................................................................61
10. Ground Combat.........................................................................................................62
A. Definition....................................................................................................................62
B. Procedure...................................................................................................................62
C. General Modifications and Restrictions....................................................................62

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D. Combat Results..........................................................................................................62
E. Losses..........................................................................................................................63
F. Reduced Strength Capable Units...............................................................................63
G. Movement after Combat............................................................................................63
H. Zero Strength and Limited Strength Units...............................................................64
I. Terrain Effects............................................................................................................64
J. Required Losses..........................................................................................................64
K. Concentric Attacks.....................................................................................................64
L. Abilities of Special Unit Types...................................................................................64
M. Tactical Surprise.......................................................................................................67
N. Airborne Assault........................................................................................................67
11. Air Combat.................................................................................................................69
A. Definitions..................................................................................................................69
B. General Air Combat Conditions................................................................................69
C. Air Combat Resolution...............................................................................................69
12. Antiaircraft Combat..................................................................................................71
A. Antiaircraft Artillery..................................................................................................71
B. Antiaircraft Fire Resolution Preparation.................................................................71
C. Antiaircraft Combat...................................................................................................71
D. Determining the Results of AA Fire..........................................................................72
E. Naval AA....................................................................................................................72
13. Naval Combat.............................................................................................................73
A. Definition....................................................................................................................73
B. Pre Combat Stage.......................................................................................................73
C. Evasion.......................................................................................................................73
D. Scattering...................................................................................................................73
E. Combat Range............................................................................................................73
F. Combat Preparation...................................................................................................73
G. Changing the Range in Combat................................................................................74
H. Disengagement...........................................................................................................75
I. Gunnery and Torpedo Phases....................................................................................75
J. Naval Gunnery Combat Resolution...........................................................................75
K. Torpedo Combat.........................................................................................................75
L. Damage Results..........................................................................................................76

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M. Damage Resolution...................................................................................................76
N. Fuel Costs...................................................................................................................76
O. Submarines.................................................................................................................77
P. Float Planes................................................................................................................77
Q. Naval Gunfire Support (NGS) Missions...................................................................78
R. Night Naval Combat...................................................................................................79
S. Naval Interception (Optional Rule)...........................................................................80
14. Other Activities and Special Units...........................................................................82
A. Unit Breakdowns........................................................................................................82
B. Engineers....................................................................................................................82
C. Special Forces............................................................................................................83
D. Artillery HQs..............................................................................................................83
E. RASC (Royal Army Service Corps)...........................................................................84
F. Base Units...................................................................................................................84
G. Partisans.....................................................................................................................84
H. River Flotillas............................................................................................................87
I. Mine Warfare (Optional Rule)...................................................................................87
J. Fast Attack Squadrons (Optional Rule).....................................................................90
15. Logistics......................................................................................................................91
A. General Definitions....................................................................................................91
B. Key Points of the Logistics System............................................................................91
C. Continental System....................................................................................................92
D. Overseas System (Motorised, Riverine or Air QM)..................................................92
E. Overseas System (Optional Rule with no QM).....................................................9392
F. Exceptions to the Standard Supply Systems..............................................................93
G. Out of Supply and Overland MSR........................................................................9493
H. Isolation Status..........................................................................................................94
I. Effects of Being Out of Supply...................................................................................94
J. Offensive Supply and General Supply.......................................................................95
K. Supply Terminals.......................................................................................................96
L. Quartermaster (QM) Units.........................................................................................96
M. Daisy Chains..........................................................................................................9998
N. Army HQ Markers.....................................................................................................99
O. Corps HQ Markers...............................................................................................10099

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P. National Supply Sources......................................................................................10099


Q. National Contingents...............................................................................................100
R. Logistics Points........................................................................................................100
S. General Supply Points........................................................................................101100
T. Supply on Islands...............................................................................................101100
U. Stockpiles..................................................................................................................101
V. Capture of Supply Points or Logistics Points.........................................................101
W. Naval Supply......................................................................................................102101
16. Administration.........................................................................................................104
A. Ground Unit Administration...................................................................................104
B. Air Force Administration.........................................................................................106
C. Naval Unit Administration.......................................................................................107
17. Political & Economic Rules.....................................................................................109
A. Introduction..............................................................................................................109
B. Definitions................................................................................................................109
C. National Regulations...............................................................................................112
1. Free France...............................................................................................................112
2. Nationalist China.......................................................................................................112
3. Vichy France.............................................................................................................114
4. Japan.........................................................................................................................115
5. Thailand.....................................................................................................................118
6. The Netherlands (Holland).......................................................................................118
7. The United States of America....................................................................................120
8. The United Kingdom, its Empire, Crown Colonies and the Dominions...................121

18. Winning the Game...................................................................................................126


A. Victory Conditions....................................................................................................126
B. National Surrender..................................................................................................126
19. Designer’s Notes.......................................................................................................127
20. Game Credits...........................................................................................................128
21. Appendices................................................................................................................129
A. Abbreviations............................................................................................................129
B. List of Charts............................................................................................................131

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1. Introduction
A. The Second World War-online system covers the entire war in all theatres, from 1939-1945. The European Theatre Series
allows for the play of the entire war in the European and Mediterranean theatres, and also connects with Pacific Theatre
series, covering the Pacific, China, Burma, and India utilising 15 mile ground hexes, 75 mile sea zones, and half monthly
game turns.
B. The rules and charts contained in the Global Rules can be used to play the game, and will constitute a standardised rules set
covering all Theatres and Commands.
C. The highest player position in this series is the theatre commander, while the lowest is army or fleet command. Political
decisions taken by higher levels are represented by requirements and limitations on the players within the rules for each
nation, but players have limited control over national production policies, reflecting changes in requirements and the
demands of his forces.

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2. Concepts and Definitions


A. Fractions.
Unless stated otherwise, fractions are always retained.
B. Cumulative Effects.
Unless stated otherwise, all effects to unit strengths and die roll modifications (DRM) are cumulative, including terrain effects such as
cities in mountain hexes.
C. Die rolls.
1. Dice. The Second World War series in paper requires two decimal (ten-sided) dice (provided with the game). When a die roll is called
for, the following abbreviations will designate what dice and how many are to be rolled:
a. 1D10 - 1 ten sided die
b. 2D10 - 2 ten sided dice
c. Percentile roll = 2D10 one for 10’s and one for 1’s.
d. When rolling 1D10, a result of ‘zero’ (0) is considered to be a ten (10).
e. When rolling percentile dice (2D10), a result of ‘double zero’ (00) is considered to be one hundred (100). This general rule may
be modified by specific rules or charts. Whenever 1D10 is called for, use the ‘ones’ D10.
2. Rounding. Where rounding of results is required, it is specified within the rules.
D. Sides.
1. The game is designed to be played by one or two people, with opportunity for team play. There are two ‘sides’ in the game, Axis
(Germany, Italy, Japan, and their allied powers), and Allied (Britain, France, the United States, and their allied powers). The players
control the forces of the side on which they are playing.
a. Neutral: Some nations are neutral, and are not controlled by either side. When a neutral nation joins the war it does so on one
side or the other, and that side’s players control its forces from that point forward.
b. Friendly: These are all Nations, Hexes and Forces on the same side.
c. Enemy: These are all Nations, Hexes and Forces on the opposing side.
E. Initiative.
In warfare having the initiative is crucial. The TSWW system acknowledges Axis control of the progress of WW2 by permitting them to
move first in the initial games of the series, however this does not allow for the historical reality of the situation. To that end the
following procedure determines turn initiative:
1. If by the initial phase of the October I 1941 turn, the Axis player does not own:
a. Moscow, Leningrad, Rostov, Tula, Stalingrad, Tobruk, Alexandria, and any hex adjacent to the Suez canal, roll 2 D10 once in
the initial phase of each game turn prior to any other activity in each turn, until the Axis player loses the initiative, or the May II
1942 player turn is reached:
i. 1%-45% No Change, Axis player moves first.
ii. 46%-100% Reverse turn order, Allied player moves first. Implement the result immediately.
b. Japanese initiative is not affected.
2. If by May II 1942 the Allied Player has the initiative but does not own:
a. Kharkov, Rostov, Tobruk, Singapore, Manila, roll 2 D10 once in the initial phase of each game turn prior to any other activity in
each turn, until the Allied player loses the initiative, or the Oct II 1942 player turn is reached:
i. 1-45% No Change, Allied player retains initiative.
ii. 46%-100% Reverse turn order, Axis player regains the initiative. Implement the result immediately.
b. Japanese initiative is not affected.
3. If by Oct I 1942 the Axis Player does not own:
a. Moscow, Leningrad, Tula, Astrakhan, Baku, Tobruk, Alexandria, Suez, Aqaba, Singapore, Rangoon, Guadalcanal, any major
city in the British Isles, roll 2 D10 once in the initial phase of each game turn prior to any other activity in each turn until the
initiative changes:
i. 1-45% No Change, Axis player moves first.
ii. 46%-100% Reverse turn order, Allied player moves first. Implement the result immediately.
b. Japanese initiative within Manchuria and the 1937 Chinese border is not affected until:
i. The USSR declares war on Japan.
ii. Not less than one ST with a viable overland LOC, or an ST and 2 QM units at a Great Port within the 1937 Chinese border
or Manchuria, plus 1 Army HQ, 3 Corps HQs and a minimum of 15 US or British divisions are operating logistically from the
ST(s) noted above.
HISTORICAL NOTE: The Axis never gained ownership of Moscow, Leningrad, Tula, Astrakhan, Baku, Alexandria, Aqaba, the entirety
of Guadalcanal.

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F. Nations.
These are the countries occupying the area in which the two sides will do battle and are initially represented as they existed at the start of
WW II on 3rd September 1939. Nations start the Game belonging to one side or the other, or they are Neutral. Nations may also defect
from one side to another. See the Defection rule on page 112 for details.
1. National Boundaries: The maps show the national boundaries as of September 1 1939. Changes due to scenario start times or other
factors are outlined in either the specific scenario or P&E Rules and may be represented on the maps. See the Map Terrain Key for
borders types.
2. The National “Seat of Government” Marker: This marker designates the location of the centre of the national government apparatus.
Because this represents the authority to declare open cities, request an armistice, or order the national forces to surrender, its physical
position and status is important. It is represented by each nation’s flag.
3. Neutral Nations: Until authorized by their respective Political and Economic Rules, no nation may enter the territory of another, under
any circumstance. Nations that are "out of bounds" are considered neutral. Units that would be forced into a neutral nation’s territory by
combat results are eliminated instead; however there may be exceptions in the Political and Economic Rules. No over flight of a neutral
nation is permitted, unless specified in the Orders of Battle and/or Appearance.
4. National Contingents: Armies fight most effectively when they have a common structure, language, and training with which to develop
plans. To represent this, the games make use of ‘national contingent’ rules. When units of differing national contingents are trying to
attack together, they suffer a reduction in their overall strength (see ‘National contingents’ on page 63). Some nations formed, equipped
and trained units that were made up of refugees from conquered countries. These units are shown or listed in the P&E Rules and Orders
of Battle and/or Appearance (OB/OA) as being part of the sponsoring nation’s contingent.
For Example: Free Polish troops, ships, and air units are part of the British Contingent.
5. Garrisons: Some nations are required to keep a specified amount of force deployed near the border shared with a neutral nation. See the
OB/OA for each nation to determine what (if any) garrisons that nation is required to maintain, and the penalties for failing to do so.
a. A garrison is held off the map unless it is activated by the owner.
b. Garrison activation is triggered by either political or military events.
c. This occurs in the initial phase of either player turn (by both sides) to ensure that garrisons that are off map are visible to players
as they plan their turn.
NOTE: If the optional Fog of War rules are used, Garrisons are held off map unless reconnoitred by a player.
G. Geography.
1. The Map: The map is a representation of the area in which the two sides will do battle and is sub-divided into hexes that are 15 miles in
width and, for naval movement, sea zones that are 75 miles in width.
2. Going (Optional Rule): Going is a military term which describes the ground over which operations occur:
a. Good Going: Good terrain for the unit type to move and operate in.
b. Fair Going: Adequate terrain for the unit type to move and operate in.
c. Poor Going: Difficult terrain for the unit type to move and operate in.
3. Theatres and Commands: The Theatre or Command is used for administration of ground and air forces. See the appropriate Political &
Economic Rules for Theatre designations. If no Theatres are designated in a Nation’s Rules, it is considered to have only the ‘home’
theatre even if operating in adjacent countries. The game splits the world into Theatres (Europe, Pacific, Mediterranean,
China/Burma/India), however, within these Theatres the game deals with Commands. Commands represent large geographical areas
which were historically under the control of one senior commander, or small group of commanders.
For Example: The German Eastern Front, Operation Overlord (the liberation of Western Europe), or the campaigns in the South West
Pacific are all Commands in the Game.
4. Ownership of Hexes: Each nation owns territory as specified in the Module and Political & Economic Rules. Ownership affects the
ability to make use of facilities and extended movement types. Ownership of Hexes will change during the game as the Forces of one side
take territory from the other side. See Change of Ownership Rule in the Movement Section (Rule 7.H) for more detail.
5. Control of Hexes: This occurs when a ground unit (or stack of ground units) that is too small to take ownership of a hex moves through a
hex. They are deemed to control but do not own the hex they are currently in but once they leave the hex, ownership reverts to the
previous owner. This distinction is important for ownership of some facilities (see Rule 4).
6. Front Line: Friendly territory consists of all friendly owned hexes at any given time. Enemy territory consists of all enemy owned hexes
at any given time. The Frontline is any hex side at which enemy and friendly territory meet. Hexes along the ocean coasts are also
considered to be the ‘front line’, even if no opposing force exists in the ocean.
7. Lines of Supply and Communication:
a. Line of Communication (LOC). An unlimited length route from a supply terminal via road or rail to the national supply source
or, Overseas, an unlimited length route via road or rail from a unit to a supply terminal. In China Burma India (CBI) the route
may also include an air element as defined in the OB/OA. The LOC may not enter an enemy Zone Of Influence or enemy owned
territory, but in CBI may over fly enemy owned territory. See Rule 15 for details.

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b. Line of Supply (LOS). An unlimited length overland route from a supply source or supply terminal to a unit, used to determine
Isolation (see Rule 15.H).
8. Isolation: Isolation is defined as not being able to trace a Line of Supply. Forces eliminated while isolated do not generate Stacking
Replacement Points, and may have other penalties imposed upon them per Rule 15.H on page 96.
H. Forces.
This term refers to the ground, naval and air units of a nation or alliance in general. In Game terms, Forces are separated into Services
and Branches on the basis of the function of the units (land, sea or air) and whether the Service or Branch maintain a separate Combat
Replacement Pool, that is a pool of replacement points used to rebuild damaged or destroyed units of that Service or Branch.
1. Service: These are the three main components of the Armed Forces; the Army, the Navy and the Air Force. Note that the Japanese
Imperial Navy and Army must maintain completely separate replacement pools as defined in the national rules.
2. Branch: For the Army, there are the 3 main branches: Infantry, Armour, and Artillery, each having a separate Combat Replacement Pool.
For the Navy and the Air Force, branches are generally not defined as each of these has a single Combat Replacement Pool used for
rebuilding any units in the Service.
3. Units: In general, when the term ‘unit’ appears by itself, it refers to ground units. However, within the air rules the term refers to air units,
and within the naval rules to naval units. All units have a size referred to as the Stacking Point (SP) size. Unit sizes may be amended by
the Unit Replacement Chart or the Political & Economic Rules.
I. Naval System Concepts.
Due to the dramatic difference in both scale and pace of naval operations, the Operational Naval System (ONS) utilises a number of
special game concepts. The ONS introduces in-phase reaction movement, large scale sea zones, fog of war, and a time based mission
system. There are four primary naval phases (two friendly and two enemy per player turn) and a number of secondary elements to the
system. Refer to the Turn Sequence for further details.
1. Sea Zones: Sea Zones are areas on the maps which are five hexes (or approximately 75 miles ) across. Sea zones represent the general
area in which ships may be located during a period of time within the game turn. Every all sea and partial sea hex is part of a sea zone.
These sea zones are marked on the maps and most have a unit locator hex (the hex nearest the centre of each sea zone) which is used to
display the sea zone that a Naval Task Group (NTG) is in during movement. For sea zones where the unit locator hex is an all-land hex,
any hex in the sea zone may be used to locate units for all purposes including ranges for aircraft undertaking naval cooperation missions.
During the combat resolution phase all ships within each NTG must be placed in the appropriate boxes on the Naval Combat Range
Display.
2. Supply: Ships have three supply states that they may be in. Ships are either in supply, on an extended mission, or are depleted. See Rule
15.W for more details.
J. Logistics.
Logistics is the military science of delivering those resources (men, equipment, supplies and services) to the point of need in a timely
fashion. They are covered in depth in Rule 15.
K. Fog of War (Optional Rule).
The Fog of War (FoW) rule is designed to add an additional layer of realism to the game system, by showing some of the problems faced
by real world commanders. This rule can be used to differing degrees and players decide at the beginning of the game to what extent they
wish to use FoW. At the simplest level players may not examine the contents of each other’s stacks - the ‘mist’ of war; at an intermediate
level the Stacking Replacement Markers (SRMs) provided in the game are used for a ‘foggy’ experience; but for a real ‘pea souper’
additional SRMs can be downloaded from the website.
1. To use this rule you require:
a. Stacking Replacement Markers. Some are provided in every game and online at www.tsww-online.com you will find additional
ones that can be downloaded if required along with guidance on how to make your own counters.
b. A little bit of patience. This rule, whilst not obscure, is rather more complex than normal play, and as such will take time, both
to master, and to work with.
2. General Rules:
a. Players may not peruse, before or during play, the OB(s) for forces not under their control within the game.
b. Players may not examine the contents of enemy stacks. Only the top unit of a stack will be visible to your opponent and players
are free to choose which unit they place on top except that this can only be a Support unit (Rule 5.A.3.e) if there are only Support
units in the stack.
c. Units within 20 hexes of an enemy unit (only) may be placed into Stacking Replacement Markers. SRMs have two sides:
i. “H”: Units in the hex are hidden from enemy forces.
ii. “R”: Units in the hex are revealed to enemy forces to an extent determined by the rules if spotted.
d. SRMs are initially placed with their “H” side face-up.
e. Units under an SRM are placed into the relevant box on the stacking replacement display.
f. If more than one SRM is in a hex, the owning player may freely reorganise his units between them. The owning player may also
freely swap SRM counters at any time to confuse the opposing player as to what is in the marker’s hex.

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g. Fortifications constructed in a hex containing a SRM remain hidden until spotted. If the SRM leaves the hex then another may be
placed to continue to hide any fortifications.
h. The supply status of units under a SRM need not be revealed to the opposing player unless they are involved in combat.
3. Spotting (Ground Units): Spotting is carried out by certain types of ground units or stack sizes and the spotting unit(s) need to be adjacent
to the hex containing hidden enemy units. Spotting can be carried out by:
a. Units listed in the OB as “Recce Capable”.
b. Partisan units with a nominal 1 SP size.
c. A stack of units with at least 3 divisions in the stack. The three divisions may spot as if they were a single recce unit.
NOTE: placing three divisions in adjacent hexes to hidden enemy units does not count. The “spread” of recce assets would lead to
a messy or very incomplete picture; therefore, divisions must be stacked to gain this effect.
d. Any light armour or cavalry battalion, regiment, or brigade.
4. How to Spot (Ground Units): To spot enemy units in a hex, friendly recce units must move adjacent to the enemy stack.
a. Spotting may only occur in the phasing players movement phase.
b. Units spotting must have a minimum of 2MPs of tactical movement left after all movement is completed.
c. Each recce unit may spot the contents of one adjacent hex.
d. Spotting is automatic.
e. A spotted stacking replacement marker is flipped to the R side.
f. The owning player of a stack or revealed SRM must tell the opposing player in addition to any other revealed information:
i. Total printed combat strength.
ii. Number of ASE or ATE points, but not both.
iii. Number of motorised units in the hex, but not the total SP value of such units.
iv. At no time does he have to reveal any units in the artillery stacking section, or non-combat non-support units to the
opposing player.
v. Fortifications: Roll 1D10 and apply the following results:
1-3: No information is divulged to the player spotting.
4-8: A simple “yes” or “no” answer to the question “are there field works in that hex?” is permitted.
9-10: The owning player must inform the opposing player of the fortification type in the hex.
5. Effects of Recce Units on Combat:
a. If an attack includes 3 or more recce unit equivalents, increase attacker CEV by 0.1. This is added to the modified CEV for that
attack.
For Example: A Soviet force is defending in a hex. It is being attacked by German forces including 6 divisions (in 2 separate
hexes) and one light armoured battalion. That force includes 4 recce unit equivalents, and the attacker CEV after all other CEV
modifiers is 1.5. Combat resolution CEV is 1.6 (1.5 + 0.1).
b. If a defending hex includes 2 or more recce unit equivalents, decrease attacker CEV by 0.2. Use exactly the same method for
calculating CEV as part 6.a above.
c. If both attacker and defender are able to benefit from the presence of ground recce units, Roll 1D10 and apply the result below:
1-3: Attacker CEV is modified per 5.a above.
4-6: Attacker CEV is modified per 5.b above.
7-8: All recce units are eliminated prior to combat resolution. If the recce units are not parts of divisions,
immediately place them in the replacement pool and, treat them as eliminated. Recalculate the combat.
9-10: No effect.
6. Spotting (National Intelligence Means): Spotting via the NIM (Ground) table is handled in much the same way as for naval units and
takes place in the player’s Initial Phase. Roll 1D10 on the NIM (Ground) table:
a. Spot X (where X is a number): X enemy stacks may be flipped to the R side.
b. As each stack is identified or SRM is flipped to its R side, the owning player must reveal the following information:
i. Total number of units in the hex
ii. Combat strength of any one unit, selected in the following order of priority:
1 Motorised Units that are not artillery or other support unit type.
2 Infantry
3 Artillery
4 All Other
iii. An estimated combat strength. The owning player is encouraged to falsify this information, within reason.
NOTE: As a general guide, the owning player may not modify the information by more than 50% up or down of the total
printed combat strength in the stack.
c. Limitations. The spotting player may NOT take written notes relating to stack information at any time during the initial phase of
the turn. If caught doing so, he immediately forfeits the game. The penalty for cheating is encouraged to be ritual humiliation
including posts to all web-lists that they are a member of, tar and feathering, or the simple act of pouring a black current drink

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over their head, plaintiff’s choice! The company takes no liability for personal injury or materiel loss inflicted or incurred as a
result of this (or any other) game rule(s).
7. Spotting (Air Units): Air units that are Type R or Code T may be allocated to spotting. These are recce capable air units. Generally, the
following rules limit spotting by air units:
a. A spotting air unit has an air zone of influence in every hex adjacent to the hex in which it will create its spotting zone.
b. A spotting air unit must retain 2MP of its movement rating on arrival at a hex in which it will create its spotting zone.
c. The spotting zone is the hex it occupies plus all 6 surrounding hexes.
d. Spotting may be flown at any modified range.
e. Upon arrival at the hex in which it will create a spotting zone, each air unit rolls 1D10 for each hex in the spotting zone and
applies the result below:
1-3: No Effect
4-6: Strongest unit in the stack (printed combat strength) is revealed to the spotting player. Hex remains “hidden”
unless revealed by NIM.
7-8: Strongest and weakest units in the stack (printed combat strength) are revealed to the spotting player. Hex remains
“hidden” unless revealed by NIM
9-10: The owning player of units in the stack must flip the SRM to “R”. He must tell the opposing player:
1 Total printed combat strength of artillery units.
2 The strongest and weakest strength units in the stack (printed combat strengths).
3 Whether or not any armour, light armour, TD, AG, or motorised units are present in the hex.
4 An estimate of total printed combat strength in the hex. Follow Rule b.iii from the NIM section above for
the estimate.
8. Combat Resolution (Optional): Both players calculate ground combat strength in the normal way but with the following modifications:
a. Owning players do not have to reveal the precise units involved to the enemy player.
b. Owning players may withhold from combat up to 50% (round up) of the stacking points in a hex from their calculation.
c. If as a result of combat a hex that includes withheld units is lost the player owning the withheld units may:
i. Inform the attacking player that this is the case and refuse to retreat:
1 The attacking player may overrun the remaining units
2 The attacking player may elect not to try to overrun, and not advance after combat.
3 The attacking player may expend 1/3 LP and roll a further attack into the hex using any units that participated in the
initial attack, and that remain in play after losses have been applied, in addition to the withheld units.
ii. Retreat the units per normal retreat rules.
d. For every 3 recce air units allocated to a hex where a CAS mission is also being flown:
i. Add the recce unit’s CAS value (if any) to the combat as per a normal CAS mission.
ii. The attacking player’s CEV is increased by 0.1
iii. If the attacking air force has air superiority (see Rule 5.B.8), add a +1 DRM to the combat resolution die roll.
e. Limitations. Cheating or misleading or misinforming players during combat resolution is unacceptable. Any player caught
immediately forfeits the game! Penalties are provided for by local house rules must be applied against the culprit.

Designers Notes: This rule is very experimental – use at your peril! The idea is to show how important information is, and how
dangerous it can be to the unwary. In effect combat odds can now be completely random, players can intentionally mislead their
opponents (within reason) and hexes can never be fully optimised. In short, it is an administrative pain, but it provides another level of
simulation whilst leaving the player in control of their own military forces.

L. The 5 Day Game Variant.


In effect the 5 Day rules use the main rules set to make the game work at a different time (5 days per turn instead of half a month) and
unit scale. In short, they are designed to adapt the main rules with minimal changes so once you know how to play the main game you
can play the 5 Day variant without major relearning. The 5 Day variant uses the same naval and air units but ground units with modified
movement and combat ratings. In the 5 Day game the following amendments are made to the main rules:
1. Order of Play. All activities in the Initial Phase (see Rule Error: Reference source not found on page Error: Reference source not found)
takes place on the first and fourth game turn of each month with the effects of being in or out of supply lasting for three consecutive game
turns.
2. Ground Rules. There is no Reaction movement – Rule 7.C.1.h on page 42.
3. Air Rules. Bombing factors for CAS (ONLY) are multiplied by 10 – Rule Error: Reference source not found on page Error: Reference
source not found.
4. Naval Rules:
a. Naval gunnery is multiplied by 1.25 for AGS and CGS (ONLY) – Rule 13.Q on page 79.
b. SMA rates are multiplied by 0.33 rounding up – Rule Error: Reference source not found on page Error: Reference source not
found.

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2. All other rules remain in place.

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3. Geography and Climate


A. Weather.
1. Climate Zones: Light blue Climate Lines divide the map into areas (zones) where climate conditions are similar during the year. Each
Climate Zone is labelled with a code (see the Weather Conditions Chart) contained on the Climate Line. Each zone generally includes all
hexes on and north of the Climate Line, up to the next Climate Line. Also, the top of the code points to the area of the Climate Zone.
Some Climate Zones are completely surrounded by one or more zones. These Climate Zones contain all the hexes on and encircled by the
Climate Line. If a sea zone is bisected by a Climate Zone, the worst weather within the zone is prevalent.
2. Weather Conditions:
a. Weather Conditions are:
i. Good (G)
ii. Poor (P)
iii. Severe (S)
b. Temperature levels are:
i. Hot (H)
ii. Cool (C)
iii. Freezing (F)
c. Weather Effects:
i. Snow: Poor or Severe Weather and Freezing temperature.
ii. Mud: See 5.a.viii below.
3. Weather Chart: The Weather Chart is used to determine the weather in each zone at the beginning of the Game Turn.
4. Weather Procedure: At the beginning of each Game Turn either player rolls 2D10, one to determine the weather, the other the
temperature. Roll each die only once, not for each weather zone. Cross reference the die roll with the month of the current game turn on
the Weather Charts. This provides the weather and temperature for each Climate Zone. Use the ‘ones’ die for the storm activity, and the
‘tens’ for the temperature.
5. General Weather Effects:
a. Ground forces
i. Effect on the CEV: CEV is not affected by weather.
ii. Overland supply lines.
1 Good = no effect
2 Poor and Severe. See Tracing MSRs on page 96
iii. Movement. See the Terrain Effects Chart.
iv. Construction operations.
1 Good = no effect
2 Poor = no effect
3 Severe = MP cost doubled
v. Freezing weather. All combat conducted when the temperature is Freezing has a -2 DRM.
vi. Freezing. When the temperature in a Climate Zone is freezing, canals, rivers and swamps begin to freeze.
1 Time required to freeze. After two consecutive game turns of freezing temperatures in the Continental Cold, Steppe,
Arctic and Sub Arctic zones, the following features freeze: Rivers, Swamps (all types), Lake Intensive, Lakes and
Major Rivers
2 Thawing. All frozen terrain thaws after two consecutive turns of non-freezing temperatures.
3 Effects of freezing.
a. Frozen rivers: no cost in MP.
b. Frozen swamps:
i. A wooded swamp becomes a wooded hex.
ii. A swamp hex becomes a clear hex.
c. Lake Intensive and Lakes: Treat as clear terrain.
vii. Flooding.
1 Flooding caused by Severe Weather. If there has been Severe Weather in a Climate Zone for three consecutive turns, the
rivers and all swamps in that zone flood for two game turns.
2 Flooding caused by melting snow. If a Climate Zone has snow, and the new temperature is not freezing, the non-frozen
rivers and all swamps in the zone flood. Rivers flooding due to snow melt do so for two game turns.
3 Flooding of Frozen Rivers and Swamps. These types of Terrain flood as soon as they thaw.
4 Effects of flooding.
a. Flooding rivers - add two additional MP to the cost of crossing any river.
b. Flooding swamp (all types) add two additional MP to the cost of the hex for movement.

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c. Engineer repair cost for any bridge is tripled (x3) during flooding conditions.
d. The hex cost to trace an overland supply line through a flooding river or flooded swamp is increased by one hex.
viii. Mud. Mud is caused by sustained precipitation. In the event that Good weather is immediately followed by poor or
severe non-freezing weather, mud occurs on the second consecutive turn of such weather. In the event that a thaw occurs,
mud occurs during any game turns in which there are penalties as a result of a thaw. Mud affects various rules in the
game, primarily for construction practices. In addition, Air bases not in the developed world may not be used unless they
are at least a 3 capacity permanent airbase OR at a major/great city. The developed world is defined as Western Europe
excluding Spain and Portugal, Scandinavia excluding Finland, Northern Italy and the German Reich including
Czechoslovakia and Austria.
ix. Air operations.
1 Weather Conditions affect air operations as follows by reducing the total bombing factors by the percentage shown:
a. Good - no effect
b. Poor = -10%
c. Severe = -50%
2 The presence of friendly forces (ground or naval) in proximity to the target may reduce the weather effect above:
a. 1-2 hexes = reduces the effect by one level (Poor becomes Good, and severe becomes Poor)
b. 3-5 hexes = reduce the weather effect by 50% (Poor is 5% and severe is 25%).
c. 5+ hexes = No change in weather effects.
3 For targets at sea, Naval units must be in the same sea zone as the target for the effects above to occur, and ground units
must be in a land hex that is part of the sea zone the target is in.
x. Naval operations.
1 Sea Conditions.
There are three possible Sea conditions, Calm (C), Rough (R) and Stormy (S). These are determined by the Weather
and Temperatures according to the Sea Conditions chart.
2 Weather and Sea Zones.
Sea Zones crossed by one or more Climate Lines always have the worst sea condition possible from the weather and
temperatures of the Climate Zones.
3 Spotting. Use DRMs on Sea Effects Chart.
4 Combat and Landing Capabilities.
a. Calm
i. No effect
b. Rough:
i. Surface action Naval Gunfire Support (NGS) is reduced by 10%
ii. Beach cargo capacity reduced by 10%
c. Stormy:
i. Surface action NGS is reduced by 20%
ii. The total Torpedo factors (including those of all air units) are reduced by 50%, but never below 1.
iii. Beach cargo capacity reduced by 50%.
iv. No amphibious landings (of any type).
In all cases round fractions down.
5 Coast Defence Artillery (CDA) is reduced by one level in Stormy Sea Conditions. A level one CDA has its gunnery
strength reduced by 50%.
6 Air unit bombing strengths are reduced for naval operations by 10% in Rough Sea Conditions and by 25% in Stormy
Sea Conditions.

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4. Facilities
A. Fortifications.
1. Field Fortifications: These are the only type of fortifications that can be built by the player during the game . Whenever a fortified hex
becomes owned (not controlled) by the enemy, its field fortifications cease to exist. All field fortifications more than 25 hexes from
enemy forces in regular supply cease to exist in the initial phase of the owner’s turn unless at least 1 SP of friendly forces are in the hex.
There are four levels possible, their effects on combat are shown on the Terrain Effects Chart:
a. Level 1 (Field Works)
b. Level 2 (Defensive Fortifications)
c. Level 3 (Fortified Network)
d. Level 4 (Deep Defences)
2. National Special Works: See the Political & Economic Rules, and the Terrain Effects Chart for these types of fortified works. In general
these are printed on the maps, and in general cannot be rebuilt (if reduced) in the context of the game. Forts printed on the map are either
Improved and treated as Major Fortification Hexsides or Unimproved and treated as Fortified Hexisdes.
B. Airbases.
1. Definition: The term airbase is used generically to describe facilities that Air Units operate from unless a specific rule requires separating
their capabilities.
2. Types: Air units operate from facilities defined as follows:
a. Airport: A printed city, place, or facility which has a capacity for air units. Treat as ‘Airfield’ unless specifically noted below.
b. Airfield: A facility built by engineers in the course of the game.
c. Airstrip: A temporary facility built in the course of the game. It is an airbase counter with a 1 printed on it.
d. Each hex may contain up to four airfields in addition to any airport a city in the hex has.
3. Capacity and Operational Status:
a. The capacity of an airbase is the number of friendly air units, each player turn that may begin air missions from the airbase.
There is no limit to the number of units that may land, or remain at, an operational airbase. The Airbase Capacity Chart shows
the capacities for the airbases. See Scenario or Political & Economic Rules for any modification to this.
b. An airbase is considered to be operational if it has a capacity greater than zero. An airbase with no capacity (due to damage) can
have aircraft land at it, but no aircraft units can take off until it has been made operational.
c. An airstrip exists only when there is a construction engineer unit in the hex with it. It is removed from the map during any initial
player turn if it does not have such a unit present in the hex.
4. Airbase Capture:
a. Capture of Airbases. Enemy airbases are considered captured when the hex they are in becomes friendly controlled or owned.
Airstrips may not be captured.
b. When captured, the airbase is available for use by the new owner during the air return phase of the current player turn. For
airborne assault purposes only, airbases may be used to crash land transport aircraft on to the airbase the moment friendly forces
gain control of the airbase. Transport aircraft used in this manner are eliminated over enemy territory and immediately enter the
air replacement system. See air rules for more details on the air system.
c. Air Units on Captured Airbases.
i. When a hex containing a friendly airfield or airport becomes enemy controlled, all air units that are based in the hex are
eliminated. These units are treated as being their equivalent in Air Replacement Points (ARPs) of that aircraft type
eliminated over friendly territory.
ii. Air units based at an airstrip in a hex that becomes enemy occupied are eliminated, but are treated as being eliminated over
hostile territory.
5. Airbase Damage and Repair:
a. Airbases can be damaged by being bombed (Rule 8.G.1.c), or shelled (Rule 13.Q.1.a). Each hit of damage on an airbase
reduces its capacity by one, with no more hits of damage allowed than the capacity of the base plus one.
b. If multiple airbases are in a single hex, it is not required to allocate a specific hit to a specific base. The total capacity of the hex
is used to determine the maximum number of hits allowed.
c. Air units at an airbase that is damaged lose 1 Air Replacement Point (per hit on the base), chosen randomly by the player for
each hit the airbase suffers.
d. Engineer units with construction ability repair hits on airbases at the rate of 1 hit removed per MP expended, per SP of
engineers.
6. Airbase Removal:
a. Airports cannot be removed from the map.

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b. Phasing player owned airfields that do not have any air units on them can be removed from the map during the phasing player
initial, or pursuit phases (only) to prevent their use by enemy forces. There is no cost to do so.
c. Airstrips are always removed from the map if, during a player initial phase, there is no friendly construction engineer unit present
in the hex. An air unit on an airstrip that is removed due to absence of a friendly construction engineer unit is eliminated over
friendly territory, and enters the aircraft replacement system.
C. Ports.
1. Definition: Ports are marked on the map (see the Terrain Key for details on port markings). There are four types of port: Great, Large,
General and Small. Some have Facilities and some have an Anchorage. Unless noted in the OB or the P&E Rules, ports are only cargo
handling facilities and cannot repair damage.
2. Cargo Clearing: This is the maximum number of SPs that can be handled in that port during a single player turn.
3. Heavy Equipment: Units that include heavy equipment and Air SRPs cannot be loaded or unloaded at Small ports unless the NSP is
equipped with derricks.
4. Repair and Shipbuilding Capacity:
a. Certain ports (as listed on the Naval Facilities Chart) have a Repair Capacity. Specialist shipyards and Naval Dockyards are also
listed on the Naval Facilities Chart
b. Ports may also have a Shipyard and/or a Naval Dockyard Capacity.
c. Shipyards provide both General Repair Capacity and New Build Capacity, which are defined on the Naval Facilities Chart as the
port’s Repair Capacity. The repair capacity is based on the “size” of the naval unit
For Example: A Shipbuilding Centre (Glasgow on the River Clyde is one) would be able to repair up to 8 Battleships or Fleet
Carriers within its facilities, or any combination of ships as long as the total does not exceed the capacity of the port. At the same
time it could be constructing ships up to its Repair Capacity, so at the same time as repairing 8 battleships, it could also be
building 8 battleships.
5. Naval Dockyards: Naval Dockyards offer specialist facilities to repair, refit, or upgrade major combatants and capital ships. Escorts may
be repaired, refitted or upgraded at any port with a repair capacity. NSPs may only be repaired in Ports with a repair capacity or a
shipyard with a repair capacity. NSPs may not be repaired at a naval dockyard.
6. SSF Facilities: Specialist Submarine facilities, with refit and repair capabilities. Any Naval Dockyard or SSF Pen (see the Port Repair
Chart) have these facilities, and capacities.
7. Fuelling Capacity: This represents the maximum number of fuel points that can be transferred to ships in harbour in a game turn.
8. Port Damage: Ports can be damaged by bombing, naval bombardment, or demolition 'hits'. Each hit on a port reduces its cargo and
fuelling capacity by one until repaired. A port retains 1/10th of its cargo handling capacity even if the port has received hits equal to or
more than its stated capacity. No amount of hits will remove this limited capacity.
9. Port Capture: Ports are considered captured when the hex they are in becomes enemy owned territory (not just controlled).
a. Use of a Captured Port: A captured port becomes available to the capturing player during that player’s next initial phase. The
capacity of the port is not altered by the change in ownership however any damage to the port is inherited by the capturing player.
b. Repair Capacity: Roll 1D10. Repair capacity cannot be used for one game turn after a port changes hands. Repair capacity then
recovers proportionately to the result of the Die roll, rounding fractions up.
For Example: Brest is captured on the June II 1940 turn by the Axis Player. He rolls one die, with 7 as the result. He may not
use the repair capacity in the July 1 1940 turn. In the July II turn he has a repair capacity 1/7 of the normal one, in the August I
turn, 2/7s and so on until it is completely recovered. If the Allies were to recapture Brest, they would repeat this procedure.
c. Enemy NSPs and LCs in port. NSPs or LCs in a port when it is captured can become the property of the new owner of the port.
Roll 1D10 for the NSPs and 1D10 for the LCs, the result is the percentage of these types captured, rounding fractions down.
d. Captured NSPs and LCs are available to the new ‘owner’ after six game turns.
For Example: There are 9 Axis NSPs and no LCs in Tunis when it is captured by the Allies. The Allied player rolls 1D10, with a
result of ‘four’. 40% of 9 would be 3.6, which is rounded down to 3. The player capturing the port gains control of 3 of the NSP's,
after a delay of 6 game turns they may be used by him, and are placed at the nearest friendly owned port.
e. Enemy Naval Combatants in Port. Naval Combatants in a port that is captured by the enemy will either escape, be captured, or
be scuttled. Each ship or flotilla has 1D10 rolled for it, with the effects being:
5 or less: Escape - the vessel is considered to be “at sea” in the sea zone
6: Captured. The vessel is assumed to have half the hits of damage it can suffer applied. The capturing
player rolls for damage repair per the naval rules to repair the captured ship(s)
7 or more: Scuttle - the vessel is considered sunk by its crew to avoid capture
10. Basing Capacity: As noted on the Port Capacity Chart, this is the number if naval units (excluding NSPs) that may remain in port. If the
port has an Anchorage its Basing Capacity is unlimited.
D. Rail Marshalling Yards (RMY).
These are located at all small, major or great cities. The loss or capture of Rail Marshalling Yards affects a nation’s rail capacity. See
Rule 7.F.1.a.vi on page 44. Rail Capacity can also be affected the Operational or Strategic bombing of RMYs. See Rules 8.G.1.b on page
50 and 8.H.1.a on page 51.
RMYs are also required for the placement of Supply Terminals in the Continental supply system. See Rule 15.K.1.g.i on page 98.

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5. Units
A. Ground Units.
1. Definition: Ground units are differentiated by colour, size and type, as shown in detail on the Unit Identification Table (UIT). For general
information see below, for specific information, and the movement and combat rules for the unit types, refer to those rules sections.
2. Ratings: Ground units typically have a combat rating and a movement rating, e.g. 8-6. The first figure is the combat rating and the last
figure is the movement rating. Where a unit has three values such as 5-6-6, the first figure is the attack rating, the middle figure the
defence rating, and the last figure is movement. A unit with a combat rating of one in parenthesise, (1)-6 for instance, is rated as having
½ a combat point, except against partisans and Special Forces when they can attack and defend with a rating of 1.
3. Types:
a. Motorised Units. Any unit that includes the motorised symbol, motorcycle, or armour icon as part of its unit icon. All units that
are motorised may move their full movement point rating during the pursuit phase unless specified otherwise.
b. Semi-motorised. Any unit with the single wheel symbol centred under their unit icon. These units move along roads and tracks
as per motorised units. They move across country as motorised units or they can choose to utilise their unit symbol properties.
However, if they do the latter their printed movement rating is halved. In combat they are treated as non-motorised. During the
pursuit phase they may move as motorised along roads and tracks as per motorised units.
c. Cavalry. Any unit with the cavalry icon that is not motorised. Cavalry units may move their full movement point rating during
the pursuit phase unless specified otherwise.
d. Other. Any unit other than cavalry that is not motorised. These units may move half their movement point rating during the
pursuit phase unless specified otherwise.
e. Support Units. Although not a specific unit type, it is important to note that any artillery, railroad, quartermaster or construction
engineer unit is a support unit. Support units on their own may not negate Zones of Influence or gain permanent Ownership of
hexes.
f. Positional (Static) AA points. These may only move in the Movement Phase, do not count against stacking in a hex, and
contribute one combat point to the defence (only) for every 4 points of AA in a hex. They may combine or split into increments of
1 AA point at any time within the owning player’s turn. If they move during a turn they may not use their AA or Defence strength
in any way until the next friendly initial phase. Each point of Positional AA is ¼ of an SP in size for replacement and
transportation purposes.
4. Heavy Equipment. Many ground units have heavy equipment such as artillery, trucks and tanks. Units with heavy equipment have
restrictions placed on them for Air Transport and Naval Transport over beaches. All support, motorized (except motorcycle units), semi-
motorised, artillery and heavy anti-aircraft units have heavy equipment as do all divisional sized units and HQs unless noted in the OB or
P&E rules as being air transportable.
5. Size:
a. Corps: A unit with the corps size symbol.
b. Division: A unit with the division size symbol.
c. Non-divisional Unit: A unit smaller than a division.
d. Unit sizes in parenthesis are “groupings” equivalent in size to the symbol within the parenthesis.
For Example: [X] would mean a unit with the same size as Brigade, but which was historically designated as some other unit
type.
e. Some units may have a reduced side. The reduced side is half the SP size of the full strength unit. For Combat Replacement
calculations (See Rule 16.A.3) a unit that is reduced counts as half its full strength in SP and a reduced unit that is eliminated
also counts half its full strength in SP.
For Example: A player reduces and then eliminates a Division during combat. The total loss is the full SP value of the unit.
6. Stacking Points (SPs):
Ground forces are described in terms of their relative size by the amount of stacking points they are assigned. Unless modified by their
specific Political & Economic Rules, units are the following sizes in SPs (NOTE: Reduced strength units are always half the original SP
in size):
a. Corps XXX = 4 SPs
b. Division XX = 4 SPs
c. Brigade X = 2 SPs
d. Regiment III = 1 SP
e. Battalion II = ½ (0.5) SP
7. Stacking: The placing of more than one ground unit in a hex is called "stacking". The ‘stacking limit’ limits the size of the ground forces
that can be in a hex at the end of a phase.

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a. A player may move more units through a hex than may remain there, but no unit may end a phase in violation of the appropriate
stacking limit.
b. If, as a result of combat, a unit is forced to retreat into a hex where it would exceed the stacking limit, it must continue to retreat
until it no longer exceeds the limit.
c. Units that cannot retreat (Rule 10.G) are eliminated.
d. Attacks can be made from multiple hexes into any hex type, regardless of the limits of stacking in the attacked hex. Attacking
forces may only advance after combat (see Rule 3) up to the stacking limit of the attacked hex.
For Example: Two regular stacking hexes are attacking an enemy force in a mountain hex. All the forces in each of the attacking
hexes can participate, but if the attack succeeds in taking the hex, only mountain stacking level of SP can advance into the hex
from the attacking forces.
8. Stacking Restrictions: The types of stacking are based on the type of terrain or weather zone the hex is in. They are:
a. Regular. 44 SP of Normal Units, 12 SP of Artillery. For Example: 9 divisions, 8 SP non-divisional units, 12 SP of artillery, or
any viable combination of such.
b. Mountain. 11 SP of Normal Units, 4 SP of Artillery (or one Artillery Division). For Example: two Divisions, 3 SP of non-
divisional units, 4 SP of artillery, or any viable combination of such.
c. Limited Land Mass. This represents the very limited space of small islands. (Islands smaller than one quarter (¼) of the hex they
occupy in size). Four SP of Normal Units. Two SP of Artillery. For Example: one Division, 2 SP Artillery or any viable
combination of such.
9. Zones of Influence: Large ground units have a Zone of Influence into hexes that surround them (Rule 7.B.1). This represents use of
patrols and artillery fire to hamper the movement of Enemy Ground Units in close proximity.
10. Combat Efficiency Variable (CEV): This is a measure of the relative efficiency of Nations at an overall level, bringing into play the ‘soft’
factors such as leadership, training, doctrine, communications, morale, etc. All Nations are affected and have a CEV (see the Combat
Efficiency Charts for specifics).
a. The Effect of the CEV. The CEV is used as a modifier of the combat factors a unit has. The printed factors are multiplied by this
value which may increase or decrease the combat power of the unit in question.
For Example: A German force of 20 points attacking a Soviet force of 10 points in August of 1941 would receive a CEV
multiplication of its combat factors of 1.5, so the final combat odds would be 30:10 (or 3:1) instead of the original 20:10 (or 2:1)
assuming the Soviet CEV is 1.
b. Modifiers of the CEV.
i. When attacking if a unit is not in Offensive Supply it has a base CEV of 0.75 or its national CEV – whichever is the lowest.
When defending the base CEV is always the national value according to the Combat Efficiency Charts irrespective of
supply status.
ii. Some P&E Rules may modify CEV.
iii. Interdiction. Two types of interdiction can cause a reduction of a unit’s CEV: interdiction (Rule 8.G.1.h) and railroad
network interdiction (see the Rail Marshalling Yard bombing missions). Battlefield Air Interdiction and Partisan
Interdiction can accumulate to no more than a 40% reduction in the CEV. Railroad network interdiction can contribute an
added 10% reduction to the CEV.
1 Maximum Reduction. Thus the maximum possible impact on the CEV by all Interdiction is a reduction of 50%.
c. National Variations. The CEV Chart shows the CEVs of all nations, and the dates on which they change throughout the game.
d. Applying the CEV.
i. Determine the basic CEV of all the forces in the combat. Each nation’s forces have their own CEV.
ii. Determine the effect of interdiction and CAS. Apply to the CEV of the affected forces in the combat.
iii. All phasing player interdiction modifies non-phasing player CEV.
iv. All non-phasing player interdiction modifies phasing player CEV.
v. Multiply each nation’s combat strength in the combat by the final CEV (determined by i-ii above).
For Example: A phasing player force is attacking a non-phasing force with 20 printed strength points. The non-phasing
force (only) has its supply line interdicted by a combination of partisans and air units causing a level 2 interdiction on the
line. If the phasing player has a base CEV of 2.0 at this time, the effect of interdiction is to multiply this CEV by the
accumulated impact of the interdiction (10%) 2.0 x 0.9 = 1.8 the final CEV adjusted strength of the unit is then 20 x 1.8 =
36. Without any interdiction it would be 20 x 2.0 = 40
11. Unit Breakdowns: Some division sized units in the game may be split into their major sub units in the course of the game. This may be
done at any time during the Movement, or Pursuit Phases of the owning player’s turn. Breakdown activity is only possible at the owner’s
choice (see Rule 14.A).
12. Special Unit Capabilities: Many Ground Units have special capabilities as detailed in other parts of the Rules.
For Example: combat capabilities such as Combined Arms Effects and Engineer Effects; Engineer Construction capabilities; Commando
and Airdrop movement capabilities; Artillery HQ units; and Partisans. The appropriate Political and Economic Rules may also contain
information concerning special unit capabilities.

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B. Air Units.
1. Definition: Air units are identified as shown on the Unit Identification Chart. Air units may either be shown in the game as Squadrons
(approximately 20 aircraft, the reduced strength side of air unit counters) or as Wings (about 40 aircraft, full strength side). In the air
combat (see 11.C) and air administration (see B) rules the basic measure of losses and replacements is the Air Replacement Point (ARP).
These represent around 20 aircraft of the model to be replaced or lost. ARPs are produced at aircraft factories, and appear via the
production system and/or the OB/OA.
2. Air Unit Ratings:
a. Attack Factor. This represents the lethality of the aircraft when attacking other aircraft.
b. Defence Factor. This represents the effectiveness of the aircraft in evading, absorbing or preventing enemy air attack.
c. Operational Bombing Factor. The ability of the unit to attack “point” targets.
d. Strategic Bombing Factor. The ability of the unit to attack “strategic” or “economic” targets.
e. Range Factor. This represents the distance the air unit may fly whilst using its optimum combat factors (normal range).
3. Air Unit Types and Descriptors:
a. Types
i. F Fighter air units. Designed to combat other aircraft. Day fighters may not fly at night.
ii. A Attack air units. Light Bombers specially designed to operate at low to medium altitudes.
iii. B Bomber air units. Deliver bombs in a horizontal mission profile. -2 DRM on the naval to hit die roll, unless using
either skip bombing (see Rule 8.J.3) or they are Code V, S, or M. See section 4 below for information on unit codes.
iv. D Dive bomber air units. Type A air unit that uses a steep dive to deliver bombs. Gains a +2 DRM for naval attacks
on the to hit die roll.
v. T Transport air units. Cargo carrying aircraft.
vi. G Gliders. Unpowered transports, which must be towed from point to point.
vii. R Reconnaissance. Reconnaissance units are specially modified and/or equipped to provide intelligence on enemy
forces.
b. Descriptors
i. H Heavy variants of Types. -2 DRM on the naval to hit die roll unless using skip bombing. See also 4.e below.
ii. J Jet powered variants of Types. Gain a +2 DRM in combat.
iii. R Rocket powered variants of Types. They gain a -1 DRM in combat.
iv. N Night capable variants of Types. Type NF air units that are not also Code R have their air attack factor reduced by
50%, but never below one.
4. Air Missions: An air mission is defined as:
a. Any aircraft or group of aircraft assigned to attack as specific target within the same hex, plus any escorts provided.
b. Any aircraft or group of aircraft on any mission defined in the rules to achieve the same objective.
c. Any aircraft or group of aircraft intercepting any enemy force attempting to undertake an air mission.
d. For Example: 10 x B17G targeting a port in Emden, escorted by 17 x P51D5 (CODE D) are an air mission. 0.5 x Mosquito IV
(CODE H) reconnoitring Singapore are an air mission. 3 x Me109G2, 2 x Me109G6, 4 x Fx190A8, and 2 x Me110G5 (CODE R)
intercepting the B17G raid over Emden are an air mission. 0.5 x H6K4 Mavis (CODE FAV) escorting a Japanese convoy in the
Solomons an air mission.
5. Air Mission Resolution. For the purposes of the game rules there are two types of resolution:
a. Against a physical target:
i. Launch aircraft from base(s), form the mission force if necessary.
ii. Move mission forces to the target. Suffer optional AA and Mid-Course Interception if necessary during movement.
iii. At the Target. Resolve Air To Air Combat (ATAC).
iv. At the Target. Resolve Anti-Aircraft Combat (AAC).
v. At the Target. Resolve bombing mission.
vi. In the Air Return Step: Return to Base. Suffer optional AA and Mid-Course Interception if necessary during movement
back to base.
b. Against a “non-physical” target (For Example: an ASW escort mission, a reconnaissance mission):
i. Launch aircraft from base(s), from th emission forces if necessary.
ii. Move mission forces to maximum extent possible, and if need be to a target. Suffer optional AA and Mid-Course
Interception if necessary during movement.
iii. At the target or maximum extent of flight. Resolve ATAC.
iv. At the target (only if involved in a bombing mission). Resolve AAC.
v. At the target (only if bombing). Resolve bombing.
vi. In the Air Return Step. Return to base, suffer optional AA and Mid-Course interception if necessary during movement
back to base.

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6. Air Unit Codes: Air units may have one or more codes as listed below. Codes define certain specific or special capabilities of air units.
These capabilities may modify bombing or AA resolution, or the unit’s air combat or bombing strengths, as noted on the appropriate
tables. Air units with codes have the following abilities:
a. A: Antisubmarine Warfare (ASW). Code A air units have specific ASW training and equipment. Code A units have their
bombing factor converted at the rate shown on the ASW/Air ASW Conversion chart when attacking enemy submarines.
b. B: High Precision Bombing. Essentially this counter represents RAF 617 Squadron and 19 Squadron . The Code B unit is a code
P unit with the following additional abilities. Its air defence and air attack strengths are never affected by night air operations. In
clear or mud weather (only) it may carry out any bombing mission except for naval bombing against ships at sea, ASW
operations, or CAS, but including naval units in port, hitting any one target per month. All targets are attacked using the units
strategic bombing factor at its full strength. Any hits achieved are doubled for damage inflicted. It may carry out extended range
air missions at 1.5 times its printed movement rating without penalty to its bombing factors. If operating at extended range, all air
combat factors are divided by two, rounding factors down. In winter or snow weather it operates against land targets with its
bombing strength reduced by 50%.
c. C: Carrier Capable. Code C air units are equipped and trained to operate from aircraft carriers. Code C air units (only) may base
at and fly missions from aircraft carriers (Aircraft carriers are covered in the Naval rules). A code C air unit is not required to base
on a carrier group; it may use any airbase.
d. D: Drop Tanks. Code D fighters may operate with drop tanks. This gives them the ability to extend their range by 50% without
extended range penalties in terms of printed combat strength (see Rule 8.B.3.d on page 48). However, fighters using drop tanks
suffer a -1 DRM in air combat. This shows the nervous energy expended by pilots watching their fuel state and not concentrating
on the combat mission fully.
e. E: Electronic Warfare (EW). EW air units have specialised training and equipment to confuse enemy air defences. A night area
bombing mission (only) may be supported by EW air craft. If a Code E air unit accompanies a night area bombing mission,
Enemy air units (+1) and AA combat roles (-2) are modified per the relevant combat resolution tables.
f. F: Floatplane/Flying Boat. Code F air units are composed of floatplanes or flying boats. A code F type B, T, or A air unit must
base at an airbase in a partial sea or partial lake hex; it may not use any other airbase. A Type F Code F air unit may operate from
CAV and BBV naval units, or from partial sea or partial lake hexes. Code F air units may not undertake any air missions from an
eligible airbase if the weather is such that the water in the hex is frozen. A code F air unit flying a regular transport mission may
land its cargo in any unfrozen, friendly owned partial sea or partial lake hex.
g. H: High Altitude Air Units.
i. Code H reconnaissance units are fast, unarmed recce planes. If intercepted by enemy F units the F units receive a -2 DRM
for all air attack rolls.
ii. Code H air units receive a +2 DRM for all AA die rolls. This reflects the fact that code H units had the lowest operational
losses to enemy air defences during WW2.
iii. CODE H Fighter units intercepting CODE H Bomber units do not suffer a negative DRM against CODE H air units.
h. I: Dedicated Interceptors. Code I air units are dedicated point defence interceptors. They may only fly Interception and Transfer
missions.
i. L: Low Altitude. Code L air units generally operate at low altitudes, and the effects of this are shown by the modifiers on the AA
Combat Results Table and noted in Rule 12.B.1.d
j. M: Anti Shipping Missiles. Code M air units are trained and equipped to carry anti-shipping missiles to attack naval units. When
a code M air unit flies the naval units in port mission it multiplies its operational bombing factor by 1.5. If it is bombing ships at
sea it uses its standard bomb factor. In all cases for each operational bombing point, Roll 1D10, and consult the success table on
the Naval Charts to see if it has succeeded. It also has a +2 DRM on it’s to hit roll.
k. N: Night. Code N Night fighters may operate as “night interdictors” against enemy night fighters. For every night fighter with
this code deployed over enemy territory within 15 hexes of an Area Bombing or night Terror Raid, enemy night fighters lose 1
ARP per Code N fighter deployed. They may also operate against the enemy bomber stream over the area in which the bombers
originated. For every night fighter deployed with this code over enemy territory within 10 hexes of an airbase or group of airbases
that launched a night area mission, enemy bombers based at those bases lose 1 ARP per Code N fighter deployed.
l. O: Okha. These missile equipped suicide aircraft have a naval attack radius of 1 hex from the launch aircraft and operate as
follows:
i. To attack a target task force the launch air unit must have sufficient range to fly to the furthest edge of the sea zone in which
a task force is located.
ii. The unit flies to a hex adjacent to the target task force (which will normally be in the Sea Zone centre hex, or in a coastal
hex).
iii. If the Allied player has air defence aircraft the interceptors may attempt ATAC against the attacking air unit. This takes
place immediately prior to the missile being launched. If the attacker survives ATAC the missile may be launched. Any
surviving interceptors may attempt to shoot down the Okha before rocket ignition. Roll 1 D10:
1 1-5 attempt is successful, that Okha attack fails.
2 6-10 attempt is unsuccessful, that Okha attack continues.

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iv. AA may be used to attempt to destroy the Okha as it nears the target. AA values on ships are quartered for use against the
Okha. Resolution is identical to normal AA combat.
v. The Okha, if it avoids destruction, then makes an attack, combat being resolved as per a torpedo hit.
m. P: Pathfinder Air Units. Pathfinder aircraft use a variety of specialised navigational and bombing aids designed to mark/attack
specific targets. Code P air units have the same advantages as Code R units. In addition, Code P air units bomb at their full
strengths in all-weather at night. An Area Bombing or Radar Bombing attack that includes at least one code P air unit gains a
further 15% reduction in dispersal. A Code P unit may attack a specific target at night in clear weather. If the weather over the
target is poor, it reverts to an Area or Radar Bombing Mission.
n. R: Radar Equipped Air Units. Code R air units use radar and other advanced technologies to make their operations more
effective. Their effects are as follows:
i. Code R Bombers. Code R bomb at their full strength during Area Bombing missions or Radar Bombing missions, but only
suffer a 50% reduction in the percentage of bomb load dispersal. This is after any Night Bombing Accuracy Chart effects
have been applied.
For Example: A RAF Lancaster 3 Code R bomber in 1944 would suffer a 25% dispersal instead of a 50% dispersal.
ii. Code R Fighters. Code R fighters have Air Intercept Radar and specialised ground control support. Code R fighters attack
at night with their full air attack and air defence strengths.
iii. Code H units are usually fast, unarmed night attack bombers. They are treated as if they were code R night bombers for all
missions. If intercepted by enemy NF units, enemy NF units receive a -2 DRM for all air attack rolls.
o. S: Anti Shipping Capable. Code S air units are trained and equipped to attack naval surface units. Code S air units roll on the
naval success table to determine whether they hit their targets. For each operational bombing point, Roll 1D10, apply all
applicable modifiers from the Naval Charts to see if it has succeeded. Code S air units have a +1 on their to-hit die rolls. On a roll
of 10, the hit is automatically a critical hit.
p. T: CAS Specialists. Code T air units are equipped with special close air support weaponry. When operating in the interdiction
role, their capability is enhanced by five operational bombing points. When operating in the CAS role, their CAS factor is not
reduced by a quarter, unlike other air units flying this mission.
For Example: A Ju87B-1 has an operational bombing factor of 5, and is Code T. During a CAS mission, it adds 5 to the ground
strength of friendly ground forces; during a battlefield air interdiction mission it adds 5 points from its operational strength, and 5
points as a result of being Code T to the interdiction calculation, thus it adds a total of 10 CAS points to the zone.
q. V: Anti Shipping Torpedoes. Code V air units are trained and equipped to attack naval units with air dropped torpedoes or
bombs. When a code V air unit flies the naval patrol mission it may carry a standard bomb load and operate as a code S unit or
carry torpedoes.
r. Y: Ship Launched. Code Y are capable of being launched from ship types BBV, CAV, CLV and CVF. They may not land on or
be recovered by these ship types, unlike Code F, and need to land at a friendly owned airbase. They may only be loaded onto
ships at friendly owned Naval Base or Dockyard.
s. X: Fragile Air Units. Code X air units are extremely fragile. A code X air unit which flies a mission automatically loses one ARP
every time it flies a combat mission.
7. Friendly or Hostile Territory: Air units are considered to be conducting missions over friendly or hostile territory. Friendly territory is
defined as being territory meeting the definition on the owner’s side of the front line (Rule 2.G.5). All other hexes are considered to be
hostile. Set aside any aircraft lost or note the models of any reduced in combat (which would generate 1 ARP for loss reconciliation) and
also note whether they were lost over Friendly Territory (EFT) or over Hostile Territory (EHT). Losses are reconciled in each initial
phase according to Theatre Level Administration on Page 110.
8. Air Superiority: Air superiority generates benefits for ground combat operations. The maximum possible modification for this effect is a
3 DRM (+/-). Air superiority is determined by a three stage process:
a. Theatre Fighter Superiority. Each side’s active group allowance is compared to the other. If one side has a 2:1 or greater ratio of
active FIGHTER (F) Type Squadrons it has theatre superiority. Having this level of superiority grants a DRM to the side with it
in attack (+1) and defence (-1) in all combats in the theatre or command.
b. Fighter Superiority. In each hex where a ground combat is occurring, the number of fighter Squadrons committed by both
players is evaluated. In the hex with combat, the side with the majority of type (F) air units in the hex receives a DRM (+1 if
attacking, -1 if defending). If one side has a single fighter in the hex for a mission, and the other has none, the side with the single
fighter receives the DRM. NF types are excluded from this calculation. This DRM is only applied to combat in that hex.
c. Ground Attack Superiority. In each hex where a ground combat is occurring, the number of Squadrons committed by both
players to the Close Air Support (CAS) mission is totalled and compared. The side with the majority of aircraft delivering CAS
points to the hex receives a DRM (+1 if attacking, -1 if defending). This DRM is applied to the specific combat in that hex only.
9. Air Combat Efficiency Variable (ACEV): This is a factor applied during air combat resolution to show the differences between nations
regarding training, technology, and other ‘soft’ factors in combat. See the Combat Efficiency Charts for details.
NOTE: Naval air units belonging to independent naval air arms such as the FAA, USMCA and IJNAS, use their naval NEM as a modifier
rather than ACEV.

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C. Naval Units.
1. Definition: Naval units are identified as shown on the Unit Identification Chart. Naval units represent capital ships and very large
merchantmen, and escort vessels individually, and smaller vessels in flotillas or groups as defined in the Naval Rules (Rule 5.C.13). To
track fuel states etc. (not currently implemented in the game), it is recommended that players utilise the Generic Ship Chart to note each
ships capabilities.
2. Ship Types and Special Rules: Naval units are split into a number of different types:
a. Capital Ships.
i. CV Fleet Aircraft Carrier.
ii. CVL Light Fleet Carrier.
iii. CVLS Light Fleet Carrier/Fleet Train Carrier (for the PTO).
iv. BBV Modified Battleship with increased air capacity.
v. BB Battleship.
vi. BC Battle Cruiser (11” or better guns, light to moderate armour).
b. Major Combatants.
i. CVE Escort Carrier.
ii. CVES Escort Carrier/Fleet Train Carrier (for the PTO).
iii. CVF Float Plane Depot Ship (may not launch aircraft at sea).
iv. CVS Float Plane Carrier (may launch aircraft at sea).
v. BD Coast Defence or Pre-Dreadnaught Battleship.
vi. CAV Heavy Cruiser, 8” guns or above, with significant search plane capability.
vii. CA Heavy Cruiser, 8” guns or above.
viii. CL Light Cruiser, 6” guns or above.
ix. CLA Light Cruiser, Anti-Aircraft, 4”guns or above.
x. CLV Light Cruise, 6” guns or above, with significant search plane capability.
xi. CD Coast Defence Cruiser.
xii. AC Armoured Cruiser.
xiii. AMC Armed Merchant Cruisers – usually converted passenger ships.
xiv. MN Monitor.
c. Escorts.
i. DD Fleet Destroyer
ii. DE Usually a large escort, and are comparable to a Fleet Destroyer in size.
iii. DE/TB Destroyer Escorts (Corvettes, Frigates or Sloops) and Torpedo Boats are generally shown as
flotilla
counters in the game, and have their type followed by “F”. These usually consist of 6 ships, but may have
fewer included. Notes in the OBs will fully describe this where necessary.
For Example: DEF is a Destroyer Escort Flotilla.
d. Other Ship Types.
i. NSP Naval Shipping Point
ii. LC Landing Craft.
iii. LB Landing Barge.
iv. AO Fleet Oiler.
v. ASR Replenishment Vessel.
vi. APD Fast Transport.
vii. GB Gun Boat.
viii. ML Mine Layer
ix. XXF Where XX is a ship type, F relates to a flotilla of such.
x. SL Superliner.
xi. SSF Submarine Flotilla.
xii. FAS Fast Attack Squadron.
xiii. ST Submarine Tender
e. Submarine Flotilla (SSF). All submarines are shown as 12 boat flotillas. Each SSF flotilla counter has a reduced side. The game
system represents the formation and maintenance of multi boat patrol lines.
f. SSF Dummies. Player may be given SSF Dummies. These operate in all ways like SSFs, but may not attack, and cannot be
attacked in turn. See Rule 13.O.1.a.
g. Super Liners (SL). Major troopships above 30,000 tonnes are shown as individual ships.
i. General Restrictions. SLs may only dock at Great or Large ports unless specified below.

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ii. Allied Restrictions. In addition to the restrictions above, Allied SLs when carrying troops, may only dock at major or great
ports in Canada, The United Kingdom (Clyde Ports only), South Africa, Sierra Leone, India, Singapore, Egypt (Suez only),
Australia, and New Zealand.
iii. Germany. In addition to the restrictions above, unless Soviet Troops are within the boundaries of East Prussia, German
SLs may not be used for any purpose. They are released from this restriction when the Soviets enter East Prussia. Once
released they must operate a continuous shuttle service between East Prussia and Northern Germany. They may dock at
Kiel, Rostock and Stettin.
iv. Italy. In addition to the restrictions above, Italy may use its SLs normally until two have been sunk by the Allies. Italian
SLs may dock at Benghazi and Tobruk. If docked at Tobruk, it will take one full game turn to unload.
h. Naval Shipping Points (NSP). Each NSP represents a variable number of ships, with a cargo capacity of approximately 40,000
tonnes. 2 NSPs may carry one LC to a friendly owned hex or an assault zone.
i. Landing Craft (LC). A landing craft counter consists of a variable number of specialised craft specifically designed and trained to
conduct and support amphibious assaults and operations.
j. Landing Barge (LB). An ad hoc miscellany of inadequate vessels pressed into service to conduct amphibious assaults and
operations.
k. All type SL, NSP, LC, and LB naval units are cargo units. Some naval vessels may have a transport capacity on their counter as
well.
For Example: RN CLM Manxman has a transport capacity of 1 on the counter.
l. Fast Attack Squadrons (FAS). Each FAS counter represents a number of MTB/MGB/S-boat type craft.
m. Supply Vessels. Their counter designates their type (AO–Oiler, ASR -At Sea Replenishment). AO's can only refuel ships; ASRs
can replenish AA, Torpedo and fuel points.
n. Submarine Tender (ST).
i. An ST may locate at any port, anchorage or partial sea hex and create a submarine base.
ii. A submarine base permits SSFs and FAS (ONLY) to replenish.
iii. Each ST may resupply one SSF and one FAS per turn.
iv. An ST must receive 2 GSP per turn to remain operational.
3. Class: All Naval units belong to a ship class. The ship class determines their Strategic Movement Allowance (SMA). The number of sea
zones that they may move through in each Naval Movement segment is determined by their SMA. See the Strategic Movement Chart for
more details.
4. Counters: Each counter has a number of combat values and ratings printed on its face. Some naval units are back printed with reduced
strengths or their ratings after a refit. Each naval unit (with the exception of SSF and FAS units) has a tactical movement rating to
determine range changes during combat.
5. Naval Unit Codes: If present, these are located in the centre of the bottom row of unit ratings.
a. R: Radar. Provides a DRM in certain circumstances.
b. M: Mines. These ships can lay mines.
c. L: IJN vessels equipped with the Long Lance torpedo.
d. D: Derrick. These ships are capable of unloading heavy equipment at a Small port.
e. F: Float Plane. See Rule 13.P
f. V: Shallow draught vessels capable of operating along navigable rivers
g. A: Armoured Deck. Carriers with an armoured deck, and are more resistant to bomb damage.
6. Other Unit Details:
a. Gunnery Values: Each combatant has two gunnery strengths, representing Long and Short Range weapons. Only types CA, CL,
BB, BC, BD, CAV, BBV and MN have long range gunnery strengths and this equates to 70% (round fractions down) of the
gunnery rating of the unit except for type MN where 80% are Long Ranged.
b. AA Values: Each ship has an Anti-Aircraft strength (doubled for type CLA). DDs with a * for their AA rating have a half point of
AA that may combine with any other DD with an * AA rating to provide 1 AA point.
c. Torpedo Rating: Submarines and some ships have a torpedo attack rating for use against surface targets.
d. Protection Rating: All ships have a protection rating which equates to their armour value and, with the exception of NSPs, also
determines hit points. See the Ship Protection Chart for more details.
e. ASW Capability: Types DD, DE, TBF and some type FAS are ASW capable units. See the Political and Economic Rules and
naval charts for further details
f. Air Unit Capacity: Type CV, CVL and CVE have an air unit basing capacity (in squadrons). Type CV, CVL and RN and USN
CVLS, and CVE counters may transport one land based type F air group. Type CVE counters may elect to dedicate their aircraft
to the Convoy Protection mission. Aircraft dedicated to the Convoy Protection mission may not fly any other missions during that
game turn. If a carrier has a capacity of * this indicates that it has a ¼ capacity and two would need to be collocated to operate a
squadron (half a unit) as there are no ¼ units in the game.

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7. Submarine Flotillas (SSF). SSFs have a limited gunnery value (which may only be used against types LC, NSP, and SL), a torpedo attack
rating and a protection rating. The movement rating on an SSF represent the maximum number of sea zones distant from their home port
that they can set up patrol in. If used for surface gunnery tasks, they have a tactical speed of 5.
8. Super Liners (SLs). During WW2 major passenger ships were pressed into service as fast troopships. These major ships are illustrated
directly in the OBs and have, where applicable, AA and protection ratings. All SLs have a cargo capacity which is the number of Infantry
Replacement points it may carry.
9. Naval Shipping Points (NSPs). NSPs are variable groups of merchant ships with a standard capacity of 1 SP of cargo (including heavy
equipment, logistics and supply items, and crated air groups). NSPs with a speed rating of 4 or higher are high value high speed
transports. NSPs with a CODE of “D” are equipped with high weight capacity derricks designed to unload large items at Small ports as
these do not have adequate facilities.
10. Landing Barges (LBs). LB assets are used in exactly the same way as LCs, however the use of LB assets have penalties as follow:
a. Any ground units conducting an assault landing are halved on the turn of invasion.
b. Any ground units embarked on them en-route to an invasion must Roll 1D10:
i. 1-8 Unit not affected.
ii. 9 or 10 Unit is eliminated. Do not receive Combat Replacements.
c. An LB that is engaged by enemy naval forces suffers additional penalties
i. Enemy Torpedo Attacks are doubled for effect.
ii. Enemy Torpedo Attack “strike” die rolls are halved.
iii. Enemy Naval Gunnery Attacks are quadrupled in strength.
d. An LB at Sea in a storm weather turn is automatically eliminated. If it is carrying cargo, the cargo is eliminated. Do not receive
Combat Replacements for units being carried that are eliminated.
11. Landing Craft (LCs). Groups of assault craft with a normal cargo capacity of 1 SP for transport, and 0.5 SPs for amphibious assaults.
LC’s may carry units with Heavy Equipment at any time.
12. Fast Attack Squadrons (FAS). FAS counters have, where applicable, gunnery, Torpedo and AA attack ratings. All FAS counters have
protection and range (in sea zones) ratings.
13. Naval Task Groups (NTG): All surface ships must move as part of a naval task group. Naval units that are part of a Naval Task Group
must be placed in the appropriate Task Force Box on the Task Group Chart. The units are placed on the display, and the marker is placed
on the map in the same port or sea zone from which the units were removed.
a. Task groups can combine and recombine at any time during a player turn, as long as they are in the same sea zone.
b. Ships at sea must be allocated to a task group at all times.
c. All naval task groups have two components; the escort and the main body. The escort may consist of any non-cargo or capital
units. The main body may include any type of ship, excepting Escorts and FAS which are always part of the escort.
d. Naval Task Groups have four types:
i. Carrier Task Force (CGB). Any naval task group with one or more type CV/CVL, or five or more type CVE naval units,
and not containing any type SL, NSP or LC naval units is a Carrier Battle Group.
ii. Naval Task Force (NTF). Any naval task group that does not include types CV, CVL, or SLs, NSPs, LBs or LCs, and has
four or less CVE’s is a Naval Task Force.
iii. Escort/Support Group (ESG). A semi-permanent grouping of 12 Escorts assigned solely to the convoy war. Either may
include one CVE. An Escort/Support Group gains a +1 DRM for ASW warfare. It has an “average combat value” which
determines the overall capability of the group. To determine the capability of an Escort/Support Group:
1 Average each of the combat values of the assigned ships, with the exception of an assigned CVE. Radar and HF/DF
modifiers are averaged.
2 Divide the total number of assigned ships by two, rounding fractions down, except for Radar and HF/DF modifiers,
which are rounded up.
3 Multiply the average values for Naval Gunnery, AA, ASW, Torpedo, and Protection factors by the result from (2)
above. Add any factors relating to an assigned CVE. These are the factors and modifiers used for combat involving the
Escort/Support Group. If attacked by SSFs, Naval or Surface forces, the Escort/Support Groups is the screen for any
assigned CVE.
4 The fuel point range multiplier for the Escort/Support Group is that of the lowest ship within the group.
5 Major Upgrades to the ships are noted in the OB/OA. Players must detach ships from the Escort/Support Group on the
turn of the major upgrade. The upgrade is carried out in accordance with the rest of the game rules.
6 Escort/Support Groups have “immediate” cycle times, and it is only the component ships that are subject to extended
refits, which are indicated by the averaged capability of the Escort Group.
iv. Convoy. Any naval task group including type SL, NSP and or LC/LB is a convoy. Convoys may include up to four CVEs,
in addition to other surface escorts or one or more Escort/Support Groups. If an Escort/Support Group includes a CVE, it is
in addition to those attached directly to the convoy and does not mean that the Convoy becomes a CBG (the CVE would
leave with the Escort/Support Group).

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14. Coast Defences: Either player may have Coast Defences (CD) as noted in their OBs. Coast defences may engage naval task groups
involved in Naval Gunfire Support Missions or transiting restricted waters such as fjords. Transit results in one round of gunnery if
transiting vessels are spotted.
a. Definitions:
i. Levels. Each CD has a level between 1 and 8.
ii. CD Naval Gunnery Strength (NGS). The NGS is always double their level.
iii. CD NGS is always short range.
iv. AA. CD’s have an intrinsic AA strength equivalent to half their level, but never less than 1. AA is Light. Optionally, any
air mission that transits a hex occupied by a CD, SSF Pen, or Port Fortification, pauses its air movement and is attacked by
the AA in the CD’s hex. AA results are cumulative with any effects of AA and ATAC that are imposed over the target of
that air mission.
v. Torpedoes. CDs may have torpedoes. Look for a T on their counter to determine if they do or not. If they have torpedoes
resolve combat as if they have a torpedo factor of 4. If they gain a hit, it is automatically a critical hit.
b. Naval Combat and CDs. CD combat is resolved as per Naval Gunnery, except that naval units firing at CDs use the
bombardment mission to resolve hits:
i. Every two hits obtained on a CD reduce its level by 1.
ii. Hits on a CD may be repaired by Engineer units with construction ability in the same manner that hits on rail lines are
repaired.
iii. One hit may be repaired per player turn only.
iv. Air units may attempt to suppress CD level by flying the CD bombing mission.
v. Hits by air or naval gunnery do not affect any Torpedo battery unless the CD is destroyed.
c. Ground Combat and CDs.
i. For units conducting an amphibious landing, a CD has a ground combat strength equal to its CD Level.
ii. CDs are treated as forts for combat purposes and do not count toward ground unit stacking.
iii. If a CD is out of supply, it is treated like a ground unit for all negative effects of isolation and lack of supply.
iv. CDs cannot provide supply for units stacked with them.
v. A CD is immediately destroyed on any turn that an enemy non-support grounds unit of 1 SP size or greater gains control of
its hex.
vi. A CD that is attacked from an adjacent land hex has no combat factor for ground combat, and is overrun automatically as a
zero strength unit.
d. Port Fortifications.
i. Players may be provided with port forts per their OBs.
ii. The defence strength of a port fort is its CD Level.
iii. Treat a port fort as a CD for all naval and ground combat.
iv. Port fortifications are exempt from point (c.vi) above.
v. A port fort may act as source of special supply for itself and 2 SPs of ground units for six turns.
vi. The units stacked with the port fortification are treated as being out of supply for all purposes if they cannot trace an
uninterrupted land supply line to a friendly owned supply source.
vii. A port fort (and any units stacked with it) roll on the Success Table every turn that they are out of supply:
1 On a result of S they do not surrender if they are not in a Full ZOI imposed on the hex from every available land hex.
2 If the port fort (and any units stacked with it) is/are still out of supply on the 7th turn after being placed out of supply,
treat all units as being U3 for all supply affects.
NOTE: Modify the success roll by –1 if attacked by a code B air unit in the preceding and current game turn, and by a
further –1 for poor weather, or if the port fort and units are in the ZOI of an enemy division sized unit.

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6. Order of Play
1. Turns: The game is played in a series of game turns, which represent approximately half a month. Each game turn begins with the
Weather determination roll (see Rule 3.A) followed by two player turns with initially the Axis player going first and the Allied player
second. From the October 1 41 turn the initiative may change. See Rule 2.E on page 19. Within each player turn the Turn Sequence
below is repeated.
2. Phasing and Non-Phasing Players: In these rules, the phasing player is the player moving his units and the non-phasing player is the
player reacting to those actions. The designations are solely for ease of rules understanding.
3. Turn Sequence: EVERY player turn follows these steps, in this order:
a. Initial Phase.
i. Both players determine the general supply & isolation status of their units. Phasing player spends LPs/GSPs as necessary.
Any special events required by scenario rules may occur.
ii. The Phasing Player conducts administration activities including production, naval repair and spotting by National
Intelligence Means (Rule 2.K.6 and 9.G.9), and distributes offensive supply to HQs or directly to units using GSPs.
iii. Both players conduct balancing of aircraft losses and replacements in the theatres and national pool ( Theatre Level
Administration on page 110) and assign air units to Naval Cooperation. Mark Naval Cooperation air units with a
convenient marker. They may only fly air missions against naval units, or intercept air base bombing missions targeting
their airbases if they are fighters.
b. Movement Phase
i. PRIOR TO ANY OTHER MOVEMENT DURING THE MOVEMENT PHASE
1 The Phasing Player flies air base attack missions. Resolve as necessary.
2 The Non-Phasing Player flies air base attack missions. Resolve as necessary.
NOTE: An air base subject to such an attack cannot fly any mission until the attack is resolved except interception of
the incoming attack, all air missions are resolved in order as determined by the owning player, one at a time. In no case
may air interception missions be intercepted.
Optional Variation of Air Movement Order. Excepting naval co-operation, if players wish to vary the air mission orders
as listed in the Order of Play, the players utilise either a deck of playing cards, 2 Dice of any sort, or use a coin (heads
or tails). The Phasing player nominates whether higher or lower as winning draw/die roll, or nominates heads or tails.
The winner flies the first air mission, the loser flies second, then the winner flies again, loser again etc. until all missions
are flown. In no case may air interception missions be intercepted.
ii. AT ANY TIME DURING NAVAL MOVEMENT STEPS
1 Fly naval co-operation air missions, with the player not moving ships launching air missions as required. Resolve as
necessary.
NOTE: These air missions may not be randomised as it is obvious that these missions will be flown against specific
enemy naval forces as required. In no case may air interception missions be intercepted.
iii. The phasing player moves naval task groups and the non-phasing player then moves naval task groups.
iv. AT ANY TIME DURING THE MOVEMENT PHASE
1 The Phasing Player flies and resolves bombing missions except CAS. If using optional AA and Mid-Course Intercept,
Non-Phasing Player interceptors may intercept missions during movement to target. Non-Phasing player Intercepts at
the target if required. Resolve as necessary.
2 The Non-Phasing Player flies and resolves bombing missions except CAS. If using optional AA and Mid-Course
Intercept, Phasing Player interceptors may intercept missions during movement to target. Phasing player intercepts at
the target if required. Resolve as necessary.
NOTE: All air missions are resolved in order, one at a time, prior to the ground combat resolution phase. The order in
which missions may be flown can be randomised per Rule 6.3.b.i.2. In no case may air interception missions be
intercepted.
v. The phasing player moves ground units.
c. Combat Phase
i. PRIOR TO GROUND COMBAT RESOLUTION
1 The Phasing Player flies CAS. If using optional AA and Mid-Course Intercept, Non-Phasing Player interceptors may
intercept missions during movement to target. Non-Phasing player Intercepts at the target if required. Resolve as
necessary in relation to the ground combat that is being supported. In no case may air interception missions be
intercepted.
2 The Non-Phasing Player flies CAS. If using optional AA and Mid-Course Intercept, Phasing Player interceptors may
intercept missions during movement to target. Phasing player intercepts at the target if required. Resolve as necessary in
relation to the ground combat that is being supported. In no case may air interception missions be intercepted.
NOTE: CAS flight order may be randomised as per Rule 6.3.b.i.2.

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ii. Both players determine the isolation status of their units and hexes for special replacement purposes.
iii. Resolve all NGS and ground combats, hex order determined by the phasing player. Air mission resolution occurs first in
each hex.
iv. The results of combat are applied in the following order:
1 The phasing player loses factors as required.
2 The non-phasing player loses factors as required.
3 Surviving non-phasing units execute retreats if required (or chosen) as possible.
4 Units that are required to retreat which cannot are eliminated.
5 The attacking player executes any movement after combat allowed or possible.
d. Reaction Movement Phase. Non-phasing units allowed reaction (Rule 7.C.1.h) can move up to ½ their movement allowance.
e. Pursuit Phase. All NTGs may be moved: the phasing player first followed by the non-phasing player. The phasing player may
move all ground units again using the tactical movement rate and rounding down any fractions.
i. Units in offensive supply: cavalry and all motorized class units may use their full movement allowance; all other units may
move up to ½ of their allowance.
ii. Units in general supply: cavalry and all motorized class units may move up to ½ of their movement allowance; all other
units may move up to ¼ of their allowance.
iii. Units out of supply at E1: cavalry and all motorized class units may move up to ¼ of their movement allowance; all other
units may move one hex.
f. Air Return Phase. All air units still flying missions return to friendly airbases. Units unable to land at a friendly owned airbase
are considered eliminated over friendly territory. If using optional Mid-Course Interception, available interceptors may intercept
air missions during their return to base movement. Resolve as necessary.
g. Complete turn administration, including the calculation of combat replacements.

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7. Ground Unit Movement


A. Definition.
Units generally must be moved one unit at a time. However, units that start a movement or pursuit phase stacked together can be selected
and moved as a stack. A player may ‘interrupt’ the movement of one unit or stack to allow units to move into/out of the hex and
participate in overruns, engineer operations, or to load onto NSP’s. No individual unit may move further than its movement point
allowance permits. All the phasing player’s ground units may move during both the movement and pursuit phases of the player turn, at
the owning player’s option. Those non-phasing player’s units that meet the requirements of the Reaction Rule (Rule 7.C.1.h) may move
within the limits imposed by the Reaction Rule.
B. Zones of Influence.
1. The zone of influence (ZOI) represents the influence a large enough ground force can exert into all adjacent hexes. ‘Friendly’ ZOI (FZOI)
means one exerted by forces friendly to your side, “Enemy’ ZOI (EZOI) means those exerted by enemy forces.
a. Force Size and ZOI.
i. A sufficiently large force exerts a ZOI in all areas of the map, into those hexes immediately adjacent to it. A force cannot
exert a ZOI across either prohibited hexes, hex sides, or into terrain it cannot enter.
ii. Force size and the ZOI they exert, along with any combat effects of the force size, are detailed on the Zone of Influence
(ZOI) charts. There are two such charts, one for all types of terrain (excluding mountain), and one for mountain terrain.
iii. In addition to the notations on these charts, certain terrain, weather, or supply conditions, result in a unit having a Reduced
ZOI. When a ZOI is reduced by two separate causes the force exerts no ZOI.
For Example: A regiment normally exerts a Reduced ZOI. If that force was out of supply, and its condition called for a
reduced ZOI, the force would have no ZOI.
iv. If two friendly forces in separate hexes exert reduced zones of influence into the same hex, the net effect is the same as if
that hex were in a Full ZOI.
v. If units of opposing sides exert a ZOI into a hex, the level of control exerted is determined as follows:
1 If the ZOIs are equal, the hex remains owned by the side that owned it at the start of that turn, and is treated as being in
a reduced ZOI by both sides.
2 If the ZOIs are unequal, the hex is dominated by the side with the greater ZOI and is treated as being within the greater
ZOI for all game purposes.
vi. Support units such as artillery, along with air and naval forces never exert a ZOI.
b. Effects of the ZOI.
i. Movement of Enemy Forces. See the Zone Of Influence Movement Cost Chart.
ii. Tracing of Overland Supply Lines.
1 Full EZOI: An overland supply line can be traced through a Full EZOI, but each hex costs double the regular cost of the
hex’s terrain when counting for supply line length. Railroad supply lines cannot be traced through an uncontested Full
ZOI.
2 Reduced EZOI. An overland supply line being traced through a Reduced EZOI costs one and a half (1.5) times the
regular cost for the terrain when being counted for supply line length. The Railroad portion of a supply line can be
traced through Reduced EZOI if any size of non-support unit is in the hex through which it is traced.
iii. Retreats. A force cannot retreat through a Full or Reduced EZOI unless allowed to do so by its P&E Rules.
iv. Combat Replacements. No nation can receive combat replacements from forces eliminated while surrounded by Full EZOI
unless allowed to do so by their P&E Rules.
c. Modifications of ZOI Effects
i. Weather Zones. Some weather zones modify ZOIs from Full to Reduced or from Reduced to None. See the ZOI Charts for
details.
ii. Supply. The supply status of a force may cause the ZOI it exerts to be reduced from Full to Reduced or from Reduced to
None. See the Supply Effects Chart for these effects.
iii. Across a Major River hexside a Full ZOI is modified to Reduced and a Reduced ZOI is modified to None, but check the
P&E Rules for any nation specific exceptions.
C. General Movement.
1. Movement is calculated with movement points (MPs) spent to enter a hex. Movement point costs reflect the time element of the combat
equation, as the combat rating represents the force element, and may also be used to perform activities. A unit's movement rating gives
the number of MPs the unit may normally spend in a movement phase. Units move voluntarily, with each unit spending MPs as it moves
from hex to hex. Each unit spends the number of MPs per hexside and per hex as shown on the Terrain Effects Chart (TEC) for the
terrain type. The costs are shown on that chart and are paid as the hex side is crossed and/or entered.
a. Limits. Units with a movement rating can always move one hex into or across permitted terrain. A unit with a movement
allowance can always move one hex in both the movement and pursuit phases, (excluding into or across prohibited terrain), even
if it lacks the movement points to do so. The unit expends all of its movement points and enters the adjacent hex. When making

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use of this provision, the unit cannot conduct an overrun (see 7.E). Units with no movement point rating, may not be moved in
the context of the game.
b. Pursuit Phase Movement. Motorised and cavalry units in Offensive supply can spend their full tactical movement allowance
during the pursuit phase. All other units in Offensive supply may move up to ½ their tactical rating (rounded down). Units in
General supply have these allowances halved. A unit may move up to these limits as modified by terrain, EZOIs, and its own
supply status (Rule 15.I page 97). Units moving in the pursuit phase may use their movement points for movement and or
overruns. They may also use their MPs to destroy infrastructure per the engineering rules (Rule 14.B). They may not use their
MPs for any other purpose.
c. Entering an Enemy Occupied Hex. In general, a unit may not enter a hex occupied by an enemy unit. Exceptions to this rule are
found in the Overrun (see 7.E below), Airborne Assault (see 10.N below), and Amphibious Operations (see 9.H.1.a) rules.
Overruns occur during the movement, advance after combat, and pursuit phases.
d. Rail, Air, and Naval Transport. Rail, air, and naval transportation are special forms of movement and are covered in separate
rules (see Rules 7.F.1.a (Rail), 8.K (Air Transport), and 9.H (Naval Transport)).
e. Weather effects on movement. Weather effects on movement are given in Rule 3.A and the TEC.
f. Units with a zero (‘0’) movement rating. A unit with a movement rating of zero (‘0’) cannot move at all. If forced to retreat by
combat it is eliminated.
g. Impact of Zones of Influence.
i. When a unit leaves a hex that is in an EZOI, or moves from a hex in an EZOI directly to another such hex, it must spend
additional MPs per the Zone of Influence Movement Cost Chart.
ii. If all the EZOI exerted are reduced EZOI, then the cost for movement is calculated using the reduced EZOI line on the
Zone of Influence Movement Cost Chart.
h. Reaction Movement. Immediately after the combat phase, and prior to the phasing player pursuit movement, the non-phasing
player can execute reaction movement. During reaction movement the non-phasing player can move qualifying units up to one-
half their movement allowance (rounded down – at the tactical movement rate) towards enemy operations. The qualifications for
this are that the units are:
i. Un-isolated and in supply.
ii. At least three hexes away from any enemy ground units. (Two hexes minimum between the unit and enemy forces.) At
least three and no more than seven hexes from a hex that has been attacked , resulting in the defender losing the hex, or the
hex being left with no defending units if the attacker does not advance into it. This includes hexes overrun during the
previous movement phase.
iii. Units moving in the reaction phase may enter an EZOI, but cannot attack or overrun.
D. Ground Movement Types.
1. There are three types of ground movement rates available to the phasing player:
a. Tactical Movement.
b. Operational Movement.
c. Administrative Movement.
NOTE: A unit cannot combine movement types in a movement phase and during the reaction movement and pursuit phase,
units may only use Tactical Movement.
2. These rates are:
a. Tactical Movement. This is movement as described in the General Movement portion of this rule (Rule 7.C). Tactical movement
may be combined with rail, air or naval movement. This rate is used when calculating all MP expenditures for construction,
destruction, or any other MP cost activity.
b. Operational Movement. During the movement phase only, units using operational movement are given one and a half (1.5) times
their printed movement points to spend for movement. The unit pays normal costs for all hexes entered or hex sides crossed.
i. A unit using operational movement may not enter an EZOI, however, the presence of a friendly force of at least 1 SP in
size, non-support unit nullifies the EZOI. The unit pays the MP cost for moving as if the EZOI was there.
ii. A unit using operational movement cannot execute overruns (see 7.E) against enemy units, unless the total defence
strength of the hex is zero (0) after any adjustments in which case it may be overrun at the 12:1 cost from the Overrun Costs
Chart.
iii. A unit using operational movement cannot spend MPs for any other purpose than movement.
iv. Operational movement can be combined with rail, naval, or air transportation in the same movement phase. The units
doing so pay normal tactical costs for such means of transport.
v. Available MPs are worked out proportionately.
For Example: A unit with 20 MPs moves using operational movement for 15 hexes. It has used 10 MPs. It retains 10 MPs for
other movement types (such as Naval Transport).

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c. Administrative Movement. During the movement phase, units using administrative movement are given double their printed
movement points. While using administrative movement, units may not spend MPs for any purpose other than movement.
i. A unit using administrative movement may only move in friendly owned territory, and may not start, end, or move adjacent
to enemy forces (excluding partisans) while doing so. NOTE: Ownership of territory is changed immediately, so
administrative units can ‘follow’ units using either tactical or operational movement.
ii. Administrative movement may be combined with rail, naval, and air transportation. The units doing so pay normal tactical
costs for such means of transport.
iii. Units using administrative movement do not exert a ZOI.
iv. Available MPs are worked out proportionately.
For Example: A unit with 20 MPs moves using administrative movement for 25 hexes. It has used 12.5 MPs. It retains 7.5
MPs for other movement types (such as Naval Transport).
E. Overruns.
1. When a moving force encounters a much weaker one, the impact is more a delay than a battle. This is described as an ‘overrun’. Overruns
only occur at the instigation of the phasing player. The non-phasing player has no input into the ability of a moving force to conduct an
overrun, or in the calculation of the overrun calculated as per Rule 10 Combat (although he may insist on a check of the calculation).
Where losses are inflicted, round the losses up to the nearest full strength point.
a. Overruns are possible at a variety of odds levels, but cannot be conducted at less than 7:1 calculated odds. Overrunning either a
zero strength unit, one with no defence strength, or a unit with a parenthesised 1 ((1)-x unit for example) combat or defence
strength at odds of 12:1 never results in attacker losses. In all other cases losses suffered by the overrunning force are based on
the modified attack or defence strength (whichever is greater) of the overrun units. Roll 2D10 (percentile) die. The result is a
percentage of the maximum loss possible at the overrun level indicated below:
i. 10:1 or higher, the attacker loses a percentage of the total attack or defence strength of the force overrun.
ii. 9:1, the attacker loses a percentage of twice the total attack or defence strength of the force overrun.
iii. 8:1, the attacker loses a percentage of three times the total attack or defence strength of the force overrun.
iv. 7:1, the attacker loses a percentage of four times the total attack or defence strength of the force overrun.
NOTE: losses are applied immediately to the attacking force and need to be recorded in SPs for the Combat Replacement
system (if the attacker would ordinarily be eligible to receive combat replacements).
For Example: A player makes a 7:1 overrun against 4 strength points defending. The 4 points are multiplied by 4 to get a
maximum potential loss of 16. The attacker rolls 2D10, with 65 as the outcome requiring the loss of 11 strength points (65%
of 16 = 10.4 rounded up to 11). The attacker chooses how to remove SPs to satisfy this loss in combat strength.
b. Overruns can happen during the movement, advance after combat, and pursuit phases of a player turn. The units making the
overrun during the movement and pursuit phases must enter from a single hex, be capable of spending the MPs required for both
the overrun (see the Overrun Costs table) and entry into the target hex and may not violate stacking limits. An Airborne unit may
overrun on the turn it executes an airdrop, but if it does so it may not move for the remainder of the player turn. Units that overrun
after combat may spend half their normal allotment of MPs during the pursuit phase,
c. Effects of Overruns.
i. A unit being overrun immediately loses its ZOI. Moving from a hex in the ZOI of the target unit into the hex occupied by
the target unit, is not considered a move from an EZOI to another EZOI. The presence of other enemy units with ZOIs
extending into the target hex, however, is not ignored for this purpose.
ii. Overrun units are eliminated. Units with a reduced side available are not reduced, but are completely eliminated; however
Combat Replacements are received if the unit would generate them in normal combat.
iii. Overrunning units that enter a hex along a road may use double the MP cost for following the road instead of the actual
terrain costs to enter the hex.
iv. Using tactical movement a unit or stack with an attack strength greater than zero can automatically overrun a unit or stack
with a defence strength of zero at the 15:1 overrun cost.
v. Using operational movement a unit or stack with an attack strength greater than zero can automatically overrun a unit or
stack with a defence strength of zero at the 12:1 overrun cost.
d. A unit with the capability to retreat before combat may make use of this ability when an overrun is attempted against it. This
may not be done if there are units without this capability stacked with it. The overrunning units pay 1 MP in addition to the costs
of entering the hex if all the defenders in the hex retreat before combat.
e. All units making an overrun must enter the hex being overrun and must pay all required MP costs to do so.
f. All units involved in either an overrun or a retreat before combat relating to an overrun must be able to move into the type of
terrain in which the units being overrun, or to which units being overrun are moving to.
F. Transportation Lines.
1. There are three types of transportation lines on the map; railroads (high and low capacity), roads (asphalt/tarmac, metalled and gravel),
and tracks. See the Terrain Key and the Transpiration Lines chart for details.
a. Rail. Movement by rail is done by individual units, expending a rail movement point cost for each hex on the rails they enter.
i. Rate. To determine the amount of rail movement a unit has use the Rail Movement Chart to convert its printed movement
points into rail movement points.

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For Example: A unit with a printed movement rate of 12 pays 1 MP to gain 33 rail movement points. The unit moving pays
the MP cost, gains the rail movement points to spend and spends them moving along the rail line.
ii. Movement. Units expend movement points as they move along, purchasing more “rail movement points” as they continue
moving. However, a unit does not retain any fraction of the rail movement points purchased should it leave the rails, move
(using regular ground movement) to another rail line and then continue to move by rail.
iii. All ground movement types (Rule 7.D) can be combined with rail movement, with the unit expending MPs based on the
printed movement rate per fraction of rail hexes moved.
For Example: A unit with a printed rating of ‘10’ using administrative movement moves four clear hexes to a rail line (2
MPs). It then moves along the rail line 26 hexes (at the rate of 1 MP per 40 hexes or part thereof) expending another 1 MP
for its rail movement. It then continues to move through 10 clear hexes (5 MPs) to another rail line where it re-boards a
train and could travel a further 80 hexes with its last 2 MPs. This second segment of rail movement cannot utilise the
unused rail movement allowance from the first segment.
iv. Restrictions on Rail Movement.
1 When using rail movement a unit may not enter or leave a hex containing an uncontested EZOI or unequal EZOI. The
presence of at least 4 SP of friendly non-support units in the hex nullifies the EZOI in either case above for purposes of
this prohibition. If the 4 SP of friendly units remains in the hex, other units would also be able to leave or transit the hex
using rail movement.
2 A unit may only use rail movement in the owning player’s movement phase. It cannot be used during the pursuit phase.
3 Units may only use rail lines that are friendly owned at the start of the phasing player’s turn. No unit can use rail
movement to cross a bridge that is destroyed. The unit must leave the train (ending a rail movement section) and move
across the river to the next rail hex it can use. It then can resume its rail movement by starting another section of rail
movement.
4 Cavalry and semi-motorised units count double their SP size when moving by rail.
5 Motorised units count triple their SP size when moving by rail.
v. Gauge. There are a number of different rail gauges used in the game; Standard, Broad, Narrow, Meter and Cape. The
Railroad Network Capacity Chart lists the gauge for each nation’s rail net. Any colour d ifference on the map between rail
lines indicates that they are different gauges, but check the chart because in some parts of the world there are too many
differing gauges to be indicated in this way. Units entrained in one gauge may not continue to use rail movement directly
from that gauge to another. Railroad engineer units can convert one gauge to another (Rule 14.B.5).
vi. Networks. In the game, the rails of each nation are considered a ‘network’ for movement inside, through, or out of each
nation:
1 Capacity. Every network has a capacity listed in the Railroad Network Capacity Chart, showing all the networks in the
game and their maximum capability to move military units. There is much greater capacity in every network used for
civilian and economic use, but these are not counted here. Diverting economic capacity results in severe production
penalties which are noted in the game charts.
2 Civilian Rail Capacity. This is 10 times that listed on the Railroad Network Capacity Chart for each nation and can only
be used in conjunction with the Economic Rules. For every 5 SP of the Civilian Rail Capacity used for military
purposes, loose increments of 10% of all military production. If more than 50% of the Civilian Rail Capacity is used in
a game turn, no LPs are produced for 4 game turns and all overland supply line lengths a re reduced to 1. In addition, all
units are at U-1 for movement and combat capability (only) for 4 game turns.
3 Movement In and Through Networks.
a. Movement inside a Network. The maximum number of SP that can be moved inside the network is its ‘capacity’.
All rail movement originating in a network counts towards the capacity limit.
b. Movement from a Network into Another. When leaving one network and entering another, only the capacity of the
network where the movement began is counted.
c. Movement Passing Through a Network. Units moving from one network through another to a third, cost capacity
on the original, second, but not the third network.
4 Gaining Use of Rails in Invaded Nations. When a nation invades another, it can make use of rails in the invaded nation
by following these procedures:
a. The rails must be owned by the invader.
b. Rail engineers must re-gauge to the invader’s gauge where necessary (Rule 14.B.5.c on page 84). If the gauge is
the same as the invader’s gauge, rail traffic may enter the captured portion of the rail line in the following player
turn. Use a convenient marker to show the rail head for the invader’s available rail line.
For Example: Germany (standard gauge) invades the USSR (broad gauge). The Germans have to convert the gauge
from the border to a city to add that city’s capacity to the German network. Note that this can result in several
separate networks inside a country until they are tied together with properly gauged rails.
c. To originate rail traffic on this new network the invader must have rail capacity within it. Capacity is gained by the
capture of cities connected by the captured rails. This capacity is in addition to, and separate from, the capacity
listed for the invaded nation on the Railroad Network Capacity Chart. The capacity gained is:

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i. Major/Great city hex 1.5 SP of capacity


ii. Small city hex 1 SP of capacity
iii. Large Town hex 0.5 SP of capacity
d. The ‘new’ network is referred to as the (invader) network in (invaded) country.
For Example: The German ‘network’ in France
e. The defending player loses an equivalent amount of rail capacity from his network.
f. Once all the cities on a nation’s network have become enemy owned and are connected to the invader’s network,
the invader is assumed to be the ‘owner’ of the network, controlling all the original network capacity of the rail net.
If the invader is then driven out of the country, the process is reversed by the liberating force.
b. Roads. These are designated on the map per the Terrain Key Chart and there are three types in the game. Asphalt or tarmacked
roads are the standard found in most of Europe. Metalled roads are the type found in Africa, Turkey, the Near East, Poland,
USSR, the Baltic States, Yugoslavia, Rumania, Bulgaria, Greece and the Iberian Peninsula. Gravel roads with drainage are found
in parts of Africa, South East Asia, and Eastern Europe and have their own map designation (see the Terrain Key Chart).
i. A unit moving along an asphalt road pays the MP cost for clear terrain, modified by weather for every hex entered, or hex
side crossed.
ii. Metalled roads are the same as asphalt roads except in Severe weather when they only reduce movement costs in the hex
by 1 MP. Note: The cost for entering a hex can never be below 1 MP.
iii. Gravel roads are the same as other roads in Good weather. In Poor weather they reduce the cost of entering a hex by 1 MP,
but the cost for entering a hex can never be below 1 MP. In Severe weather they have no effect.
iv. Roads may be used in the movement, reaction, and pursuit phases. Movement along a road is subject to the same
limitations imposed by the type of movement being used (tactical, operational, or administrative).
v. All railroads are also roads, and a unit may use the road in such a hex even if it may not use the railroad. Note that the type
of accompanying road will depend upon where the rail line is located. See the text above.
c. Tracks. These are designated on the map per the Terrain Key Chart. In Good weather they reduce movement costs by 1 MP
(never below 1MP) in all terrain types except salt marsh and marsh. In all other weather types movement is per the hex terrain.
d. Bridges.
i. When a transportation line crosses a river or narrow strait it is considered to be a bridge. A bridge allows units using any
ground movement to move across the bridged hex side at no additional cost. In order to be used the bridge must be
operational.
ii. There are two types of bridges; major and minor:
1 A major bridge is any bridge across a major river or narrow strait.
2 A minor bridge is any bridge not meeting the definition of a major bridge.
iii. A friendly owned bridge can be destroyed by the owner at any point in the owner’s movement, reaction (during the enemy
player turn), or pursuit phases. The player announces that the bridge is blown to accomplish this. A friendly unit must be in
the hex at either end of the bridge at that time, and must spend 1MP to destroy the bridge.
iv. Air units can destroy a bridge by bombing and naval units can destroy a bridge by gunfire:
1 Three hits are required to demolish a major bridge by air or naval bombardment.
2 One hit destroys a minor bridge.
v. Bridges destroyed prior to changing ownership may not be used for any purpose by the new owner until repaired.
vi. When a friendly owned bridge is destroyed, no rail movement can be used over it. However, the rail portion of a supply
line may still be traced over it. Units or cargo being moved by rail must detrain, cross the gap and re-embark on trains on
the other side.
vii. A destroyed major bridge has three hits on it, a destroyed minor bridge has one hit. All hits must be repaired before a
bridge can be used. A major bridge with at least one, but less than three hits on it may be used, but utilising the cost of
movement for low volume rail lines.
viii. To repair the railroad line on a repaired bridge, a rail engineer must be present and spend MPs as required (Rule
14.B.5).
e. Ferries. Ferry routes are marked on the map (see the map legend) except for rail ferries across rivers which exist wherever there
are two ports opposite each other with rail lines terminating in the ports. Each player may only transport by ferry up to 5 SP of
units per Theatre per turn. It is assumed that the remainder of the ferry capacity is utilised transporting supplies. In addition,
outside the Atlantic, the Mediterranean, and the Baltic, Black and Norwegian Seas, units with Heavy Equipment may not be
moved by ferry – note that this restriction does not apply to river ferries. Units and resources using ferry routes must trace their
movement along the route and may be spotted and attacked by the enemy in the same manner as a naval Convoy. See Rule 9.G.5
on page 58. The types of ferries are listed below:
i. Rail Ferries. These represent the use of ships to move parts of trains across open waters. Both ends of a ferry route must be
friendly owned and have a railway link to qualify as a rail ferry.
1 For rail and supply trace purposes these are treated as being 'bridges'.
2 For ground movement, treat them as if loading and unloading to and from NSPs at a port with unlimited capacity.

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3 Rail ferries are not treated as bridges by ground forces. Ground forces must be entrained prior to using a rail ferry.
Combat can never be instigated using a ferry.
4 Rail ferries cannot be ‘‘destroyed’ by damage, but can be ‘sunk’ by achieving three hits on the ferry (just like a major
bridge).
5 Rail ferries cannot be repaired by engineers.
6 Rail ferries can be re-created by spending one NRP per hex side crossed by the ferry in three consecutive initial phases
at a friendly owned, in general supply, shipyard to re-establish a ferry connection.
ii. Road/General Ferries. These operate in the same way as rail ferries except that the unit is not entrained; rather it embarks
prior to movement, and then disembarks prior to moving on land. To be used both ends of the ferry must be friendly owned.
See Loading and Offloading costs in the Naval rules on page 60. Ferries can also be used to connect units to their LOC for
general supply: see Rule 15.C.2.b on page 94.
iii. River Rail Ferries. Units using rail movement may use rail ferries to cross rivers where these exist. It costs the unit 1 MP
of its printed movement rating to use a ferry across a river and 2 to use a ferry across a major river. On the other side the
unit can continue to move by rail. Rail ferries do not exists where the rail lines on either side of the river are of a different
gauge and/or rail net. In this case a unit wishing to continue to travel by rail can do so but once across the river the ongoing
journey counts against the rail capacity of the second rail net. Rail ferries are treated as River Flotillas. See Rule
XXXXXX, however they only operate between the ports relating to the rail line that they service.
f. Rail Breaks. Rail lines can be broken by ground units, naval gunfire, aerial bombardment and partisan raids. A Rail break
prevents rail movent through the hex in which the rail break is located:
i. Non Artillery ground units spend 1 MP in a hex to break a rail line.
ii. It takes 10 Points of naval gunfire to break a rail line.
iii. It takes 10 bombing points to break a rail line.
iv. Each nation has a limited ability to repair rail breaks intrinsically. See the Political and Economic Rules for more details.
G. Abilities of Special Unit Types.
1. Mountain Troops Effects. Mountain Troops are specially trained and equipped to operate in difficult terrain. Movement rating is modified
per the TEC when moving in rough, wooded rough and mountain terrain.
2. Light Infantry (Jaeger) Effects. Light infantry are less well equipped than their “regular” counterparts, and have a lesser allocation of
heavy weapons. Movement rating is modified per the TEC when moving in rough, woods, jungle, or wooded rough terrain.
3. Cavalry Effects. Cavalry units are lightly equipped and have significant mobility advantages as shown in their movement ratings.
Movement rating is modified per the TEC when moving in rough, woods, or wooded rough terrain.
4. Motorised Unit Effects. Motorised units have movement advantages in Good Going and disadvantages in Poor Going. Their movement
rating is modified as a result of terrain type. See the TEC for details.
5. Rail Only Units:
a. A unit with a printed movement rating of "R(x)" can only move on friendly owned, reconditioned and properly gauged rails.
b. They may NOT cross a destroyed bridge, nor can they 'dismount', cross, and ‘remount’ to continue rail movement in that turn.
c. These units may not move in the pursuit phase or use reaction movement.
d. They do not count against the rail capacity of the owning player.
6. Commando: When using tactical movement, these units pay the special ZOI costs for EZOIs. Commando units may always retreat into an
unoccupied hex, even if it is in an EZOI.
7. Airborne & Air Transportable Units. See the P&E rules for details about which of a nation’s units are air transportable:
a. Transport Element: Some types of divisions can have the bulk of their force air transported, but still have heavy equipment that
cannot be so transported. To show this, the breakdown for air transport for these divisions includes a ‘transport element’. This
cannot be transported by air under any circumstances. The division cannot be assembled until this element is also in the hex with
all the other elements of the divisional breakdown.
b. Air Droppable Units: Parachute and Glider units may be dropped by transport aircraft, and may have special advantages as a
result (See Airborne Assault on Page 68).
c. Air Portable Units: Some units (for example elements of the German 22 Air Landing Division) are air portable. Air portable units
breakdown either into a transport element and non-divisional elements, or are specially equipped so that they are fully air
portable. Type T units transporting the breakdowns of air portable units may land at an airbase that has just been occupied by air
dropped forces.
d. Air Droppable Combat Engineers: These units may be delivered by Glider during the air movement step. If they land
successfully the owning player may immediately create an airstrip in the hex as long as it is not in mountainous terrain or an
EZOI. Air portable units may immediately land at such an air strip. See ‘Disruption’ on Page 69 for more details and penalties
relating to air drops.
H. Change of Ownership.
1. Each nation on the map owns territory as described in the Module and Political and Economic Rules.
a. Territory may exchange hands within the game following the rules noted below:

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i. 1 SP or more of non-support combat units occupy the hex. By itself, a force smaller than 1 SP of non-artillery combat units
may not gain permanent ownership of a hex.
ii. A ½ SP unit gains control of the hex only for as long as it remains there. The hex reverts to enemy ownership when
vacated.
iii. A force exerts an uncontested, full zone of influence into the hex. A hex is uncontested if both the following criteria are
met:
1 The hex is not occupied by ANY enemy ground unit (regardless of size), and
2 The hex is not in an enemy ZOI.
3 Zones of influence alone cannot gain ownership of a hex containing a city (of any size), or an airbase.
iv. A line of communication can be traced to a friendly owned hex, in regular supply. This does not apply if neither side can
trace this line to an appropriate hex.
v. In the event that a nation either surrenders, or goes into exile, 2 turns after the last loyal regular ground unit departs from
the nation (or colony), or is removed from the game, all the hexes of that nation become “enemy owned” for game
purposes.
b. A change of hex ownership is effective immediately upon satisfying any of the conditions above.

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8. Air Unit Movement


A. Definition.
Air units move by spending one movement point of their range for each hex entered. They pay no added costs for any type of terrain, nor
does any type of terrain block their movement to a target hex. From the target hex, the unit may expend up to its range returning to a
friendly airbase. Note that a unit’s range and that its time during the player turn when it must return to a friendly base may be changed by
specific mission rules below. Unless otherwise noted in the mission profile below, all air units must end a turn on a friendly airbase.
For Example: A Ju-87B has a range of 10 hexes; it can fly from its base 10 hexes to a target, then during the air return phase fly 10 hexes
to a friendly owned airbase.
NOTE: Air units may fly in both player turns of a game turn unless prohibited by the specific mission profile.
B. Air Missions.
1. Whenever air units take off from an airbase, they are performing a mission. Air missions can be flown in the owner’s turn, the enemy
turn, or even in both player turns, and are described in detail below. In general air units can fly only one mission per player turn, but as an
option Type D and Type A air units on Naval Cooperation missions may fly a mission in up to two separate naval movement segments
within the player turn.
2. On completion of the mission the air unit returns to its airbase and any air units still assigned to missions at the end of each player turn
return in the Air Return Phase.
3. Air Mission Range Options: An air unit’s printed range represents the normal number of hexes the unit can fly to a target hex to execute a
mission, however, this may be modified by the range bands below. Air units pay one movement point per hex entered. There are four
range bands all missions can be flown at (unless otherwise noted in a specific mission rule):
a. Long Range. Units flying any mission at this range have double the printed range on their counter available for use. When flying
at long range all bomb factors and cargo capacity are reduced to one quarter (¼) of the printed bomb load. All fighters flying long
range escort missions have their attack strengths reduced by 50% but never below one.
For Example: An aircraft with bombing factor of 4 has its bombing factors reduced to 1.
b. Normal Range. This range band is applied to all missions flown at ranges exceeding ¼ printed range, but not exceeding the
printed range of an air unit. Unless changed by specific missions, aircraft flying at this range have their normal bombing or cargo
carrying capabilities. Aircraft ratings are as printed.
For Example: An aircraft with a printed range of 9 may operate at “normal” range if it flies between 3 and 9 hexes (inclusive) to
its target.
c. Short Range. This range band is applied to all missions flown at ranges up to ¼ of the printed range of an air unit. Units flying
missions at this range increase their bombing factors by 50% (1.5x), and double (2x) their cargo carrying capacity unless noted in
the specific mission. All Fighters with access to GCI flying short range interceptions have their air attack strengths doubled. See
Rule 11.B.1.b.i on page 70 for short range interception procedures.
d. Extended Range. The capability to do this is noted on the counters as CODE D. The printed range of the counter is increased by
50%. A counter with a printed range of 10 is considered to have a base range of 15. Long and normal range considerations are
based on this extended range. Fighters have their Air-to-Air combat rating reduced by 25% at this range, but never below 1.
4. Weather Effects. Weather effects on missions are cumulative with the effects of t his rule, but are applied after all other effects have been
applied.
For Example: A unit flying a short range mission multiplies its bombing factor by 1.5. However the weather requires the bombing factor
to be halved. The net result is the plane gets 0.75 regular bombing factor to the target hex (1.5 x for range, halved for weather).
C. Reconnaissance.
If the optional Fog of War Rule is being used, Type R and Code T air units may fly Spotting missions. See Rule 2.K.7.
D. Transfer.
This mission can be flown in either player turn. When executing this mission air units may not conduct any other mission. An air unit
flying this mission can fly six times its printed range. This is the maximum allowed for transfer missions at all times. The mission can
only be flown from a friendly owned base to another friendly owned base. No cargo can be carried on a transfer mission, although any
type ‘T’ unit can tow a glider (also with no cargo aboard) while transferring. Type T units towing gliders during a transfer mission may
only move their normal movement rating plus 50%.
E. Tactical Rebasing (Optional Rule).
1. “Light” air units during the Second World War were able to rebase more frequently than “heavy” air units.
a. For the purposes of this rule, light air units are defined as:
i. All Type F excluding Type J and HF.
ii. All Type D.
b. All Type A air unitsexcept: A20/DB7B, A30, Pe2, Frances.
c. Heavy air units are defined as:
i. All Type B, T, all HF, JF, RF, all Code X

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ii. All Type R.


iii. All air units as specified in Air Orders of Battle.
d. To enable air units to tactically rebase, the originating air base and the destination air base must be:
i. On a friendly owned rail line that can trace a LOC to either an ST on the Overseas System or the national source of supply
on the Continental System.
ii. At a permanent air base within the QM MSR on the Overseas System.
iii. A permanent airbase that has existed for at least 1 game turn. The player may not construct an airbase on the same game
turn as it is used as a target for a tactical rebasing mission.
iv. The rebasing air units may fly up to twice their printed range to the target air base.
v. As an option, friendly owned transport counters that are listed in the normal air reinforcement system as not being allocated
to other purposes may be used to assist tactical rebasing:
1 The target air base must be within short range transport missions from the base at which the transport is based.
2 The target air base must be owned by the player prior to commencing the rebasing mission.
3 The transport unit may not fly in the following player turn for any reason as it is still providing logistical support for the
rebased air units.
4 Not more than 4 air unit counters may be assisted by any single transport unit.
5 The owning player must keep a written record to show which transport air units have been allocated to this task. Failure
to do so to the satisfaction of the opposing player means that all air units involved in the tactical rebasing are eliminated
and removed from the game. Such eliminated air units may not be replaced in the context of the game.
6 The use of air transports to assist tactical rebasing negates the effects of vi.6 below (ignore the rule).
vi. Limits. Due to the complex nature of combat aircraft, and the high demand for POL, munitions and spare parts as a result
of combat operations, there are limits on air units in the turn that they take advantage of tactical rebasing:
1 Units that have rebased using this rule may only fly one air mission during that game turn. Mark air units with a
convenient marker to show that they have rebased using tactical rebasing.
2 The air units may only fly CAS, BAI, Interception or Escort missions after tactical rebasing.
3 The mission may only be up to its printed range.
4 The mission may not take advantage of increased combat or bombing strengths normally gained for flying at short
range.
5 The air units if flying interception missions suffer a -1 DRM in air combat.
6 If air units using tactical rebasing suffer an adverse combat result, increase its severity by one level on the ACRT. The
additional losses incurred are permanent and do not enter the air replacement system. If a unit has only one step it is
eliminated.
For Example: 1 step loss becomes 2 with one step entering the air replacement system and the other being eliminated
without entering the air replacement system. A result of 2 step losses would see the unit eliminated with no ARPs.

Designers Notes: Whilst I am relatively certain that most if not all Type B and HB units could if necessary operate from rough fields, or
barely prepared air bases, the logistical effort to do so was extreme (for example, for each B24 or B29 mission flown from Chinese air
bases in the region of 10 transports or 4 “Bombers as Transports” were required for each air craft to launch a single mission). This is
probably not viable in Europe and of extremely dubious value elsewhere. This rule is intended to show tactical air units as having
somewhat greater mobility than is currently permitted. There is an argument that tactically rebased air units should be grounded for a
game turn after their arrival unless they are supported by a transport or are at an air base on a rail line. Furthermore there is strong
evidence that in arid desert areas, but NOT the steppes in Russia, Type B and ALL Type A air units should be permitted access to the
rebasing rule. You may experiment with this situation.

F. Fighter Missions.
1. All Fighter (F) units can act as fighters optimised for air to air combat. Some can engage in ground attack missions carrying bombs.
When assigned to any mission other than interception or escort, a fighter may carry bomb s, and can ‘jettison’ them and engage in air to
air combat without penalty. When they choose to do so, they are no longer part of the bombing mission, but are reassigned to the escort
mission. Fighters fly four different missions which are:
a. Interception. This is a mission that any fighter can perform to intercept enemy air units that are conducting missions within the
interception range of the fighter. During the player turn, after enemy missions have been flown to their targets, but prior to
resolving their attacks, they can be intercepted. Air units flying this mission may fly to any friendly owned or controlled hex
targeted by the enemy within:
i. The full range of the interceptor for Western Allied, Italian and German Nations.
ii. Half the range of the interceptor for all other nations.
Only fighters with the ‘night’ designation can intercept night missions. Once all interception missions have been flown, air
to air combat takes place where air units of both sides are in the same hex - per the sequence of play. Intercepting air units
return to their base during the current player air return phase.

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b. Escort. Units assigned to this mission accompany other types of aircraft and will engage the enemy only if the force they are
with is attacked by enemy interceptors. This mission can be flown at any range. Any mission can be ‘escorted’, and the escort
flies to the target when the mission is flown in the sequence of play. If a player wishes to provide an escort for bombers operating
as naval cooperation units, the escorting fighters must also be assigned to naval cooperation in the player’s initial phase.
c. Operational Bombing. Fighter type aircraft with a bombing factor can use it for operational bombing missions (See Rule
11.B.1.b.iv). Fighters assigned to this mission can jettison their bomb load and engage in air to air combat without penalty.
They may not complete their bombing mission if they jettison their bomb load.
d. Airbase Attack. This mission is an attack against an enemy airbase. Fighters without a bombing factor have a bombing factor of
one point when executing this mission (only).
G. Operational Bombing Missions.
1. This is the use of air units with operational bombing factors to attack bridges, airbases, and other targets that have direct impact on the
combat forces of the opposing side. Hits are determined by the number of bombing factors delivered (after all air to air and AA combat
has been resolved) to the target. When flying any operational bombing mission, factors delivered by type ‘D’ aircraft are increased by 1.5
times. If bombing factors delivered to a target are insufficient to register a hit (not applicable in BAI missions) role percentile dice to see
if a hit is achieved.
For Example: A Blenheim successfully drops two bombing factors on an enemy port. Four bombing points are required to score a hit on
a port so the player roles percentile dice and on a result of 50% or less will score a hit. Had the Blenheim delivered three points to the
target then a hit would be achieved on a roll of 75% or less.
a. Ports. Every four bombing points delivered against a port causes one hit. Each hit reduces the port’s capacity by 2 SPs until
repaired. A port can have no more hits on it than 1.5 times its cargo capacity. Ignore hits above that amount.
b. Rail Marshalling Yards (RMY). For every four bombing factors delivered against a rail marshalling yard (any city on a rail net),
the capacity of the net is reduced by 1 SP for the next game turn. This effect is limited by city size:
i. Great City hex 3 SP lost
ii. Major City hex 2 SP lost
iii. Small City 1 SP lost
iv. The First RMY hit also breaks the rail line in the hex for that turn (only). Additional hits on the RMY cause no further rail
breaks. NOTE: Rail marshalling yards hits have effects on both the rail movement of ground forces and the national
industrial system in some instances. Hits are repaired at the rate of one hit per city per player turn, at no cost to the owning
player. This initial repair also repairs the rail break inflicted per (a) above. Rail or construction engineers can also work to
repair these hits at a cost of four movement points per hit repaired. If a network capacity is reduced to less than 50%
(calculated on the above rate), any ground forces tracing supply through that network have an additional 10% reduction to
their CEV, above any other impact from other effects.
c. Airbases. For every three bombing factors delivered to the hex (after air to air, and antiaircraft combat have been resolved) one
hit is inflicted. Each hit achieved against the airbase reduces the capacity of the base by one. Additionally, if there are air units at
the damaged airbase they lose 1 ARP per hit, allocated randomly.
For Example: There are 3 P-51 groups at a base that receives 1 hit. 1 ARP of P-51’s is lost (EFT) as a result of the hit. If there is a
mix of air units on the base, then the lost ARP is chosen at random.
d. Bridges. As bridges cross hex sides, the hex ‘targeted’ can be on either ‘end’ of the bridge. NOTE: AA defending the bridge can
engage attackers from either or both hexes. For every four bombing points delivered to the hex (after air to air, and antiaircraft
combat has been resolved) one hit is inflicted:
i. One hit destroys a minor bridge.
ii. Three hits destroy a major bridge.
e. River Flotillas. For every twelve (12) bombing factors delivered, one hit on the flotilla is inflicted. Three hits sink a flotilla.
f. Naval Forces at Sea (Rule 8.I.3 & 8.J.3).
g. Naval Forces in Port. Air bombing factors are calculated in exactly the same way as for naval units at sea.
h. Battlefield Air Interdiction (BAI). This is the use of aviation to interfere with the movement of supplies and reserves in the rear
of a combat zone. This mission can be flown by any aircraft with an operational bombing factor (OBF) rating. It takes the
delivery (after air to air and AA combat) of a number of OBF factors to a hex to create an interdiction zone. An interdiction zone
consists of the centre hex (where the mission is flown to) and the six adjacent hexes to that central hex. Interdiction does not have
any effect on naval supply elements.
i. Interdiction Targets:
1 Any hex up to a maximum of five from the Frontline (including the enemy owned hex immediately adjacent to friendly
units).
2. Any hex containing an Army or Corps HQ. Any units supplied through the interdicted HQ (and any subordinate HQs
supplied through said HQ) are affected by the successful interdiction mission. Hence a successful interdiction mission
on an Army HQ affects ALL units and Corps HQs supplied through said Army HQ.
1 Any hex containing a Supply Terminal. Any Army HQ (and its subordinate units) supplied via the Supply Terminal
suffers the impact of the interdiction mission.

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ii. Cumulative and General BAI effects:


1 12 OBF points delivered create a level 1 interdiction zone. Ground unit and river flotilla movement cost is increased by
one movement point for each hex in the zone it enters. The CEV of units tracing their supply line through this level
zone is reduced by 5%. Rail movement costs two added rail points per rail hex entered.
2 18 OBF points delivered create a level 2 interdiction zone. Ground unit and river flotilla movement cost is increased by
one and a half (1.5) movement points for each hex in the zone it enters. The CEV of units tracing their supply line
through this level zone is reduced by 10%. Rail movement costs three added rail points per hex entered.
3 24 OBF points delivered create a level 3 interdiction zone. Ground unit and river flotilla movement cost is increased by
two movement points for each hex it enters. The CEV of units tracing their supply line through this level zone is
reduced by 15%. Rail movement costs five added rail points per hex entered.
4 Zones that overlap can create higher levels in the overlapped hexes, however, the maximum level in any area or hex is
level 3, no matter the sum of all the overlaps covering a specific hex.
iii. Maximum effects on the CEV can be cumulative from separate zones.
For Example: Passing the overland supply line through two level 1 interdiction zones would yield a -10% to the CEV. The
effect on the CEV is a 40% reduction from interdiction missions.
iv. AA fire on interdiction missions. When the air units are placed in the target hex of the mission, the defender totals his AA
value within the projected zone, calculates the average AA per hex, rounding fractions up, and uses that AA rating to
engage the enemy air units. If the projected Zone includes sea hexes only the AA within the zone on land would be counted
toward the average AA rating.
For Example: An air mission is flown to a hex that has no AA in it. Of the surrounding six hexes, three have three points
each, one has five and the other two have none. The player controlling the AA can engage with a maximum of 14 AA
factors divided by the Zone Hex total (7) giving them an AA rating of 2.
b. Close Air Support (CAS). This is the use of aircraft to directly attack enemy front line forces during ground combat. Units
assigned to this mission that remain after air to air and AA combat have their operational bombing factors totalled. One combat
factor is added to the owner’s ground combat strength for every four operational bombing factors delivered, retaining fractions.
The factors delivered are not modified by CEV or ACEV. Where fractions are left roll 1D10. If the result equals or is less than
the number after the decimal place, the combat strength is rounded up. If it is greater than the number after the decimal place, the
CAS strength is rounded down.
For Example: A US force is attacking a German force in 1944. The US player has 25 OBFs assigned to the CAS mission in the
hex. If nothing is lost during air to air or AA combat, the US player adds 6.25 (rounded up or down) CAS (combat strength)
factors to its force prior to terrain modifications. NOTE ‘T’ Code units, Rule 5.B.6.j.
c. Naval Dockyards. Every four bombing points delivered against a port cause one hit. Each hit reduces the dockyard’s repair
capacity by 2 SPs until repaired. A dock yard can have no more hits on it than 1.5 times its repair capacity. Hits above that
amount are ignored.
d. Shipyards. Every four bombing points delivered against a port cause one hit. Each hit reduces the shipyard’s repair and
construction capacity by 2 SPs until repaired. A shipyard can have no more hits on it than 1.5 times its repair and construction
capacity. Hits above that amount are ignored.
e. Shipping Under Construction or Repair. For every two hits on a shipyard or naval dock yard, any ship or NSP under repair or
construction may be further damaged. Roll 2 Dice:
i. On a roll of 5% or less, the ship is destroyed beyond economical repair.
ii. On a roll of 6% to 15% the ship or NSP suffers two extra damage points.
iii. On a roll of 16% to 25% the ship or NSP suffers one extra damage point.
iv. Any other result means the ship or NSP are not damaged.
f. Submarine Pens. May not be attacked using operational air missions.
g. Coastal Defences (CD). Every eight bombing points delivered against a CD cause one hit. It takes two bombing hits to suppress
the CD level by one. Bombing hits do not damage the CD, but reduce its level for that player turn only.
H. Strategic Bombing Missions.
1. This is the bombing of factories, marshalling yards, cities and so forth to impact the industrial system of the targeted nation. Hits are
determined by the number of bombing factors delivered to the target after all Air to Air and AA combat has been resolved. Only air units
with a strategic bombing factor can fly this type of mission. If bombing factors delivered to a target are insufficient to register a hit then
for missions against Rail Marshalling Yards, Ports, Factories, Oil Facilities, Naval Dockyards, Shipyards and Coastal Defences roll
percentile dice to see if a hit is achieved as in Operational Bombing above. Night Strategic air missions are automatically Area Missions.
Daylight missions that find poor (heavy) weather at their target immediately revert to Radar Bombing Missions if the force includes at
least 3 Code R (radar equipped) bomber units (see rule 5.B.6.n). The missions that can be flown using strategic bombing factors are:
a. Rail Marshalling Yards. The target of this mission is an enemy-owned, functioning rail marshalling yard (Rule 8.G.1.b). A
yard is functioning if a rail-element supply line can be traced to the yard from a national supply source or a supply terminal
belonging to the owning player at the time the mission is flown. For every eight bombing factors delivered against a rail

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marshalling yard (any city on a rail net), the capacity of the net is reduced by 1 SP for the next game turn. This effect is limited by
city size:
i. Great City hex 3 SP lost
ii. Major City hex 2 SP lost
iii. Small City 1 SP lost
iv. The First RMY hit also breaks the rail line in the hex for that turn (only). Additional hits on the RMY cause no further rail
breaks. NOTE: Rail marshalling yards hits have effects on both the rail movement of ground forces, and the national
industrial system in some instances. Hits are repaired at the rate of one hit per city per player turn, at no cost to the owning
player. This initial capacity repair also repairs the rail break inflicted. Rail or construction engineers can also work to repair
these hits; these repairs cost four movement points per hit. If a network capacity is reduced to less than 50% (calculated on
the above rate), any ground forces tracing supply through that network have an additional 10% reduction to their CEV,
above any other impact from other effects.
b. Ports. Every eight bombing points delivered against a port cause one hit. Each hit reduces the ports capacity by 2 SPs until
repaired. A port can have no more hits on it than 1.5 times its cargo capacity. Hits above that amount are ignored.
c. Factories. In all cases, 8 bombing factors must be delivered against a factory to cause one hit. The number of hits required to
damage production varies by nation:
i. 12 hits on a factory: Britain, Germany.
ii. 6 hits on a factory: Finland, France, Italy, Spain, USSR
iii. 4 hits on a factory: All Other Nations.
iv. Additional hits do not accumulate.
d. Terror Bombing. Axis Air or Strategic Rocket (V1, V2) units (only) may fly this mission. The target of this mission is any allied
owned great or major city hex in any nation that is under the Allied player’s control and have the following effects:
i. For every 30 points of bombing factors delivered against one target (or its capital if the nation does not contain a
great/major city) within Minor Allied Nations, between Sept I 1939 and June I 1942, Roll 2 D10. On a roll of 80 or more,
the Minor Allied Nation capitulates. See the Political & Economic Rules for more details on capitulation and the definitions
of nations.
ii. In the turn after every turn in which 30 points of bombing factors are delivered against any one city within the UK between
June II 1942 and the end of the game, German ARP production (only) is increased by 5%.
iii. In every turn that V1 or V2 ground based launch units remain in range of the UK, after their first use within the game,
reduce British Production by 5%.
e. Soviet Replacement Cities. For every 30 points of bombing factors delivered against a Soviet replacement city, reduce its
Infantry SP production by one in the next production phase (only). Hits beyond a city’s production capacity are ignored.
f. Oilfields and Oil Production Facilities. Those major oilfields and oil production facilities that produce fuel points, as listed on the
national OBs, may be bombed.
i. Oilfields. Every eight bombing points delivered against an oilfield causes one hit.
ii. Oil Production Facilities (OPFs). Every four bombing points delivered against an Oil Production Facility cause one hit.
iii. Effects of Hits:
1 For every 2 hits, five fuel points from the oilfield are eliminated during the next player turn.
2 Hits in excess of the overall fuel point rate have no further effect on fuel point production.
3 Intensive bombing may cause significant damage to the facility.
iv. Significant Damage. For every 5 hits on the production facility, the attacking player may consult the Success Table, rolling
1D10. If successful (S result), the attacking player has caused significant damage to the facility. The owning player of the
oilfield or oil production facility must repair the facility before it can produce Fuel Points again.
1 Repairs. If the facility is significantly damaged, he must roll one die to determine the number of turns the facility will be
unable to, or will produce fewer than normal fuel points. Divide the result by 3 for OPFs and by 2 for oilfields. The
result is the number of turns the facility will take to repair. Round UP in all cases (a result of 3.33 would equal 4).
During the repair period, the owning player must station 2 SPs of construction engineers at the damaged facility. For
every turn the owning player does not station 2 SPs of construction engineers at the oil facility, extend the repair time
by one turn. Production during the repair period is proportionate to the number of turns the damage lasts.
For Example: The Allied player bombs Ploesti and gains a significant hit. The Axis player rolls 1D10. The result is
9/2=5 (4.5 Rounded up). It will take five turns to repair Ploesti to full operation. From the initial phase after both
construction engineers arrived at Ploesti, the Axis player begins to repair the Oil Fields. Production commences at
1/5th, then increases to 2/5ths etc of normal levels until the field is operating normally again.
2 Cumulative Significant Damage. Significant damage to oilfields and oil production facilities is cumulative up to a
maximum of three significant damage hits.
For Example: The Allied player bombs Ploesti, gaining 5 hits. He rolls on the Success Table and has a success result.
The Axis player must roll one die and rolls a 4/2=2. This is the number of turns that he losses production from Ploesti.
He ensures he has 2 RE of engineers at Ploesti during those 2 turns repairing the damage to, and receiving the reduced
fuel points from, Ploesti. In his initial phase of his second player turn following the start of repairs to the significant

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damage to Ploesti, the plant is repaired. If the Allied player attacked Ploesti again during the repair period, or prior to
repairs commencing, and achieved further significant damage to the oilfields, the Axis player would repeat the
significant damage procedure and add the result to the remaining time period for repairs.
g. Radar Bombing. Allied heavy bomber units may radar bomb enemy owned cities in poor weather. Due to inherent problems with
radar bombing accuracy the bomb loads delivered are dispersed. Deduct the percentage of the bomb load noted in the Night
Bombing Accuracy Table. Modify the table utilising special unit types and the timeline within the table. The remaining bomb
load is distributed equally amongst all permissible Strategic Bombing targets within the target hex. The target hex loses 15% of
its production for one turn for every 160 bombing factors that are lost to dispersal. Dispersal damage is repaired at the rate of 160
factors worth of damage per game turn automatically.
NOTE: Production is allocated monthly. If the dispersal was 540 points, then the damage would take 3 turns to repair
automatically. City production would remain reduced by 15% of norms for 3 game turns. A 15% loss for one turn in a monthly
system equates to a 7.5% loss of a full month’s production.
h. RAF Area Bombing. Due to inherent problems with night bombing accuracy the bomb loads delivered are dispersed. Deduct the
percentage of the bomb load noted in the Night Bombing Accuracy Table. Modify the table utilising special unit types and the
timeline within the table. The remaining bomb load is distributed equally amongst all permissible Strategic Bombing targets
within the target hex. The target hex loses 25% of its production for one turn for every 160 bombing factors that are lost to
dispersal. Dispersal damage is repaired at the rate of 160 factors worth of damage per game turn automatically. NOTE:
Production is allocated monthly. If the dispersal was 540 points, then the damage would take three turns to repair automatically.
City production would remain reduced by 25% of norms for three game turns. A 25% loss for one turn in a monthly system
equates to a 12.5% loss of a full month’s production.
For Example: 620 bombing factors are dropped on a major city hex. The dispersal factor is 30% after all modifiers. 434 bombing
factors are split equally between available strategic targets in the hex (e.g. RMY, Factory, Shipyard, Rail Lines). 186 factors are
“dispersed” within the hex. In addition to damage caused by the “targeted” bombs, any production for that turn is reduced 25%.
i. Special Targets. If through National Intelligence Means (See the Political and Economic Rules) the Western Allies Identify a
special target, the RAF and USAAF must immediately divert 100% of its Type HB (including schools units) aircraft that have
sufficient range (at any range band) based in the UK to attack it.
i. Special Targets include V weapons research, and nuclear weapons plants. The Allies must attack with at least 60 HBs in
one game turn, or a total of 40 HBs in the initial turn, and a cumulative total of 110 HBs over 2 additional game turns to
succeed.
ii. The target will be repeatedly re-attacked until the totals above are matched. Roll 1D10. On a die roll of 1or 2, the Allies
must repeat the missions until they roll a 3 or higher on a die roll in the following initial phase.
iii. No other Strategic Missions may be flown until this mission has been successfully completed.
j. Missile V-Weapons Sites. Once Germany commences V1 or V2 attacks on the UK, 35% of the Allied Type HB aircraft available
each turn must be diverted to “suppress” the V weapons sites until land based sites are out of range of the UK. After Air to Air
combat and AA Combat resolution, roll 1D10 for the effect of the suppression mission. On a roll of 7-10, The V Weapons site is
suppressed and may not launch its weapons in the next Axis player turn. It is automatically repaired in the initial phase of the next
Allied player turn.
k. V-3 Super-Gun. If through National Intelligence Means (see the Political & Economic Rules) the Western Allies identifies the
hex (any all land hex, without a town {but including points of interest} in the Pas de Calais, Axis player’s choice) in which the V-
3 Super Gun is located, the allied player must immediately attack the hex with Type HB (Code B) aircraft. After Air to Air
combat and AA Combat resolution, roll one die. On a result of 3 or more, the mission is successful; the V-3 is destroyed. On a
result of 1 or 2, the gun becomes operational 12 turns later in the Axis Initial Phase. The Allies must continue Type HB (Code B)
missions either until it is destroyed, or until the Gun Hex is overrun by 10SP of Allied Motorised Troops. If the Gun becomes
operational, the Axis player may use it to hit any hex on the straightest line between the Gun hex and London (inclusive). Every
turn (until the gun is overrun or destroyed), the British player loses 25% of his production from the Southern Military command
area.
l. Naval Dockyards. Every eight bombing points delivered against a port cause one hit. Each hit reduces the dockyard’s repair
capacity by 2 SPs until repaired. A dockyard can have no more hits on it than 1.5 times its repair capacity. Hits above that amount
are ignored.
m. Shipyards. Every eight bombing points delivered against a port causes one hit. Each hit reduces the dockyard’s repair and
construction capacity by 2 SPs until repaired. A dockyard can have no more hits on it than 1.5 times its repair and construction
capacity. Hits above that amount are ignored.
n. Shipping Under Construction or Repair. For every 2 hits on a shipyard or naval dockyard, any ship or NSP under repair or
construction maybe further damaged. Roll 2 die:
i. On a roll of 5% or less, the ship is destroyed beyond economical repair.
ii. On a roll of 6% to 15% the ship or NSP suffers 2 extra damage points.
iii. On a roll of 16% to 25% the ship or NSP suffers 1 extra damage point.
iv. Any other result means the ship or NSP are not damaged.

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o. Submarine Pens. When under construction a player may attempt to bomb them to delay completion. Resolve damage as per
Naval Dockyards. Every 2 hits delay completion by one game turn. Once completed only RAF Code B air units may operate
against them. Bombing is resolved per the V-3 rules, except that the “to hit” is 6 or higher. There is no penalty on the British for
not attacking the pens. If the attack is successful, the SSF repair rate is reduced by 50%, and all SSFs based out of that pen are
reduced by 10% in strength until rebuilt.
p. Coastal Defences (CD). Every 16 bombing points delivered against a CD cause one hit. It takes two bombing hits to suppress the
CD level by one. Bombing hits do not damage the CD, but reduce its level for that player turn only.
q. Carpet Bombing (Western Allies only). This is the use of Heavy Bombers to directly attack enemy front line forces during
ground combat. Once declared, the target hex of a carpet bombing mission must be attacked by the ground forces allocated.
i. A minimum of 25 type HB air units must be committed to this mission.
ii. One (1) combat factor is added to the owner’s ground combat strength for every four bombing points delivered. The factors
delivered are not modified by CEV. Where fractions are left Roll 1D10. If the result equals or is less than the number after
the decimal place, the combat strength is rounded up. If it is greater than the number after the decimal place, the type
combat strength is rounded down.
iii. Impact on Ground Forces and implementation:
1 The Axis CEV in the target is reduced by one in addition to any other CEV modifiers, but cannot be reduced below 0.5
during that turn only.
2 Allied forces may advance into the hex if the combat result requires that the Axis forces retreat, however Allied forces
that move into the hex either as an advance after combat, or during the pursuit phase may not move out the carpet
bombed hex.
3 Short Bombing. Roll one Die. On a result of nine or 10, Allied forces suffer short bombing. Roll a further Die. Prior to
combat resolution, eliminate combat factors equivalent to the die roll from the attacking Allied forces. The Allied player
then recalculates odds and resolves the ground combat. In the Initial Phase of the Allied Player Turn after short
bombing occurs, roll two dice. On a result of 96-100, Carpet bombing may no longer be used by the Allied player. Add
2 to this die roll for every incidence of short bombing by aircraft from the same National Contingent and 5 to this die
roll for every incidence of short bombing by aircraft from another National Contingent.
4 Place a carpet bombing market in the hex. The owner of the hex gains a -2 Defensive DRM until the hex is “cleared
up”. It takes 3 SP of construction capable engineers their full MP allowance for one game turn to clear up the hex. Until
the hex is cleared up, the MP cost to into or out of the hex is equal to ½ a unit’s MPs plus 2.
I. Naval Air Rules.
1. Naval Air Units:
a. Naval Air Capacities on Aircraft Carriers is based upon the number of half strength air units carried.
For Example: HMS Glorious has a capacity of two air units. Two half or one full strength air unit may be carried on board the
carrier, and may operate per the air and naval air rules.
b. Naval air units are either full or half strength per the OB/OA
c. Resolve all air missions normally.
2. Sea Zone Air Range. Compare the total number of hexes that an air unit can fly to the number of hexes to the centre point of a sea zone. It
needs to have a range 2 hexes greater than the distance to the centre of the sea zone.
For Example: An RAF Spitfire V has a range of 12. It is based at an airbase in a hex adjacent to a sea zone. At normal range it could
fly to any sea zone adjacent to the one it is based beside. (i.e. 10 hexes to the centre point of the sea zone).
3. Naval Air Missions.
a. ASW. May be flown by Code A air units only. Move the air unit through sea zones. In each entered sea zone check on the
Spotting Table. If the result is S any SSF in the zone may be attacked. Resolve per the SSF Air Attack rules. Note that air units
may also attempt to spot any enemy NTGs in the sea zones they pass over. See ‘Spotting by Land Based Air Units’ on page 59
for an alternative method of conducting ASW/spotting missions.
b. ASW Escort. May be flown by Code A air units only. Move the air unit with a Convoy (only) as the convoy moves. If the air
unit reaches its maximum range, it must return to base from that sea zone. Resolve per th e SSF Air Attack rules. Note that air
units may also attempt to spot any enemy NTGs in the sea zones they pass over
c. Naval Spotting. May be flown by any air unit. The air unit is committed to this mission in the Naval Cooperation Phase. It
remains at its home base, but may attempt to spot any enemy TG within its sea zone range. Roll 1die on the naval Success Table,
modifying for any DRMs and adding a +1 if the searching air unit is a wing rather than a squadron. On a result of S the TG is
spotted and remains so until it leaves the air unit’s sea zone range. See ‘Spotting by Land Based Air Units’ on page 59 for an
alternative method of conducting naval spotting missions.
d. Naval Unit Bombing. Once an enemy TG is spotted, any Naval Cooperation tasked air unit within range may attempt to bomb
the target. Roll 1D10:
i. On a result between 6 and 10 the air unit locates the target, and resolves the attack normally.
ii. On a roll of 1, if any friendly TG is in the same sea zone as the target TG, resolve the attack against the friendly TG
instead, but reduce bombing or torpedo factors by 50%. Damage in this instance is inflicted normally.

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iii. On any other roll, the attack misses all targets and returns home.
iv. DBA (Rule 11.B.1.c) May only be flown by naval air coded units (S, V, M, A).
e. Air Cover. May only be flown by Land based type F air units. If within sea zone range, a TG may be “covered” by land based air
units. Roll one die per air unit committed. On a Roll between 4 and 10 the whole air wing finds the TG to be escorted. On any
other roll the air unit does not find the TG, but may attempt to cover another TG in the same naval movement segment. An air
unit can only provide cover for one TG per movement segment. The air unit is treated as a naval air squadron for air to air
purposes. It remains “over” the TG being escorted until it is either shot down, the naval air return step, or the TG moves out of
sea zone range.
f. Gunnery Spotting. Historically the RN, USN, and IJN assigned aircraft based on land or carriers to help spot the fall of shot
which will impact upon NGS, see Rule 13.Q. For these nations only:
i. Spotting may only be done by NAVAL Type F, A, D operated from carriers or air bases within range of the target hex.
ii. Only one air unit may be assigned to each hex being supported.
iii. An air unit must be assigned to this mission to gain the benefits listed below.
1 CGS is divided by 4 not 8. AGS is not affected.
2 Bombardment gunnery is divided by 5 not 8.
iv. Air units assigned to spotting may provide tactical support or CAP in addition to this roll, but:
1 CAS factor is halved
2 Air to Air combat values reduced by 2, but never below 1
3 Suffer a -1 DRM for air to air combat
g. Also see Rule 9.D on Carrier Air Power.
J. Resolving Naval Cooperation Missions.
1. Only air units assigned to naval cooperation may fly against enemy naval forces at sea, or intercept enemy naval air cooperation missions
(unless otherwise noted in mission rules). Units are assigned to this mission during the Initial Phase of each player turn although the
missions, if any, are flown later. Naval cooperation is considered an operational bombing mission.
a. Air units with any special naval capabilities (see the Unit Identification Table and Rule 5.B.6) are automatically on the naval
cooperation mission, they may not be assigned to other air missions except carrier based air units, Rule 9.D on page 57. Check
the P&E rules for any exceptions e.g. for the IJNAS.
b. All other air units are assigned to naval cooperation in the initial phase of a player turn. When non-naval units are assigned to
this mission, a convenient marker is placed on or over all such units assigned at an airbase.
c. Air units assigned to naval cooperation remain assigned to the mission until the Air Return Phase.
2. Spotting. Naval cooperation units may have to search to find their targets (Rule 9.G.1). Naval cooperation units fly to the centre hex of a
sea zone to complete their mission. The air units must have 2 additional MPs over and above the MPs required to reach the centre hex of
the sea zone, however air units operating against River Flotillas in a Coastal Sea Zone may fly directly to the hex in which the flotilla is
spotted, without paying the additional MP cost.
3. Naval Bombing Resolution. In all cases convert the modified operational bombing factor into to-hit attempts on the Naval Success Table.
Roll 1D10 for each attempt, using all applicable DRMs. A “S” result means a hit. If the player Rolls 10, then the hit may be a critical hit.
Critical hits are resolved per Naval Gunnery resolution.
a. Dive Bombing. Type D air units attack by dive bombing and have a +2 DRM on the Naval Success Table. If the naval targets
are in port they gain an additional +1 DRM on the to-hit die roll.
b. Torpedo Bombing. Use the Torpedo Combat resolution system in the naval rules on page 76. The air unit’s torpedo factor is as
follows:
i. Type B, Code V : Torpedo Factor 2 for every ½ unit (a squadron).
ii. Type B, Code CV : Torpedo Factor 3 for every ½ unit.
iii. Type A or F, Code V : Torpedo Factor 1 for every ½ unit.
iv. Type A or F, Code CV : Torpedo Factor 3 for every ½ unit.
NOTE: Despite port defences (such as anti-torpedo nets) a code V air unit flying the naval units in port bombing mission has a +3
DRM when carrying torpedoes. Any hits inflicted by a Code V bomber on shipping in a port are doubled, and in addition the
enemy ship must automatically roll on the critical hit table.
c. Level Bombing. May be flown by Type A, B or HB air units. They have a negative DRM (see Rule 5.B.3.a) on the ‘to hit’ die
roll.
d. Skip Bombing. May only be flown by USAAF, USN, RAF and FAA Type A, B, or HB air units after the Oct II 43 game turn
against targets at sea. Each bomb factor delivered allows 2 to hit die roll attempts, and they have a +3 DRM on the to-hit die roll,
all hits are critical hits. Critical hits are resolved per Naval Gunnery resolution.
K. Air Transport.
1. This mission is the transport of cargo from one friendly owned airbase to another or a drop zone within range with the air unit returning
home after delivering or dropping the cargo. Air units types "T", “G”, or “B”, can carry cargo. Cargo includes LPs, GSPs, Infantry SRPs
and ground units which do not have heavy equipment.

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2. There are two types of air transport mission; air lift and air assault:
a. Air Lift. This mission is flown by types “T” and “B” only, from a friendly airbase to a friendly airbase. There are three types of
airlift operations that can be used:
i. Normal Range Operations. Ground units pay a two movement point cost when transported by air at this range. Both type
“T” and type “B” units carry their normal cargo capacity at this range.
ii. Short Range Operations. Both type “T” and type “B” units can carry double their normal cargo capacity at this range.
Ground units pay a one movement point cost when transported by air at this range.
iii. Long Range Operations. Type “T” units have their cargo capacity halved (rounding down) at this range. Ground units pay
a three movement point cost when transported at this range.
b. Air Assault. This mission is flown during the owning player’s movement phase and includes the dropping of GSPs but not LPs.
See the Airborne Assault rule on page 68 for details on conducting this mission.
3. Air transport missions have the following restrictions:
a. Air transport capacities are reduced by 50% if the temperature is “Freezing” at the destination. There is no other modification as
both the start and destination are friendly controlled, and have weather reporting capability.
b. Type "T" air units carry cargo up to the SP size indicated on the aircraft counter. A transport unit with a capacity of * means it
can carry half an SP, but where one has a capacity of 1* or 2* the additional half SP can only be used to transport supplies when
assigned to an Air QM. Type "B" units can only transport supplies (no units) and suffer no ATAC penalty for doing so. They are
also more restricted to their loading than type “T” in that they can only carry 0.1 SP for each bombing factor they have at their
printed range, 0.2 points at short range and 0.05 points at long range (Rule 8.B.3).
c. A ground unit may move to an airbase and be transported by air. Cargo in the form of supplies must either begin the turn in the
hex with the base or be moved there by rail or QM.
d. The capacity of the base where the cargo is unloaded is not used. This mission is flown to the unloading base during the air
movement step and flown back to a friendly airbase during the air return phase. It may be intercepted only at the unloading base.
If intercepted, the units undergo air-to-air combat prior to landing to unload cargo.
4. Gliders and Glider Operations:
a. The cargo capacity of gliders is printed on their counter.
b. Gliders (type "G") may not fly by themselves, but must be 'towed' to the target hex. Each glider mist be towed by one type “T”
or type “HB” unit.
c. There is a 25% (round fractions down) range penalty for towing a glider. Type “T” towing units can carry cargo at half their
normal capacity, whilst type “HB” units may not carry any cargo and may not conduct a bombing mission whilst acting as a tug.
d. Gliders have full capacity at all ranges.
e. Gliders do not use the capacity of an airbase. The planes towing do use the capacity of the airbase.
f. Nothing can be parachuted from type “G” units but towing type “T” aircraft may parachute GSPs.
g. When a unit towing a glider is eliminated, the glider it is towing is also eliminated.
h. Recovery of gliders when used. See the P&E Rules for recovery rates of gliders.
L. Night Air Operations.
1. Air operations at night can be flown with reduced or no penalties by units with the “N” (for night) capability designation. These units can
fly day missions at the owner’s option. These units are presumed to be flying at night unless otherwise decided by the owner. Air units
without the “N” designation may fly night missions; see the P&E Rules for details. The procedures for flying night missions are identical
to day missions except as follows:
a. All Air to Air, antiaircraft and mission resolutions involving night missions are resolved separately from any day mission in the
hex. Any AA in the hex can fire at BOTH the day and night mission (fire twice in effect).
b. Range Restrictions. Due to the changes in the number of hours of darkness, night missions are restricted to maximum ranges
during the year. See the Night Air Operation Range Limit table.

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9. Naval Movement
A. Phases.
1. There are four main naval movement phases in each player turn, making 8 in a game turn:
a. Movement Segment. Before moving ground units, the phasing player moves all eligible naval units in his movement phase,
utilising their SMA allowance. A naval unit may spend some or all of its strategic movement rating to accomplish specific tasks
including naval combat (e.g., replenishing, loading or unloading cargo.) A naval unit is not required to move in a naval movement
step.
b. Reaction Movement Segment. After the phasing player has moved his naval units, but before he moves his ground units, the
non-phasing player may move any at sea or fully supplied naval units up to their SMA counted in sea zones. These units may
attempt to intercept enemy naval forces, or may move to support friendly ground forces with Naval Gunfire (Rule 13.Q.1).
c. Phasing player Pursuit Movement Segment: Phasing ships may move up to their SMA again.
d. Non-phasing player Reaction Pursuit Movement Segment: Non-phasing ships may move up to their SMA again.
B. Sea Time Limits.
Naval ships may remain at sea for 4 consecutive friendly movement segments unless it is operating at extended range or replenishes at
sea (Rule 15.W.4.b). If it does not return to a friendly owned port or naval base by the end of the fourth segment, it is depleted and is at
sea. See Rule 15.W for naval logistics. Use a convenient marker to show the passage of time for each TG at sea.
For Example: An Allied TG sails on the April I 40 turn during the reaction movement segment to intercept an Axis TG. The Allied TG
must return to base on the reaction movement segment of the April II 40 turn, or it is depleted and at sea.
C. Transit Combat.
Naval combat is seen as happening during a sea zone “transit” and may be resolved at any time.
D. Carrier Air Power.
1. Phasing player carrier air power may launch air strikes at any time. Naval cooperation missions and airbase bombing missions are
resolved immediately. Missions against Ground Targets are resolved during the main Air Mission or Ground Combat resolution steps.
2. Non-Phasing player carrier air power may launch air strikes at any time.
3. Interception missions from carriers may be launched against any mission targeting task groups and forces in the same Sea Zone as the
carrier.
4. Carrier fighter units may fly as many interception missions during a player phase as required by incoming enemy air attacks until the
fighter unit suffers a negative air result. This represents the carrier air group’s generally higher availability rate and sortie on demand
strategy, thus enabling the carriers to provide on-going air protection to its charges.
5. CVEs. CVEs can allocate their air group to convoy protection. Type A and B air units (only) may be allocated. For each half unit
allocated, the convoy gains 12 ASW points. If the air unit is CODE A, it gains 24 ASW points. Once allocated to convoy protection, an
air unit may not be used for any other purpose.
6. A carrier’s air wing will normally fly off to a shore base when the carrier goes into port and re-joins the ship when it puts to sea again.
Place the naval air units at a convenient airbase within range of the port. Air units that do not base ashore may not fly whilst the carrier is
in port. Whilst ashore the following restrictions apply:
a. Type F units may fly one mission and not intercept repeatedly as in 9.D.4 above.
b. Carrier air units may fly missions whilst ashore as normal, but if they do they cannot re-join their carrier in the same player turn.
c. Naval air units flying to re-join their carrier do not count against the capacity of the airbase they come from.
d. A carrier must spend 1 SMA to recover its air units.
E. General Limits.
1. Returning to Base.
a. Naval units returning to base during their 4th movement segment at sea may expend their SMA only for movement, ASW if
spotted by an SSF, or replenishment. They may not operate in any other way.
b. Transit Combat may be resolved at any time.
F. Fuel.
Every Ship has a fuel point rating. Each ship expends ¼ of its fuel level per movement segment at sea. If due to combat a ship expends
more than its current movement segment SMA, deduct that SMA from its next movement segment allowance. Ships may expend more
than their total (4 times the Strategic Movement Allowance Table value) SMA during their 4 segments at sea – however, if they do (for
whatever reason), they are fuel depleted. See Rule 15.W on page 104 for the costs and penalties to the ships for becoming fuel depleted.
For Example: A Fleet DD costs 1 FP to refuel. It expends ¼ of a FP per movement segment at sea. If it does not replenish prior to the end
of the fourth movement segment at sea, it is fuel depleted.
G. Spotting.
1. Naval units in a task group cannot be attacked by enemy air or naval units unless the Task Group that they are part of has been spotted.
Naval Units may be spotted by other Naval Units, Aircraft, National Intelligence Means or Coastal Watchers. A Task Force that engages

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in transit combat is spotted by the opposing side for the remainder of the player turn, unless all enemy vessels are sunk in the resulting
combat. Spotting attempts can be modified by a number of factors, including naval efficiency, surface search radar/HF DF, Sea Effects
Chart (weather). See the Spotting Modifiers table for full details.
a. Spotting and Shadowing Rolls:
i. Spotting. Roll 1 D10 on the Naval Success Chart and modify the die roll by the applicable modifiers. See below for results.
ii. Shadowing. Roll 1 D10 on the Shadowing Table and modify the die roll by the applicable modifiers. See below for results.
2. Carrier Battle Groups (CBGs):
a. They may attempt to spot enemy naval task groups in their own sea zone. A result of F* or S spots the enemy TG for the
remainder of the phasing player turn. They may also attempt to spot SSFs – see below
b. CBGs that sacrifice 1/6 of their SMA may also launch a squadron of aircraft to search all adjacent sea zones to the ones that they
are moving through during each naval movement segment. This simulates the use of Carrier based aircraft and the time taken to
launch/recover aircraft. One type A or D air squadron must be allocated to this mission for the duration of the player turn. A result
of S spots the enemy TG for the remainder of the phasing player turn.
i. The CBG, if it has replenishment ships with it, may elect to try and shadow the enemy force.
ii. To attempt this it must replenish prior to rolling to spot. If it spots successfully, it rolls again on the Shadowing Table. If
successful, it “follows” the enemy force one sea zone away from the shadowed units, moving when they do, until the end of
the reaction phase in the following friendly player turn.
3. Naval Task Forces (NTFs).
a. NTFs that spend ¼ of their sea zone movement allowance is in Search Mode and may attempt to spot enemy naval task groups in
sea zones that they are in or transit. The ability of naval task forces to successfully spot enemy Naval Task Groups depends on
their size and the type of ships that are assigned. This represents the fact that lookouts on the top of a Battleship or Battle Cruiser
can see further than lookouts on top of a Destroyer.
b. The number of ships is also crucial – at the owning player’s option, a Task Force with ten or more surface combatants may
conduct Extended Searches and attempt to spot enemy forces in any 1 sea zone adjacent to those which the owning Player’s task
force moves through. However, an NTF that uses this Extended Search formation is more vulnerable to enemy attack, as noted in
the relevant combat rules. See Rule 13.F for more details.
c. On a result of S, the enemy naval task group is spotted for the remainder of the phasing player’s turn only. Flip the enemy Task
Force counter to its spotted side to illustrate this. Friendly Naval Task Forces that are used to spot enemy Naval Units may be
spotted by the enemy naval force. The enemy player rolls one die, and applies the appropriate DRMs (Weather, NEM, and
Spotting Modifiers Table). On a result of F* or S the task force attempting to spot is also spotted for the remainder of the phasing
player’s turn. If the phasing NTF fails to spot for whatever reason when transiting the sea zone of an enemy NTF, any non-
phasing enemy NTF also in Search Mode may attempt to spot the friendly NTF. The enemy player rolls one die, applies the
appropriate DRMs, and is successful on a result of S.
d. Any naval task group may also attempt to spot SSFs. When entering the patrol zone of an SSF a TF may attempt to detect
suspected enemy submarines during movement. Only one attempt is made per patrol zone even if the TF transits multiple sea
zones within a single patrol zone (see 6 below). Total the ASW rating in the naval task force (see the ASW/Air ASW Conversion
Chart for the ship types and their individual ratings). For every 4 ASW additional points after the first 4 ASW points in the naval
force, the naval forces receive a +1 DRM on the to-spot die roll against the SSF. Roll 1D10 on the Naval Success and Spotting
table to determine the result applying appropriate modifiers. On an S result the TF has detected an enemy submarine force (if
present in the sea zone) and can either evade the enemy submarine force or attack it if it has an ASW capability. As an option, any
NTF that is attempting to spot SSFs and is not already spending a ¼ of its SMA as in (a) above expends one SMA per naval
movement segment.
4. Convoys: These may not attempt to spot enemy Naval Task Groups in the context of the game. They may attempt to detect an enemy
submarine force in the same manner as in 3.d above and engage it with ASW. See the SSF rule below for more details.
5. Ferries (see Rule 7.F.1.e on page 45: Units and resources using ferry routes trace their movement along the route and are subject to
spotting in the same manner as a Convoy. If spotted they may be attacked by enemy air or naval forces in the same manner as a Convoy.
Friendly naval forces in the Escort Pool or locally available may be used to escort movements by ferries.
6. Submarine Flotillas (SSFs). Each full-strength SSF has a patrol zone covering the sea zone it occupies and all adjacent sea zones. The
patrol zone of a reduced strength SSF is limited to the sea zone it occupies. If as a result of combat a full strength SSF is reduced, the
owning player can choose in which sea zone of the original patrol zone the reduced unit is now to be located. When an NTG enters the
patrol zone of a full strength SSF both it and the SSF may attempt to spot the other if not already spotted. Such attempts are only made
once per transit of a patrol zone and not when moving between sea zones within the patrol zone of the same SSF. An SSF may only
attempt to attack a spotted NTG once per naval movement segment and not once per sea zone of its patrol zone transited. Air units
committed to the Naval Spotting/ASW missions may attempt to spot any SSF unit if they are in or adjacent to the patrol zone of the SSF
a. If the optional SSF Dummy counters are used only the owning player will know if an unrevealed SSF is at full strength or
reduced. Treat Dummies as follows: Until it is revealed, enemy ASW assets may treat the Dummy as if it is a full strength SSF
unit. If they successfully reveal a reduced SSF unit the owner may choose at that point in which Sea Zone to locate it, which
doesn’t have to be the Sea Zone where the spotting attempt was made. The owner of a reduced SSF may attempt to spot enemy

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NTGs as if were a full strength SSF. However, if the spotting attempt is successful the reduced SSF must be placed in the Sea
Zone where the NTG was spotted.
b. SSF Spotting Procedure:
i. SSFs may attempt to spot enemy naval task groups in their patrol zone that fail to spot them for whatever reason. On a
result of S on the Naval Success Chart, the enemy NTG is spotted but only while it is in that particular sea zone.
ii. The submarine flotilla may then either attack the enemy Task Group or may, if the enemy Task Group is a convoy, attempt
to shadow the detected convoy by rolling on the Shadowing Table. If successfully shadowed the convoy is spotted for the
remainder of the phasing player’s turn, although the SSF does not leave its sea zone.
iii. If the submarine attacks, follow the submarine attack rules 13.O.
iv. An SSF may be detected by enemy NTGs that have an ASW rating, if the naval forces are in SSF’s patrol zone. If the SSF
tries to attack the NTG, the naval forces must attempt to spot the SSF prior to SSF combat resolution provided the NTG had
not already failed to spot this SSF during the naval movement segment.
v. A SSF that has been spotted may continue to shadow if already doing so, but cannot make an attempt to shadow an enemy
convoy.
vi. Mark a spotted SSF with spotted markers or with a convenient marker to show spotting, or use a dummy counter to
indicate when an SSF is not spotted.
7. Coastal Watchers: If the phasing player moves a task group into a sea zone, which includes enemy owned land or islands, it may be
spotted. Roll 1 D10, modify with applicable DRMs and consult the Naval Success Table. On a result of F* or S the task group is spotted.
If spotted, the NTG remains spotted until it moves into another sea zone.
a. Enemy air units on the naval co-operation mission may, prior to further NTG movement, opt to attack the NTG if they are within
range. If they do attack, resolve the mission prior to further movement.
8. Spotting by Land Based Air Units: Air units assigned to the Naval Spotting mission (see Rule 8.I.3.c above) may fly to a sea zone that
is within range. They may attempt to spot enemy naval forces in that sea zone, and those adjacent to it that pass through those sea zones.
A sea zone is within range if an air unit can fly to the sea zone locator hex and retain four movement points.
a. Spotting Surface Ships: On a result of F* or S the enemy task group is spotted in that sea zone and all adjacent sea zones. The
spotted task force may be attacked by air units flying the Naval Bombing mission.
b. Spotting Submarines: On a result of S the SSF marker is spotted, the SSF is revealed to the spotting player (or removed if a
dummy). If the SSF is an active SSF it may be attacked by the spotting aircraft (if it is Code A). Naval surface forces passing
through a sea zone containing a spotted SSF receives combat modifiers per the ASW Attack DRMs table.
9. Spotting by National Intelligence Means (NIM): Carried out in the Initial Phase and if successful the NTGs remain spotted until the
player’s next Initial Phase. All major naval powers developed sophisticated naval intelligence resources during the war, such as Allied
Ultra and Magic Crypto-analytical units, and Axis B-Dienst Naval Intelligence and SIS (Servicio de Inteligencia Naval). The NIM
Spotting Table provides the results for search attempts and the time element reflects changing national abilities in this area over the
course of the game. Roll one die on the Naval Success & Spotting table, apply any modifiers from the National Intelligence Means (Sea)
table and if successful cross reference the result on the NIM Spotting Table:
a. Surface Forces. The player may spot the number of NTGs noted on his NIM Spotting Table.
b. Submarine Forces. The phasing player may attempt to reveal the contents of enemy SSF counters. If the NIM Table indicates an
SSF then an enemy SSF is marked as spotted or removed if a dummy. Spotted SSFs can be attacked as noted in the Naval rules.
c. If there are no suitable targets to spot then the player may place the ‘spot’ on a port. If a NTG leaves that port before the players
next Initial Phase the player may at that point assign the spot. Unassigned ‘spots’ cannot be carried over into the player’s next
Player Turn.
H. Naval Transport.
1. This is the transportation of ground units by sea and involves loading and offloading the ground unit(s) being transported by NSPs or
certain other naval vessels. SLs, and those APDs and CLMs that have a cargo capacity may not carry units with heavy equipment.
Embarkation may only take place in the Phasing Player’s turn. For the use of ferries see Rule 7.F.1.e on page 45.
a. Naval Transport Capacity: This is the SP size of the unit except:
i. Motorized including QMs count as triple their normal SP size for the purposes of naval transport.
ii. Cavalry and semi-motorised units count as double their normal SP size for the purposes of naval transport.
b. NSP Capacity. Each NSP may carry 1 SP of ground units. When collocated they may freely be combined into larger capacity
counters or split into smaller capacity ones. For Example: The Axis player has two 1 capacity, one 5 capacity, and one 3 capacity
NSPs at the same location. These can combine/divide into any combination of NSP counters with a total capacity of 10 from a 9
and a 1 capacity NSP (there are no 10 capacity counters) to ten 1 capacity NSPs
c. Naval Combatant Capacity. Naval ships have a limited capability to transport units with no heavy equipment. Capital Ships (see
5.C.2.a) and Major Combatants (see 5.C.2.b) may transport ½ SP of ground units while Escorts (see 5.C.2.c) may carry ¼ SP
of ground units (an exception to this is an AMC which may carry 1 SP of ground units).
d. Multiple NSPs and Ship counters can, where necessary, combine to carry units or resources larger than their individual capacity.

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e. Loading and Offloading. Normally, units present in the hex during the phasing player’s naval movement phase are loaded onto or
off an NSP (or board a ferry) at a port. Heavy equipment cannot be transhipped via a Small port unless the NSPs used are
equipped with derricks. Units without heavy equipment may also load and offload over a beach.
f. Landing Craft. Units or counters with heavy equipment may load or offload from a beach using LCs. The units then tranship to or
from NSPs for onward transportation.
g. It costs 1 MP to load or offload at a port. It costs 4MP to load or offload at a beach.
i. Ports. Port capacity determines the maximum number of units that may load or offload at a port. Port capacity is limited,
and is set out in the Port Capacity Chart. Once the total port capacity has been used, the player may opt to load or offload
ships using beaches.
ii. Beaches. As noted above, units may load or offload at a beach. Beach hexes with coastal cliffs cost an additional 3MPs per
unit to load or offload at.
h. Movement of NSPs carrying ground units. NSPs move normally per the naval movement rules, but pay costs for
transhipping, loading, and offloading.
i. Loading and Offloading:
1 Ports. It costs the NSP 1 SMA to load or offload cargo. However, SLs only go through one load, move, and offload
cycle per game turn.
2 Beaches. It costs the NSP 2 SMA to load or offload cargo at a beach.
3 Transhipping. See below.
I. Amphibious Shipping Operations.
1. Amphibious Operations are a naval mission designed to transport ground units to an enemy beach hex so that the ground units may
attempt to land in the hex. Units unable to land in the initial wave of an operation form the Floating Reserve and these may be landed in
the Pursuit Phase. For the supply status of amphibious operations, see Rule 15.G.4 on page 96.
a. Amphibious Shipping Limitations.
i. Ground Units may be transported to a sea zone (the Assault Zone) adjacent to the target hex(es) of an amphibious assault by
type NSP, LB or LC only, but may only assault the target hex if transported there on (or transhipped from an NSP into) a
LB or LC. Loading costs for units participating in any amphibious operations are doubled (representing the time cost of
“combat loading” the units.) Units participating in an amphibious assault must be in offensive supply on their embarkation
turn, and may not be used for any purpose during the planning period (see Rule 9.I.2 below for planning times of the
various operations). Where MP costs are greater than the unit has available the unit may land but not conduct overruns or
move in the Pursuit Phase.
ii. LBs and LCs participating in an amphibious assault may not be used for any other purpose during the planning period
(Rule 9.I.2.a.iii) and may only travel 1/3 their SMA to the assault zone under their own power, but may be carried to an
assault zone by NSPs. An LC may be carried by a 2 capacity NSP as cargo.
iii. Transhipping units from NSPs to LCs costs 2 MPs of the Ground Unit’s movement rating, and two sea zones worth of
both the NSP and the LC’s modified SMA. Transhipping to LBs costs double the LC values.
iv. LBs/LCs may carry 1 SP of amphibious units (including units with heavy equipment) or 0.5 SP of non-amphibious units
(including units with heavy equipment) during an assault landing, per printed capacity point.
v. NSPs and surviving LBs/LCs must return to base after the operation. However, the units allocated to the floating reserve
may land immediately prior to the departure of their NSPs and or LCs. These land as long as at least 1SP capacity LC is
available, but if there is not enough printed capacity to fully land the unit, it may not move in the pursuit phase. No matter
how many LBs are present, they are treated for the purposes of this rule as being insufficient, and as such, the floating
reserve may not move in the pursuit phase of the current player turn.
For Example: The 321st Rifle division is the follow up unit for a Soviet amphibious assault. Due to combat losses, the Soviets
only retain 1 LB. The 321st can land, but may not move at all once landed.
b. LC Damage. LCs may be damaged during an assault landing or in naval combat.
i. Assault Landings.
1 Roll 1 Die adding all relevant DRM’s on the Landing Craft Damage Chart for details of damage to the LC’s.
2 Damaged LCs are repaired if the owning player spends one Naval Repair Point per counter, and they spend one
complete turn in a friendly owned standard, major or great port.
ii. Sunk in Transit. Sunk LCs are returned to play four player turns after the turn on which they were sunk at any friendly
owned standard, major or great port within the theatre in which it was lost, that is a linked to a source of general supply or
by a sea LOC from the national source of supply, if the owning player expends one Naval Repair Point per counter (lost) on
the turn that it is lost.
2. There are five types of amphibious operation, and see Tactical Surprise, Rule 10.M on page 68:
a. Assaults:
i. Assaults are considered to be any landing operation:
1 Onto hostile shore that consist of 3 SP or more of ground forces, with the intention of establishing a beachhead to
occupying territory as a base for future operations.

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2 Into a Neutral Owned port. Roll 1D10 per unit landing the forces. On a roll of 10 the assaulting force suffers a critical
hit on the unit affected. Resolve per the naval gunnery critical hit procedure. On any other roll the force lands into the
port using the port capacity unaffected by naval defences. Landed forces then operate per the remainder of the
amphibious assault rules below.
ii. Amphibious assaults occur only during the first naval movement phase of the owning player's turn. Ground Combat is
resolved during the Ground Combat resolution element of the game turn.
iii. Planning time required. An amphibious assault must be planned six game turns in advance. At that point the NSPs, LCs,
and the general number and type of the ground units to be involved are designated. No naval or ground unit may have more
than one amphibious assault planned for it at a time. When the planned execution date is four turns away, the LCs and
NSPs that will carry the force to land must remain in the designated embarkation port(s) until the turn of execution. They
may not be used for any other purpose unless the assault is cancelled. Specific ground units are scheduled for the operation.
These units must be kept out of contact with enemy ground forces and within movement distance of the designated
embarkation ports (This distance to be adjusted to include the loading and unloading costs {4 MP total} for the unit.) If the
designated ground units are involved in any ground combat during this time they are not available for the assault and it is
cancelled. If the NSPs used use “extended” supply rules as part of their movement, they are held out of use five not four
turns prior to the execution date.
iv. Cancelling or delay of execution. Assaults may be cancelled at any time and a player is not obliged to follow through on a
plan. The owning player may “delay” the landing for one turn, keeping the plan in effect and binding all involved units to
the plan for one additional turn. The ground units need not load if the operation is delayed.
v. Combat. Units landed at an enemy occupied coastal hex attack the defending units. All attacking units have their normal
attack factors, except for marine and commando units, which are doubled. All attacking ground units are destroyed at the
end of the turn if they fail to gain control of the hex where they landed.
b. Tactical Landings: Tactical landings are small landings on enemy owned shores designed to force the enemy to either retreat in
another direction, or block retreat routes for the enemy in conjunction with other attacks being made by ground forces. These
landings are 3 SP or smaller in size.
i. Tactical landings occur in the owning player’s naval movement phase only. They may also only be executed into hexes
adjacent to a hex being attack by friendly ground forces other than the landing force.
ii. These operations require no planning time. The landing force may only move out of the hex it landed in if it is either
adjacent to a friendly ground unit in regular supply, or by withdrawal via the LC(s) in the pursuit phase. If the force is to be
withdrawn, this occurs immediately after the combat resolution phase on the turn it landed. The LC(s) involved pay the 1
SMA MP point cost for loading and unloading during the movement phase. The reloading from the target hex on
completing the operation has no MP cost.
c. Raids: Raids can only be conducted by units that have ‘amphibious’ capability; as denoted on the Unit Identification Chart. They
are smaller than 3 SP in size.
i. Raids occur in the owning player’s movement phase only.
ii. Raids require two turns of planning. During that time the LC(s) that will land the force will remain in the port of
embarkation and the specific units involved will remain within movement distance (allowing for the cost to load and unload
the units) of that port.
iii. Should either the LC(s) or the units designated to participate be involved in either other operations or ground combat, the
raid is cancelled. Once the raiding units have been landed, they may not leave that hex except withdrawal via LC(s) in the
pursuit phase. They can expend movement points to damage items.
iv. During the ‘pursuit phase’ of the turn they landed in, they are reloaded onto the LC(s) and return to a friendly port (at the
option of the owning player, and the range of the vessels). The LCs involved pay the 2 SMA cost for loading and unloading
only during the movement phase. The reloading from the target hex in the pursuit phase has no MP cost.
d. Landing on Friendly Shores: This is the use of LCs to transfer units to areas where port capacity is limited or restricted to
unloading other cargo. There is no planning time required for this type of operation. Transhipment Costs are charged.
e. Evacuations: An evacuation is the lifting of forces off a beach (no port capability used) due to a calamitous military situation.
Evacuations are declared events (by the player desiring to execute them). Once declared, the units to be evacuated are removed
from the map as they load onto the NSPs, with only the Infantry replacement points needed to rebuild them available to be ‘taken
off the beach’. All other points (armour and artillery) are lost and do not go into any of the owner’s replacement pools. However
half the remaining Armour and Artillery SRPs may be captured by the side forcing the evacuation.
i. The capturing player may gain significant advantage. For each SRP or part thereof left on a beach during an evacuation, roll
1D10:
1 1-5 No assets captured. They are damaged beyond repair.
2 6-9 Half the Arm and one quarter the Arty SRPs are added to the capturing players SRP pool 1 month (2 full game
turns) later.
3 10 All the Arm and half the Arty SRPs are added to the capturing players SRP pool 1 month (2 full game turns) later.

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For Example: On the June I 1940 turn the BEF completes its evacuation. Left on the beaches are 12 ARTY and 12
ARM SRPs. The axis player rolls 1D10 and rolls 6. On the July I 1940 turn he recives 6 Arm and 3 Arty SRPs
(representing the captured weapons). These may be used to equip any unit.
ii. If a player has a sufficient number of LCs, a proportion of the heavy equipment is rescued:
1 One LC per SP evacuated: 25% of the Arm or Arty SRPs in the unit.
2 Two to three LCs per SP evacuated: 50% of the Arm or Arty SRPs in the unit.
iii. LCs used for an evacuation may be permanently lost:
1 Roll 1D10 per LC and consult the naval success table
a. On an S result the LC survives, but is in refit as soon as it enters a friendly owned port for 4 game turns.
b. On an F* result, the LC is critically damaged in game terms. The LC must be rebuilt expending 1 NRP, and then
refitting the LC in a friendly port for 6 game turns.
c. On an F result, the LC is destroyed, and cannot be rebuilt in the context of the game.
2 Fractions. In all cases above, retain SRP fractions.
J. Submarine Movement.
See Rule 13.O.1

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10. Ground Combat


A. Definition.
During the combat phase, a player's units may attack adjacent enemy units. Attacks are voluntary and at the option of the phasing player.
However, initiating air combat in the hex forces the attack on the ground to be completed. No unit may attack into or across prohibited
terrain. The Ground Combat Results Table is used to resolve ground combats.
B. Procedure.
1. The attack (combat) strengths of all the forces attacking are modified for terrain, supply, national contingent (see C.5 below), and CEV
(including BAI), then totalled.
2. The defence (combat) strengths of all the forces defending are modified for supply, national contingent, weather and CEV (including
BAI), then totalled.
3. The two totals are compared in the following manner; divide the attacker total by the defender total to arrive at a combat ratio (always
expressed as attacker : defender). If the ratio is not exact, round it to the nearest hundredth and use a percentile roll to determine the initial
odds column used on the Combat Results Table. If the result of the 2D10 roll is equal to or lower than the ratio the higher odds column is
used, if higher than the ratio the lower odds column is used.
Example 1: 34 factors attacking 9 factors 34/9 = 3.77:1
a. 2D10 result greater than 77 means that the attack is a 3:1.
b. 2D10 result equal to or less than 77 means that the attack is a 4:1.
c. 1D10 is rolled and the result is modified by any terrain or other special effects to the die roll from any source, such as Air
Superiority (Rule 5.B.6), weather and use of armour or other specialist units.
d. The adjusted die roll result is then cross indexed with the odds column under the ratio determined above.
e. This final result is then applied to all forces involved in the combat.
f. Results are applied to both sides immediately after the die roll for each individual combat.
Example 2: A German Cavalry unit with an attack strength of 5 attacking into a Wood hex. Weather is good and it is in Offensive
Supply.
a. German CEV is 1.5 and the terrain combat modifier is 1.25. The unit has a modified attack strength of 9.38 – 5 x 1.5 x 1.25.
b. If it were attacking across a Fortified Hexside into the Woods its modified attack strength would be 2.34 – 5 x 1.5 x 1.25 x 0.25.
c. If you are using the optional ‘Going’ rule then its modified attack strength would be 2.81 across the Fortified Hexside or 11.25
straight into Woods as it would be on a modified CEV of 1.8.
C. General Modifications and Restrictions.
1. No unit may attack, or be attacked, more than once per combat phase. If a unit retreats to a hex that is then attacked, it takes no part in the
defence and suffers the result of the combat with the defending force.
2. Each attack must be directed against a single enemy hex. Two or more enemy held hexes cannot be attacked by the same units as a single
attack.
3. Units in the same hex may attack different hexes, but each hex attacked is resolved independently. A single unit may not split its attack
strength to attack into multiple hexes.
4. The order in which individual combats are resolved is determined by the attacker.
5. National contingents. When units from more than one nation combine in an attack, there is a modification to the attack strength. The majority
contingent (in terms of SPs) remains at full strength, while the other national contingents are halved. If there is no minority, the owning
player designates the minority. The minority contingents retain any special capabilities they bring to the attack (Armour heavy, engineer
benefit, etc.). When defending a minority contingent is reduced by a quarter, retaining fractions.
6. Attacks at greater than 9:1 are treated as 9:1.
7. Attacks at less than 1:4 are treated as 1:4
8. Die roll results higher than 15 are treated as being 15, those lower than -4 are treated as -4.
D. Combat Results.
1. AH: Attacker Halved. The attacker must lose ½ the stacking points of the DEFENDING force total. The defender retains the hex.
2. DH: Defender Halved. The defending force must lose ½ its total stacking points and must retreat.
3. AQ: Attacker Quartered. The attacking force must lose ¼ of the stacking point total of the defending force. The defending force retains the
hex.
4. DQ: Defender Quartered. The defending force must lose ¼ of its total stacking points. The defending force must retreat.
5. AE: Attacker Eliminated. The defending forces take no losses. The Attacking force is eliminated. Any remaining attacking units must retreat.
6. HQ: Attacker Halved, Defender Quartered. The attacking force must lose ½ of the total stacking point size of the defending force; the
defending force must lose ¼ of its stacking point total. The DEFENDER has the choice to retreat or not. If the defender chooses NOT to
retreat, the loss required goes up to ½ its total stacking points, but remains in the hex. If the defender does retreat, the attacker may
advance into the hex after combat.
7. HR: Halved Retreat. The attacking forces lose ½ of the total stacking point size of the defending force; the defending force must retreat.

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8. DA: Defender Annihilated. The defending force is completely destroyed. If units in it have reduced sides, these are not received. The
defending force does not receive combat replacements. The attacker may advance into the hex after combat.
9. QR: Quarter Retreat. The attacker must lose ¼ of the defending force total of stacking points. The defender must retreat.
10. HX: Half Exchange. The smaller force is eliminated, the larger force suffers losses equal to half the SP size of the smaller force. If the
attacker is eliminated (including all reduced units) the defender may elect to retain the hex. If both sides are equal then the defender is
regarded as the smaller force and loses the hex.
11. DR: Defender Retreat. Neither the attacker nor defender takes losses. The defending force must retreat.
12. QH: Attacker Quartered, Defender Halved. The attacking force must lose ¼ of defending forces total stacking points; the defending force
must lose ½ of its total stacking points. The defending force must retreat.
13. DE: Defender Eliminated. The attacking force takes no losses, the defending force is eliminated. Any remaining units must retreat.
14. EX: Exchange. The smaller force (fewer SPs) is eliminated. The larger force suffers losses equal to the SP size of the smaller force. Then the
smaller force retreats or returns to its starting hex if it was the attacker. If both sides are equal the defender retains the hex and any unit(s)
reduced as a result of the combat do(es) not need to retreat.
E. Losses.
1. In general, all combat losses are calculated in terms of stacking points involved in the action (attacker and defender), and are rounded down
to the nearest half stacking point.
2. The number of stacking points required to be lost is defined in the results (above). Required Losses’ (Rule J below) may also apply. This
specifies the types of stacking points that must be lost as a proportion of the total losses resulting from the combat, if any.
3. As naval and air units have no ‘stacking point size’, they are never included in ground loss calculation.
4. Losses are subject to the ‘Combat Replacements’ regulations (Rule 16.A.3 page 108)
5. A unit with a reduced side, typically a division, can satisfy combat losses by flipping to its reduced side. In this event if the combat result
also required the other side to take losses proportionately those losses are based on SPs actually lost. For Example: If an attacker scores
a HX result against a 4SP sized division, the defender can flip the division to its reduced side and retreat, and the attacker loses 1SP of
units, not 2SP. Note that only actual losses are taken account of in the combat replacement system
6. If the side suffering losses cannot precisely match the losses called for as a result of combat, the side must take losses that exceed those called
for. For Example: A force attacking with 8 SPs takes 5 SPs of losses. The attacking force consists of two divisions, worth 4SP each The
attacking player may reduce and eliminate one division for 4 SP, then he must reduce the other division for 2 SP losses, and then records
his total SP losses (6 SP) for the combat replacement system.
7. Where multiple contingents are involved in a combat, losses should, if possible, be spread across the contingents equally. However, where
this is impossible the larger contingent takes the loss.
F. Reduced Strength Capable Units.
1. Most divisions and some other ground units can be absorb losses in combat and retain unit cohesion. These units have a reduced strength
printed on the reverse of their counter. Such units can flip to their reduced side to satisfy combat losses rather than be eliminated. If the
unit is already reduced, then it would be eliminated. Its reduced side represents a size equal to ½ its initial SRP size. For divisions 2 SRPs
of its component SRPs are set aside for use in the ‘Combat Replacement' system, for Brigades or other sized units ½ of its SRPs of its
component SRPs are set aside for use in the Combat Replacement system (Rule 16.A.3). Unit component SRPs are shown in the Charts.
2. It is possible for a unit to be reduced and then eliminated. The unit counts as half its SP strength if reduced, and as half its SP strength if its
reduced side is later eliminated.
G. Movement after Combat.
1. There are two types of movement possible after combat; Retreat and Advance. Attacking forces are never required to retreat (unless the result
is EX), while defending forces cannot advance after combat. Units in a hex can retreat individually, in separate groups, or as a single
stack at the owner’s option.
2. Retreats. When a unit is required to retreat, the owning player must move it one hex away from the hex it occupied during the combat. All
units in a hex retreat in an order determined by the owning player.
a. Retreat Restrictions and Requirements.
i. A unit which must retreat into an EZOI is eliminated, unless it has a reduced side.
1 A unit which has a reduced size and is at full strength prior to the required retreat is reduced.
2 If it must continue to retreat (due to stacking) and again must enter an EZOI it is eliminated. Note: Units eliminated in
this manner are also put into the combat replacement system.
ii. A unit must retreat according to the following priorities:
1 To a hex not in an EZOI and not over stacked.
2 To a hex not in an EZOI but over stacked.
3 To a hex in an EZOI and not over stacked.
4 To a hex in an EZOI but over stacked.
iii. Stacking. When a unit violates stacking by retreating into a hex, it must continue to retreat until it no longer violates
stacking. Units that are capable of being reduced may be reduced at the owner’s option to avoid being forced to further
retreat if such a reduction would satisfy the hex stacking limit. Stacking points lost in doing this are added directly to the
appropriate combat replacement pool (and are not counted for Rule 16.A.3). Any units that cannot retreat to avoid

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exceeding stacking are totally eliminated (not reduced). Their points go into the appropriate replacement pool (and are not
counted for Rule 16.A.3).
iv. Retreated Units and the Defence. When units are forced to retreat into a hex that is subsequently attacked in the same
combat phase, they contribute nothing to the defence. They are subject to the results of the combat in the hex. They are
included in the total for the defender losses but only the contributing defending force SPs in the target hex are used to
determine the loss for the attacker.
3. Advances after Combat. If the attacked hex is cleared of all enemy units, the attacking player may occupy the hex with units that participated
in the attack. The hex can be occupied only up to its stacking limit, but the units can come from any hex that it was attacked from. If there
are units still in the attacked hex, the attacking force can overrun them (Rule 7.E) if sufficient factors can be moved into the defending
hex from any of the attacking hexes. This advance is voluntary on the part of the attacker, but must be completed prior to resolution of the
next combat.
H. Zero Strength and Limited Strength Units.
1. Any regular (non-partisan) ground unit with a printed attack strength of zero may not attack by itself but:
a. It may be included in an attack to either provide a special benefit, or to be permitted to advance after combat.
b. These units are eliminated when attacked alone by any unit with a combat strength of one or more.
c. Their stacking point size is used both for losses and required losses.
2. Any unit with an attack factor of (1), i.e. a combat factor in parenthesis, is treated as a 0.5 strength unit in all respects except against partisan
units when it has a combat strength of 1.
I. Terrain Effects.
The terrain of the defender’s hex and the hex sides being attacked across may modify the strength of attacking units. The effects columns
on the Terrain Effects Chart (TEC) show the effects on combat for each terrain type. Any DRMs are cumulative for the combat, with the
final adjusted total applied to the basic 1D10 roll for that combat.
J. Required Losses.
Ground units with special capabilities are required to take losses when their benefits are used to influence the outcome of ground combat.
This represents the increased risk they suffer by influencing the combat. In any combat where a side uses the benefits a +2 DRM from
any proportion of effects or specialist units, at least half of the SP losses by that side must be taken from units who are ½ or greater
capable in that category.
For Example: An armour heavy force attacking field works with 2 armoured divisions (8xSP) giving +2 DRM, an infantry division
(4xSP), and two assault engineer battalions (1xSP {4xSP for combat effects}) giving another +2 DRM, would be required to take 50% of
any losses from the armour and engineer units. Against this force if the defender had 5 AT points giving a +1 DRM then there would be
no required losses from ATE capable units. The owning player decides the order in which units are lost. One unit per type contributing
special capabilities is taken (or reduced) at a time, with a second los s from each type only allowed to be taken when all unit types
contributing have taken losses. In the above example if the attacker suffered losses of 6xSP then he could reduce an armoured division
(2xSP), eliminate an assault engineer battalion (½xSP) and then either eliminate the other assault engineer battalion or take another 2xSP
of armour losses before taking any infantry losses.
K. Concentric Attacks.
1. Forces attacked from multiple sides may suffer a combat penalty. If the attacker meets any or all of the following requirements, the attacker
gains a +1 DRM on their combat die roll:
a. The attackers attack across multiple hex sides, separated by at least one other hex side.
b. The attackers attack across at least 3 hex sides.
c. The attackers attack across diametrically opposite hex sides.
L. Abilities of Special Unit Types.
1. Combined Arms Effects: Specialised units may have a dramatic impact on a battle above and beyond their basic Combat Strength.
Combining these arms will dramatically increase the combat power of forces, especially when proper use of terrain is considered.
a. Armour Shock Effects (ASE) and Antitank Effects (ATE): To reflect the ‘shock’ impact of armoured fighting vehicles in combat,
all units that have a significant armour component have a point value assigned to them showing their ‘armour’ value. See below
for these values. Opposing this impact is the density of antitank guns resisting the armoured attack. All units that have a
significant antitank component have a point value assigned to them showing their AT value. The following list summarises in
general the units affected:
i. Armour. Equate to their SP total in Armour points. They also equate to their SP strength in AT points.
ii. Heavy Tanks. These have their Armour, AT and ADE points doubled.
iii. Assault Guns and Tank Destroyers. Equate to 50% of their SP strength in Armour points. They also equate to their SP
strength in AT points.
iv. Light Armour and Armoured Cavalry Units. Equate to 75% of their SP total in Armour Points. They also equate to 50% of
their SP strength in AT points.
v. Special Armour. Special Armour (such as Engineer or Flame Tank Units) count as 25% their SP total in Armour Points.
They also equate to 50% of the SP strength in AT points.
vi. Mechanised Infantry. Equate to 25% of their SP total in Armour points. They also equate to 75% of their SP strength in
AT points.

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vii. NOTE: The following units do have AT values but no Armour Points:
1 Anti-Tank. Equate 50% of their SP strength in AT points until the Initial Phase of the June 1 Turn, 1942. Between that
date and the Initial Phase of the June 1 Turn, 1943, they equate to 100% of their SP strength in AT points. From that
turn until the end of the game, they equate to 150% of their SP strength in AT points.
2 Heavy Anti-Aircraft. When deployed as AT weapons, Heavy AA units count in general as 100% of their SP strength as
AT points.
3 Infantry. From the Initial phase of the June 1 Turn, 1942 until the Initial Phase of the June 1 Turn 1943, they count as ½
their SP for AT points. From that turn until the end of the game they count as their full SP for AT points. This may be
modified by the Political and Economic Rules.
viii. Artillery. All types of Artillery are ignored when calculating the AT or Armoured Shock Effects totals.
NOTE: These are not combat factors, but values for use in determining the effects in an individual combat in the turn.
All Armour Point and AT point values are subject to the Political & Economic Rules where they may be amended by
Nationality.
b. Determining Armour Shock Effects (ASE). The number of armour points the attacking force has can be affected by terrain. (See
Terrain Effects Chart). Total all the armour points in the attacking force, modify by terrain and supply effects, and use the
modified total, rounding up if less than 1, to determine the armour benefit for the attacker. The actual DRM depends on the
number of modified Armour Points as follows:
i. 1-5 Armour Points +1 DRM
ii. 6-10 Armour Points +2 DRM
iii. 11-12 Armour Points +3 DRM
iv. 13+ Armour Points +4 DRM
c. Determining AT Effect. The defending force totals up the AT points it has. ATE can be affected by supply and terrain. Modify
the total by these effects. This modified total is used to determine the AT benefit received by the defender. To gain the effects, the
following conditions are set:
i. With 2-5 Antitank Points -1 DRM (if 3+ unmodified Armour Points in the attack)
ii. With 6-12 Antitank Points -1 DRM (if 3-8 unmodified Armour Points in the attack),
-2 DRM (if 9+ unmodified Armour Points in the attack)
iii. With 13+ Antitank Points -2 DRM (if 3-8 unmodified Armour Points in the attack)
-3 DRM (if 9-12 unmodified Armour Points in the attack)
-4 DRM (if 13+ unmodified Armour Points in the attack)
d. To determine the points in an attack, total up the armour points and the AT points, compare them, and the DRMs are applied.
For Example: The Attacking force is 100% Armour and consists of 20 SP, for a +4 DRM. The defending force has 6 AT points
for a -2 DRM. The net DRM is +2.
e. Armour Defensive Effects (ADE). This comes into play when Armoured or Light Armoured/Armoured Cavalry units are
defending, ATE is not triggered, and ASE is allowed on the TEC. There must be at least one SP of qualifying units present to
benefit from the effect. If only one SP of qualifying units are present then there must be at least one other SP of non-Support units
defending to gain the effect. If the hex qualifies then the defender receives a -1 DRM for ADE. Only the following nations and
from the date indicated below may utilise ADE, but check the P&E rules for any exceptions:
i. Germany. When the Third Republic surrenders OR in Oct I 1940.
ii. British Commonwealth. Four turns after they accumulate 25SP of armour losses.
iii. USA. Six turns after they suffer 10SP of losses inflicted by enemy units with ASE.
iv. USSR. Jun II 1943.
v. Italy. Arriete and Centauro on the turn after they are first reduced.
vi. Third Republic. Oct 1 1940 if still in the war.
vii. Japan. Once they have formed at least 6 armoured divisions and suffered 40SP of losses in combat with enemy armoured
forces.
NOTE: For games commencing mid-war see the Charts for in-game ADE status.
2. Mountain Troops Effects. Mountain Troops are specially trained and equipped to operate in difficult terrain. Attack Strength is doubled
against mountain hexes. Their Defence strength is NOT modified in any way. In addition, a stack with greater than ½ its SPs consisting
of Mountain units gains a +2 DRM when attacking hills, woods, jungle, wooded hills, or karst terrain.
3. Light Infantry (Jaeger) Effects. Light infantry are less well equipped than their “regular” counterparts, and have a lesser allocation of heavy
weapons which has the effect of increasing their battlefield mobility in Poor Going. As a result, a stack with greater than ½ its SPs
consisting of Light Infantry units gains a +2 DRM when attacking hills, woods, jungle, wooded hills, or karst terrain.
4. Machine Gun and Light AA. Machine Gun and Light AA units have a significant increase in the percentage of automatic weapons. If a MG or
Light AA unit (or a stack containing a MG or Light AA unit) is attacked by a force which is at least 25% Infantry or cavalry, multiply the
defence strength of the MG or Light AA unit by 1.5.
5. Political Police. In operations between the USSR and any other nation, or Germany and the USSR, the presence of a Political Police unit in a
stack multiplies the defence strength of the stack by 1.5. This is not cumulative if more than one Political Police unit is in the stack. If
forced to retreat by combat results, SP losses for forces using Political Police are multiplied by 1.5. This shows the fact that if you failed
to advance you were shot, if you retreated you were shot....

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6. Cavalry Effects. Cavalry units are lightly equipped and have significant mobility advantages as shown in their movement ratings. Against
stacks which have no divisional units or artillery units their attack strength is multiplied by 1.5.
7. Motorised Effects. On the TEC Motorised Artillery units may choose to use the Combat Modifiers for either ‘Motorised’ or ‘Other’ units. In
general motorised units have no additional modifiers except where noted in the ASE/AT rule above. If using the optional going rules they
have the following effect in some types of Good Going:
a. Their combat strength is multiplied by 1.5 in clear and desert going.
b. Their combat strength is multiplied by 1.25 in hills and sandy desert going.
This represents their increased local mobility.
8. Engineer Effects. Engineers have a variety of missions, dependant on their specific training. Construction and repair work are dealt with
elsewhere. Combat engineers have effects in attack as well as construction capabilities. In addition to standard Combat Engineers, this
rule also covers Assault Engineers, Armoured Engineers and Flame Tank units.
a. Adjustments to SP total. Combat engineers receive ‘multipliers’ to their SP value as follows:
i. Combat Engineers. These units have their SP size doubled when attacking cities, port fortifications, fortresses or major
fortified works. Combat engineers have construction and repair capabilities per Rule 14.B.2.
ii. Assault Engineers. These are specialist units trained for combat use only and they have no construction capability. These
units cannot be counted towards the river crossing support mission. When attacking cities, port fortifications, fortresses,
field fortifications, or fortified works these units have their SP total quadrupled (x4). In addition their combat strength is
always increased by +1 against these targets. They are then treated as combat engineers for the engineer effect in (c) below.
iii. Armoured Engineers and Flame Tank Units. These are assault engineers equipped with armoured vehicles. They have no
construction capability. These units are not counted towards the river crossing support mission. When attacking cities, port
fortifications, fortresses, field fortifications, or fortified works these units have their SP total quadrupled (x4). They are then
treated as combat engineers for the engineer effect in (c) below.
b. Combat Engineers in River Crossing Operations. Combat engineers provide essential support to a river crossing operation. Their
presence reduces the impact of a river as an obstacle to the advance of the force. Apply the following modifiers:
i. 1 SP per hex attacking +1 DRM
ii. 2 SP per hex attacking +2 DRM
iii. 3 SP per hex attacking +3 DRM
c. Combat Engineers in Attacks against Cities and Fortifications. When attacking a city (any size), field fortification (any level), or
other fortified work, combat engineers provide benefits to the attacker. If the attacking force includes modified SP equivalent of
combat engineers it receives the following benefits:
i. With 1-3 SPs +1 DRM
ii. Over 4 SPs +2 DRM
NOTE: Less than 1 SP has no effect.
9. Artillery Effects: Artillery class units not stacked with at least 1 SP of non-artillery, non-support units attack and defend with their combat
values halved.
a. Types of Artillery. Artillery is divided into four groupings for the game. They receive any benefits described below:
i. Field Artillery. All artillery or rocket units not designated as being Siege, Heavy, or Coastal.
ii. Heavy Artillery. Generally guns or howitzers from 6” to 9.2” in calibre, depending on the nationality. Used for a variety of
tasks.
iii. Siege Artillery. Siege artillery consists of Very or Super Heavy artillery designed for use against fortified positions. Due to
its size it is often mounted on railroad carriages.
iv. Coastal Defences (CD). This is artillery dedicated to engaging ships at sea.
NOTE: No artillery can fire more than one hex in the game.
b. Effects of Artillery.
i. Field Artillery. There is no benefit for field artillery other than those described in the TEC.
ii. Siege or heavy artillery.
1 All size cities: Factors x 3
2 Major Fortifications. Major fortifications are level 3 & 4 field fortifications, and major pre-war structures such as
Maginot Line, Fortified hexsides etc. (See the P&E Rules and maps for more details): Factors x 4
3 All other occasions: Factors as printed.
4 Enemy River Crossings supported by Engineers gaining a special effect. If the attacker uses the engineer effect during
an attack, defending heavy artillery (only) provides a -1 DRM provided the defending hex contains at least 2 SP of
Heavy Artillery.
iii. Major Rivers. Field, Heavy Artillery and Mortars do not have their combat factors modified when attacking across a major
river. Siege Artillery has its factors halved.
c. Coast Defences. See Rule 5.C.14
d. Field, Heavy, Siege, and Rail Artillery as CD. All artillery has its combat factor multiplied by 4 for use in the naval system.
i. Field and Heavy Artillery. Field and heavy artillery may only engage enemy forces engaged in some form of amphibious
landing.

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ii. Siege and Rail Road Artillery may attempt to engage enemy naval forces either operating within a Coastal Sea Zone, or
passing through a Coastal Sea Zone immediately adjacent to their hex location. They roll on the Spotting Table to see if
they can fire. If they can fire, their modified combat factor is their Naval Gunnery Strength. Resolve attacks per the Naval
Gunnery rules. Multiple units may combine their NGS, but are penalised per the Naval Gunnery rules for doing so.
10. Commandos:
a. Commandos are not counted when determining the number of SPs for special capabilities in an attack.
b. Commandos may attempt to gain tactical surprise (see ‘Tactical Surprise’ below).
c. Commando units may always retreat into an unoccupied hex, even if it is in an EZOI.
d. When a stack of units containing a commando unit is forced to retreat as a result of combat, the commandos can allow the units
to retreat through or into a hex that they would normally not be able to retreat through. To do this, the hex being entered must be
unoccupied by enemy units, and the hex must not be prohibited terrain for any of the retreating units. The units must not exceed
the stacking limit in the hex that they are attempting to enter. Roll 1D10 on the success table for each unit other than the
commando attempting to retreat:
i. S The unit retreats successfully. No further penalty.
ii. S* The unit may retreat if it has a reduced side. If it does flip the unit to its reduced side and retreat it. Recieve Combat
Replacements for any loss. If it does not have a reduced side available, the unit is destroyed, receive Combat
Replacements.
iii. F The unit is destroyed, do not receive combat replacements.
M. Tactical Surprise.
1. Surprise is a major force multiplier in military operations. Tactical surprise is a matter of die roll chances for success. Tactical surprise is
possible in the following situations:
a. Forces conducting airdrops (the turn they land), forces conducting amphibious landings (assault, raid, or tactical) and forces
conducting regular ground operations, if accompanied by commando type forces (at least ½ SP in size). These attempts suffer no
penalty for failure.
b. Any ground combat force can also attempt surprise. The attacking player can state that surprise is being attempted, and rolls for
success. This type of attempt may suffer a penalty for failure.
c. To determine if surprise is achieved in all the above conditions, consult the Success Table, roll 1D10, and modify that roll as
described there. Success means surprise is achieved, failure means it is not.
i. Success gives the attack a +2 DRM on the attack roll in addition to any other DRMs in the combat.
ii. Failure for all attempts described in 13.a (above) has no further impact on the combat.
iii. Failure in cases described by 13.b (above) imposes a -4 DRM penalty on the attack in addition to any other DRMs in the
combat.
N. Airborne Assault.
1. This rule explains how combat units and supply can be parachuted or glider landed into enemy or friendly territory. Parachute, airborne,
parachute commando and partisan HQs are capable of being parachuted. NOTE: While some units have the term ‘parachute’ in their
name, it is strictly an honorific title, not a functional one. Only those units with the parachute gull wings within the unit symbol or only
have the parachute symbol within the unit icon are air droppable.
a. Glider Units can only be landed in gliders (type “G”).
b. Division sized units must always be broken down for transportation and dropping. Once dropped, a division cannot be
reassembled until it is reunited with its ‘transport’ element.
c. Planning. Air assaults into enemy owned territory must be planned in advance of the turn they are conducted by following these
steps:
i. Planning consists of noting both the target hex and the units to be dropped during the owning player’s initial phase of the
turn before the mission is intended to take place.
ii. Units to be dropped must be in General supply on the turn before the mission and Offensive supply on the turn of the
mission. Units remain in Offensive supply for the duration of the player turn they are dropped.
iii. A single air droppable unit may only have one drop planned at a time. However, divisional breakdowns may have up to
three drops planned at any given time, but the player must drop all the divisional breakdowns from each division either in
the same hex, or in adjacent hexes. Furthermore drops in more widely spaced operations are subject to the “single unit”
limitation. Widely spaced is seen as dropping units from the same division 2 or more hexes apart.
iv. Planned operations can be cancelled at the owning player’s option.
v. Drops are automatically cancelled if the planned drop unit begins the turn the plan is set for in an EZOI, or is attacked by
enemy ground forces.
vi. An air drop can be planned for unit(s) scheduled to arrive as reinforcements.
d. Air Drop Mission. This mission is flown during the owning player’s air phase. Its purpose is to drop units or supplies by
parachute or glider. This mission may be intercepted in the hex targeted for the drop of units or supplies, and must undergo air to
air and antiaircraft combat before dropping the cargo. The air units that drop the ground units or release the gliders may not land
in the target hex of an air drop, even if there is an airbase in the hex, until the next friendly initial phase – assuming the airbase
remains friendly owned. Air drops are treated the same as airlift, with the target hex for the drop replacing the ‘unloading’
airbase, with these differences:

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i. Regular Range. All cargo capacity is halved.


ii. Short Range. All have normal cargo capacity.
iii. Extended Range. All cargo capacity is quartered.
e. Glider Operations. (Rule 8.K.4).
f. Disruption. In an airdrop (parachute and/or glider landing), units may become disrupted, or supplies may be lost. 1D10 is rolled
on the Success Table for each unit and for every three (or portion of thereof) supply points being dropped. Apply the following
modifiers to the roll with all modifiers being cumulative:
i. +2 if the entire unit is delivered in gliders.
ii. +2 if dropping into friendly owned or occupied hexes.
iii. -2 for dropping into a major or large city hex.
iv. -1 if dropping at night.
v. -1 for dropping onto enemy units or EZOI.
vi. -1 for dropping into any hex other than clear terrain hex.
vii. -1 for dropping in Mountain, Forest, Jungle, or Swamp hex.
viii. -1 for dropping in heavy storm activity.
ix. -1 for every 8 hexes or part of 8 flown to the drop hex.
x. Any modifiers from the ACEV Chart.
For Example: A British unit drops into a rough hex, in an EZOI, in heavy storm weather, after flying 12 hexes. The total
modifier is -5.
g. Effects of Disruption:
i. If the adjusted total is 1 or zero, the unit is disrupted. Its combat strength is halved the turn it is dropped (from the time
dropped until the next owner’s initial phase).
ii. If the adjusted total is -1, or - 2, the unit or supplies are eliminated if landing in an enemy occupied hex. If not it may not
attack at all until after the next owner’s initial phase and its combat strength is halved for a turn.
iii. If the adjusted total is -3 or less the unit or supply cargo is eliminated regardless of hex or enemy forces.
iv. A disrupted unit does not gain control or ownership of the hex it occupies. An enemy supply line may be traced through
the unit as if it were not there; enemy units may move through or past it as if it were not present, and may overrun it at 12:1
odds as long as they match the printed strength of the disrupted air unit.
v. The effect of disruption on units ends at the start of the next friendly initial phase. Surviving units then operate normally as
per their supply status.
h. Ground Operations. Airborne units can drop into hexes that are either enemy occupied or vacant. The procedure for attacks is
slightly different in each case. The following rules apply to units in the turn they land:
i. Into Enemy Occupied Hexes. Airborne units which land in hexes occupied by enemy forces must attack the enemy forces in
the hex during the combat phase. If the attack does not force the enemy to leave the hex, the force(s) that landed there are
eliminated.
ii. Adjacent to Enemy Units. Airborne units dropped adjacent to an enemy unit may attack during the combat phase.
iii. Zones of Influence. Airborne forces do not exert a ZOI during the turn they are dropped. They commence having a ZOI
during the initial phase of the next friendly player turn.
iv. Movement. Airborne units may not move after landing in the movement phase, but can move in the pursuit phase of that
turn.
v. Tactical Surprise. The Success Table should be consulted to see if ‘surprise’ is gained by any force attacking on the turn of
the drop. All airdrops receive a DRM of + 5 on the Success Table, on the turn dropped. Air droppable units receive a +2
DRM on the Success Table on all other turns.

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11. Air Combat


A. Definitions.
1. Air combat occurs when air units of one side intercepts air units of the opposing side. Air to air combat is resolved as designated in the turn
sequence (for the various missions possible).
a. The Phasing Player and the Non-Phasing Player. Used to show the interaction between the players when engaging, and being
engaged by, enemy forces.
b. Air Combat Efficiency Variable: This is a die roll modifier for combat based on the training, experience and other soft factors
(C3I, doctrine, etc.) that an air force has. It is abbreviated ACEV for use in the rules. The national ACEVs are in the ACEV chart.
NOTE: Naval air units (such as FAA and USMCAS) use their naval NEM rather than ACEV.
c. Eliminated Over Friendly Territory: Air units shot down over friendly owned territory are EFT.
d. Eliminated Over Hostile Territory: Air units shot down over enemy owned territory, or over the sea are EHT.
NOTE: Friendly owned, isolated territory is EFT.
B. General Air Combat Conditions.
1. Players cannot avoid air combat by cancelling a mission once launched. The phasing player may choose to cancel air missions in the hex,
but they remain subject to interception (but not AA) before returning to base. Cancelled air missions return to base during the air return
segment. Units can usually only participate in one air to air combat per player turn.
a. A hex may contain several separate combats:
i. Day Missions: As there can be multiple missions flown into a hex, they and their escorts are intercepted and engaged by AA
on a mission by mission basis. If there are multiple missions in a hex, the Phasing Player must specify which aircraft belong
to each individual mission force, and which escorts are assigned to which mission force. The non-phasing player must
specify which mission each interceptor is attacking.
For Example: A phasing player force is attempting to daytime bomb a Strategic Target in the hex, and is also attacking a
bridge in the same hex using Operational Bombing. Each mission force is intercepted separately by non-phasing player in
the hex and each combat is resolved separately.
ii. Night Missions: Night missions are completely separate from day missions, even when flown to the same hex. Night air
combat is resolved separately from day missions.
For Example: A phasing player force is attempting to daytime and night-time bomb an economic target in the hex, and also
attacking an operational target (a bridge) in the same hex. Each mission force is intercepted separately by the non-phasing
player in the hex, and each combat is resolved separately.
b. Type “F” units. There are four conditions that directly apply to affect the combat strength of type “F” air units. These units,
when part of a mission force and carrying bombs, can choose to jettison their bombs (the jettisoned factors are not delivered to
any target) and fight with no penalty.
i. All fighters with Ground Controlled Intercept (GCI) capability flying short range interceptions have their air attack
strengths doubled. See the GCI table for more details.
ii. Fighters have their Air to Air combat rating reduced by 25% at extended range, but never below 1.
iii. All fighters flying long range escort missions have their attack strengths halved, but never below 1.
iv. Fighter type units who retain their bombs during the air to air combat have their attack factor halved (rounding up).
c. Determined Bombing Attacks (DBA): Aircrew during the war were, on occasion, exceptionally determined to complete their
mission, and thus pressed home their attacks despite extreme risk. Players may nominate a mission as flying a DBA prior to
flying the mission. All ATAC is resolved normally. AA in a hex is doubled for loss calculation but dispersion is ignored against
land targets, quartered against naval targets.
d. Determined Transport Missions (DTM): Aircrew during the war were, on occasion, exceptionally determined to complete their
mission, and thus pressed home their runs despite extreme risk. All ATAC is resolved normally. AA in a hex is doubled for loss
calculation however the transport mission is completed prior to losses being applied to the transports.
C. Air Combat Resolution.
1. Air combat happens simultaneously and both players follow the procedure below before any results are applied to their forces.
a. Air to Air Combat (ATAC). Each bombing mission to a hex must be dealt with in turn, and each mission has its own assigned
Escorts (if available). Resolve ATAC one bombing mission in a target hex at a time using the following method:
b. Both Players:
i. The defender separates his mission force into bombers and escorts.
ii. Air units allocated to intercept are designated as Air Superiority or Bomber Destroyers. Those attacking as Air Superiority
solely engage the escort, those operating as Bomber Destroyers engage the bombers and any fighters not engaged by the Air
Superiority Group.
iii. Consult the Air CRT DRMs chart and note the DRMs that will be applied to each die roll in the subsequent combat. This
chart is NOT affected by percentile die rolls. Type HF units are treated as “other” if the opposing side consists solely of
Type F units.

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iv. The intercepting player allocates his attacking aircraft against enemy aircraft, and may not allocate more than one aircraft
against a defending air unit unless each defending air unit in the mission group has an aircraft allocated against it.
For Example: The intercepting player has 6 fighters; the intercepted player has 3 escorts and 5 bombers. The intercepting
player allocates 3 fighters as the Air Superiority force, and 3 fighters as Bomber Destroyers. The intercepting player
allocates one fighter against each escort. The bypassing Bomber destroyers are allocated against 3 of the bombers. 2 of the
bombers are ignored for this combat.
v. If an escort has been selected by the intercepting player to be engaged it may, at the owning player’s discretion, ignore the
Air Superiority unit and attempt to attack the Bomber Destroyers. If it tries to do this the intercepting player rolls with a +3
DRM on the air to air combat chart against the escort which cannot return fire. If the escort survives it may attack the
Bomber Destroyers which in turn must decide to either engage the escort or continue to attack the bombers. Similarly, an
interceptor may attempt to bypass an escort it has been paired with and attack the bombers. The escort attacks with a +3
DRM and if it survives it may engage the bombers.
vi. Consult the Air CEV table and compare the general pilot quality for each side. Subtract the lower ACEV from the higher
ACEV to produce a differential. Use this as a DRM for both players’ die roll on the Air CRT: positive for the side with the
higher ACEV, negative for the other, and no DRM if both have the same ACEV.
For Example: the pilot differential for the intercepting player is +3, that of the defending player is (-1). The result is +3- (-
1) = +4 DRM to the intercepting player, -4 DRM for the defender. If the intercepting player is -2, and the defending player
is +1, the result would be a +3 in favour of the defending player etc.
vii. Roll 1D10 on the Air Combat Results Table, modify the result by the ACEV modifier and any air combat type and fighter
ratio DRMs.
viii. Compare and impose the results. The results are expressed as follow:
1 R: Return to base, suffer no combat loss, if a bomber, 0.25 times the applicable bombing factor is dropped. Roll AA to
see if the payload is dispersed.
2 R*: Return to base, suffer no combat loss, if a bomber, 0.5 times the applicable bombing factor is dropped. Roll AA to
see if the payload is dispersed.
3 1: Air Unit suffers 1 step loss. The balance of the unit breaks through to the target, Roll AA for all effects.
4 2: Air unit is eliminated. It cannot complete any other mission steps.
5 1R/2R: If 1R the unit suffers step losses as per 3 above, if 2R suffers losses as per 4 above. In both cases if there are
additional air units involved in the air combat of a similar type, one other of those air units selected at random, after all
other ATAC results have been applied, suffers a R result.
Note: Dispersed bomb factor is always rounded UP to the nearest full factor.
ix. Remove all eliminated air units from the map. Record the loss by model if applicable, and whether EFT or EHT.
NOTE: This is for later use in balancing the losses in the upcoming player initial phase.
x. Surviving air units may be attacked by AA prior to mission completion.
xi. During the air return phase, surviving air units return to base.

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12. Antiaircraft Combat


A. Antiaircraft Artillery.
1. Various units and facilities have antiaircraft (AA) strengths and can engage enemy air units.
a. Types of Antiaircraft. There are two types of antiaircraft strength; heavy and light:
i. Heavy AA. Only heavy AA, and a percentage of naval ship AA, can fire against economic bombing missions. Ground units
with heavy AA are treated as artillery for combat, are full antitank effect, and can fire on operational and CAS missions.
Heavy AA units may be in one of two modes – AA or AT. Immediately before resolving any air or ground combat the
owning play must decide what mode any Heavy AA units are in, and they must remain in that mode for the rest of the
Player Turn. If deployed for AA the unit has zero AT effects. If deployed for AT effects the unit has zero AA strength.
Make a note of units in AT mode or identify them with an AA/AT mode marker, or place them in the AAA rather than
Artillery section of the Ground Stacking Charts.
ii. Optional Rule. If, during a Combat Phase, a Heavy AA unit uses its AA capabilities against enemy aircraft then for any
ground combat during the remainder of the phase its attack factor is zero and its defence factor is halved
iii. Light AA. Light AA can fire on operational and CAS missions. Exception: LAA may not engage a carpet bombin g
mission.
b. Unit and Organic Capabilities: Ground combat units with the AA branch symbol, naval units, cities, and airfields etc (see the
National Organic AA Chart and the UIT) have specific capabilities which are listed below:
i. Ground Combat Units. Any ground combat units with an AA factor (other than AA branch units) have light AA.
ii. Ground Combat AA Units. The AA factor of this unit is usually printed inside the unit symbol. This factor is only used
against air units in flight and has no influence on the ground combat strength of the unit.
iii. Naval Unit AA. All naval AA is a mixture of light and heavy AA. See the Naval Gunnery Split Chart for more details of
the percentage splits. Only Type F, A, D and B (only when flying torpedo or skip bombing missions) units maybe engaged
by the full AA rating. Type HB or B (flying level bombing missions) may only be engaged by the modified heavy AA
rating of the target ships.
iv. Organic AA. Cites have an assigned (constant and automatic for all sides at all times) AA strength as Noted in the
National Organic AA Chart.
v. Positional (Static) AA points. They may combine or split into increments of 1 AA point at any time within the owning
player’s turn. If they move during a turn they may not use their AA or Defence strength in any way until the next friendly
initial phase.
vi. Other units or facilities may have an AA factor as designated in the owning nation’s Political and Economic Rules.
B. Antiaircraft Fire Resolution Preparation.
1. AA fire is resolved as indicated in the sequence of play, after all air combat in the hex, and prior to the resolution of any mission the
attacking air units are attempting. AA fire is resolved using the National Technical Means AA Chart and the AA Combat Results Table.
Determine the mission of the air units being engaged. Aircraft executing separate missions are engaged separately.
a. Strategic Bombing. Only heavy AA may fire against the bombing aircraft. Losses are determined by use of the AA Combat
Results Table for the AA’s firing nationality and date.
b. Operational Bombing. All types of land based AA factors may engage aircraft flying this mission.
c. Interdiction Missions. Due to the ‘area’ nature of these missions, when the air units are placed in the central hex of the zone that
is being targeted, the defender averages their AA value in the zone and use that total to engage the air units.
Close Air Support. All types of AA can fire on aircraft executing these missions if in the target hex. For an attacking force the AA
strength in all the hexes being attacked from is totalled and then divided by the number of hexes attacked from. The result is
rounded down.
For Example: An attacking force is coming out of 3 hexes, it has a total of 8 Heavy AA factors deployed in AA Mode within the
hexes. 8 divided by 3 = 2.67, which is rounded down to 2 for engaging enemy CAS missions.
d. Code L units. All AA is doubled against Code L units. If a CODE L plane executes a DBA or DBT mission, the modifier is
cumulative. For Example: The Allied player launches a mission with 3 Battle (CODE L) bombers against a bridge over the
Meuse. The Germans have a total LAA strength of 4 plus 2 HAA points in the hex. All the German AA is in AA mode. The total
AA against a low level mission is 6, doubled TWICE for DBA and CODE L. They can fire on the 24 column against the Battles.
e. AA is doubled against DBA and DTA missions (Rule 11.B.1.c & d above) For Example: A hex that is the target of a DBA
mission has a total AA strength of 10 points. Against the DBA mission this is doubled to 20 points.
f. AA factors may be fired against each separate mission operating against targets within a hex (or adjacent hex side).
C. Antiaircraft Combat.
1. After all ATAC is completed, any AA units in the target hex or zone must attack the mission force (only) prior to resolving any bombing
attack. Method:
a. Determining AA factor:

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i. Target BAI Zone: Total the AA in all hexes of the zone, and divide by the number of hexes in the zone. This is the
applicable AA factor.
ii. Target Hex: Total the AA in the hex. This is the applicable factor. Exception: If the mission force includes TYPE HB,
only the sum of Heavy AA may fire on the HBs.
b. Resolution:
i. Roll 1D10 for each air counter involved in the bombing mission. Apply all applicable DRMs to the result, including NEM
where relevant.
ii. Consult the Anti-Aircraft Combat Results Table, applying the results to each aircraft in turn.
iii. Apply losses prior to calculating the bomb factor dropped. Remove destroyed air units from play, and note lost steps by
model and whether EFT or EHT. Note: This is for later use in balancing losses in the upcoming player initial phase.
iv. Total the delivered bomb load, splitting it into delivered on target and dispersed totals per the outcome(s) of the AA and
ATAC results.
v. Dispersed factors dropped on an operational target or ships have no effect. Dispersed factors dropped on a strategic target
may have an effect per the bombing rules.
For Example: A player has 5 bombers after ATAC available to attack a strategic target. 2 of the bombers were returned, R*
during ATAC, the remainder were unaffected. Each bomber has a bomb factor of 12. The defending player rolls on the AA
table for each airplane on the 5-8 column on the AA CRT.
Plane 1 (R*) roll is 3, there is a +2 total DRM (National Effects, AA DRM): Result is – so no effect, 6 points dropped,
no dispersion.
Plane 2 (R*) roll is 7, there is a +2 total DRM: Result is R* so a 6 points are dropped, but 0.25 x the modified load is
dispersed, thus 1.5 factors are dispersed (round up) to 2. 4 points hit the target, 2 are dispersed.
Plane 3 (- so no ATAC effects) roll is 1, there is a +2 total DRM: Result is -, 12 points hit the target.
Plane 4 (-) roll is 8, +2 DRM: Result is R, 12 points are dropped, all 12 are dispersed.
Plane 5 (-) roll is 5, +2 DRM: Result is -, 12 points are dropped, all 12 hit the target.
Plane 6 (-) roll is 5, +2 DRM: Result is -. 12 points are dropped, all 12 hit the target.
Total results are: 46 points hit the target, 14 are dispersed. As this is below 160 points, they are ignored. Damage is
inflicted per the bombing rules with the 46 “on target” points. (See Rule 8.H.1.h).
D. Determining the Results of AA Fire.
1. AA fire may have the following results:
a. R: Return the air unit to base, no combat loss, 0.75 mission payload dropped, all factors dropped are dispersed for strategic
missions.
b. R*: Return the air unit to base, its’ entire mission payload is dropped, 25% of dropped factors are dispersed.
c. 1: The air unit suffers 1 step loss. 0.5 x its mission payload is dropped, and half of its factors are dispersed.
d. 2: The air unit is eliminated (2 Step loss). Its mission payload is not dropped at all.
e. 1R/2R: Apply the step loss per (c) and (d) above. After all AA results have been applied, if any mission units have not been
affected, one additional air unit selected at random is affected by an R result.
NOTE: If the air unit was returned in air to air combat, it may not suffer casualties in the AA step, however its’ remaining bomb
load may be affected per the results above. If the air unit was step reduced either during air to air combat, or as a result of being a
half unit prior to combat resolution, a single step loss during AA resolution would eliminate it, however 0.5 times its payload is
dropped, suffering dispersion as listed above.
E. Naval AA.
Exactly as above but “dispersed” bomb load is a clean miss and naval units use their NEM as a DRM.

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13. Naval Combat


A. Definition.
1. The owning player of a Naval Task Force or Carrier Battle Group may engage a spotted enemy task group in a transit combat if both his
own task group and the enemy task group are in the same sea zone. Transit combat consists of a series of rounds until one side evades, is
sunk or completely disengages.
a. Round One:
i. Attempt to Evade or Scatter. See C and D below. DRMs – Naval Efficiency Modifier (NEM Chart), weather and tactical
movement differential (speed).
ii. Allocate Divisions. See F below.
iii. Long Range Gunnery (Short Range if poor weather). See E, I and J below. DRMs – E.1.e & f, NEM and Radar.
iv. Range Determination. See F.1.h and G below. DRMs – NEM and speed.
b. Second and subsequent Rounds:
i. Attempt to Disengage. See F.1.h and H below. DRMs – NEM, weather, covering divisions, torpedoes and speed.
ii. Combat Phase. See E, F.1.h, I, J and K. DRMs – E.1.e & f, NEM, covering divisions and Radar.
iii. Range Determination. See F.1.h and G below. DRMs – NEM and speed.
B. Pre Combat Stage.
Both players determine their remaining SMA both for that movement segment, and that ship’s overall movement allowance. They may
then elect to engage or evade.
C. Evasion.
1. Once a transit combat has been declared, either player may attempt to evade prior to combat commencing. Method:
a. In the unlikely event that both sides elect to evade, the attempt is automatically successful.
b. Evasion may be affected by forces being dispersed to spot. See Rule F.1.a for more information.
c. Otherwise, the slowest ships in both task groups have their tactical movement ratings compared.
d. Roll one die, adding the difference in tactical movement and modifying by appropriate modifiers from the Naval Efficiency
Modifiers Chart. Note that bad weather assists the evading side so a minus weather DRM turns into a positive weather DRM in
this case.
e. On a result of S on the Naval Success Table the evading player is successful.
f. If a task group successfully evades, it remains in the sea zone and it remains spotted but cannot be attacked by the enemy TG that
attacked it during the remainder of the movement segment. Other enemy TGs may attempt to engage it.
D. Scattering.
1. Convoys (only) may scatter if engaged by enemy naval forces. Method:
a. Total the gunnery factors of the attacking force; this is the scatter attack strength of the attacking naval forces.
b. If the Convoy has no escort force, Eliminate convoy NSPs equal to 20% of the total scatter attack strength at random.
c. If the convoy has an escort, the escort may attempt to engage the attacking naval forces in combat to screen the scattering NSPs.
A transit combat starts immediately at short range with the escort and attacking naval forces only (the NSPs are not part of the
transit combat). For every turn of naval combat the escorts continue to engage the attacking naval force, reduce the percentage of
scattered NSP’s eliminated by 5%. At any time, after the first round of transit combat, the escort may attempt to disengage.
For Example: If the escort is able to survive for 5 rounds of combat, all NSP’s are able to successfully get away.
d. The convoy escort may elect to evade at the beginning of naval combat leaving the NSPs to their fate. In this case, the tactical
movement ratings of the NSPs are ignored for evasion. If the escort successfully evades, NSPs equal to 50% of the total scatter
attack strength are eliminated.
e. Scattered NSPs remain with the Convoy and continue to be spotted. The escort force is moved to a new spotted task group and
no longer provides any support for the convoy. Either of these task groups may be engaged by other naval (than the TG that
originally caused the scattering of the convoy) or air assets but must be engaged separately i.e. one or the other (but not both) may
be attacked by a new mission force.
E. Combat Range.
1. Ships have 3 ranges at which they may engage in combat: Long, Short, and Torpedo. Ships are placed on the tactical display in one of
these range bands. Method:
a. Naval combat normally commences at long range. In poor weather and for escorts screening a scattering convoy, naval combat
commences at short range.
b. Naval gunnery factors are used to determine the attack strength of ships involved in combat.
c. A ship firing at long range uses its long range gunnery factor against enemy ships also at long range, but can use both long and
short range gunnery against targets at short and torpedo range.
d. A ship firing at short range may use all its gunnery factors (printed gunnery strength) against targets at any range.

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e. Ships with a torpedo factor may attempt to close to torpedo range and may attack with their torpedo factors once at torpedo
range.
F. Combat Preparation.
1. Prior to resolving naval combat, players allocate ships within their task group to divisions, and the divisions operate independently within
the following methodology:
a. Determine if either force was using Extended Search mode to “spot” in adjacent sea zones. The following applies to dispersed
forces in the first round of combat:
i. Randomly select 25% of the ships in the force and exclude them from combat.
ii. Evasion for those ships engaged is modified by a -2 DRM.
iii. Evasion for those ships excluded from the combat is modified by a +2 DRM.
b. Each division may be grouped as the player sees fit with some restrictions as outlined below.
c. Carriers are always grouped together in a division and automatically attempt to disengage. NSP’s are always grouped together in
a division and must attempt to disengage.
d. If Carrier(s) or Capital Ships are part of a surface combat, their escorts may not disengage until the Carrier(s) or Capital Ships
have successfully disengaged.
e. Otherwise, Divisions may attempt to disengage at will. If successful they are removed from the combat.
f. Divisions may individually attempt to change the range.
g. Ships in divisions that have been damaged may split off into another division after a round of combat and may attempt to
disengage during the next disengagement phase.
h. Divisions may attempt to “cover” other divisions to aid an attempt at disengaging. To do this they must close the range:
i. This attempt to close range is always successful and in the round this screening action is initiated provide a +3 DRM to the
disengaging division’s disengagement roll.
ii. Covering divisions may not disengage nor extend range until the divisions they are covering have themselves successfully
disengaged.
iii. Enemy fire is modified by a +2 DRM against covering divisions during a covering effort.
iv. If the attempt to disengage is not immediately successful in subsequent rounds attempts to disengage are covered in the
same manner as below.
G. Changing the Range in Combat.
1. Once Transit Combat is declared, players may attempt to change the range of individual divisions. Ships may not move more than one
range band per combat round. Ships can enter the torpedo range band even if it is already occupied by enemy ships, but they may not
“crossover” to the enemy’s side of the tactical display.
For Example: A division may not close directly to torpedo range from long range, it must first close to short range and then close to
torpedo range.
a. If both players elect to close or both players elect to extend the range with any or all divisions then the range change is
automatically successful.
b. Otherwise the slowest ships in both task groups (including the effects of damage) have their Tactical Movement Ratings (TMR)
compared and the difference is used as a DRM.
c. The player wanting to change the range rolls one die using the DRM from (b) above (positive if he has the faster ships, negative
if not) plus any appropriate modifiers arising from a comparison of naval efficiency (see Naval Efficiency Modifiers Chart). Refer
to the Naval Success Chart where a result of ‘S’ means the player is successful and the range changes accordingly.
d. Where multiple divisions on both sides are involved in a combination of range changes and holding position use the following
procedure:
i. First pair off divisions from each side that are executing mutually compatible range changes (i.e. both want to close the
range). These occur automatically without needing to roll.
ii. Any remaining divisions need to roll individually using the difference in tactical speed as a DRM whilst taking damage
into account. For this calculation each division compares the slowest ship within the division with the slowest ship in the
opposing task group.
Example 1: In a fleet engagement in the Mediterranean, the Italians have 5 Divisions: 1 with 2 BBs, 2 with CA/CLs and 2
with DDs. The British (RN) has 7 Divisions: 1 with 2 BBs, 3 with CA/CLs and 3 with DDs. The BBs on both sides wish to
remain at long range. The Italian CA/CLs wish to close to short range as do the RN CA/CLs. All Italian DDs and all RN DDs
wish to close the range to torpedo range. The DDs must alter range over two turns. In this example all BBs remain at LR (No
Change); both Italian and 2 of the RN CA/CL divisions close the range automatically. The remaining RN CA/CL division
must roll against the slowest ship in the opposing NTF (in this case one of the Italian BBs). Both Italian and 2 of the RN DD
divisions close range automatically. The remaining RN division must roll on the Naval Success Table against the slowest ship
in the opposing NTF (again one of the Italian BBs).
Example 2: In the South China Sea the IJN has three divisions engaging one division of the Chinese navy. The Chinese
divisions and two IJN divisions are at Short Range whilst the remaining IJN division is at Long Range. If the Chinese division
and one of the IJN divisions at Short Range wish to extend the range whilst the IJN division at Long Range wishes to close

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the range then only the IJN division closing the range needs to roll on the Naval Success Chart as the other two range changes
are automatic in accordance with 1.d.i above. If The IJN division at Long Range wished to close the range and only the
Chinese division wished to extend the range then both would need to roll on the Naval Success Chart as there would be no
mutually compatible range changes.
H. Disengagement.
1. Once a transit combat has been declared, either player may attempt to disengage his divisions after combat has commenced. Ships must
first move out of Torpedo range before they attempt to disengage. Method:
a. Preparation.
i. The tactical movement rating of the slowest ship in the disengaging division is compared to that of the slowest ship in the
opposing Task Group irrespective of divisional allocations.
ii. The Disengagement roll is modified by the difference in speed - positively if friendly forces are faster, negatively if they
are slower.
iii. A player with torpedo carrying ships may use his torpedo armed ships to improve his disengagement attempt. These ships
automatically close the range to torpedo range (one range band at a time) and may attack with their torpedo factors. The
disengagement roll is modified by +3 in the first round this screening action is taken, however the ships carrying out the
torpedo attack will be engaged by the enemy player for at least two gunnery phases prior to making any disengagement
attempt of their own. Whilst the screening force remains at torpedo range any further disengagement rolls made by any
Division in subsequent rounds is modified by +1 or (OPTIONALLY) a +2 in any round where additional ship(s) are
committed to the screen.
b. Determination: Roll one die, adding the difference in tactical movement and modifying by appropriate modifiers from the Naval
Efficiency Modifiers Chart and Rules F.1.h above and a.iii above.
i. On a result of F* the player trying to Disengage is successful, however the enemy player’s ships may fire one last gunnery
attack using long range guns only.
ii. On a result of S the player trying to disengage is successful, and his forces disengage freely.
I. Gunnery and Torpedo Phases.
Gunnery combat between ships takes place in a series of consecutive phases. Gunnery combat is seen to take place simultaneously.
Damage is applied after both players’ ships have fired. Eligible ships that survive gunnery may fire torpedoes if at torpedo range.
J. Naval Gunnery Combat Resolution.
1. Total the gunnery strengths allocated against each ship. Find the Armour Value of the target ship from the ship’s Protection Rating using
the Ship Protection Chart.
2. Printed gunnery factors can be modified according to the firing ship type and the target ship type as follows:
a. Gunnery factors halved:
i. BB, BBV, BC, CA and MN against DD, DE, TB, GB and FAS
ii. CLA and all Escort and Other Types against BB, BBV and BC
b. Gunnery factors doubled:
i. CLA, DD and DE against all Escort and Other Types.
3. Subtract the Armour Value from the total gunnery strength allocated against the target ship. This is the Combat Value on the Naval
Gunnery Combat Results Table. If the Combat Value is negative, the ship rolls for combat resolution on the 1-2 column.
For Example: If the total gunnery strength is 25 after subtracting armour, the attacker makes 3 rolls; two on the 11+ column and one on
the 3-4 column.
4. Roll 1 die and consult the Gunnery DRMs table.
a. Each ship in a task force may fire at more than one enemy ship per gunnery phase. If the ship is firing at more than one ship,
there is a -1 DRM on the Naval Gunnery CRT for each ship fired at. This represents the process of fire control acquiring and
ranging in on new targets.
b. If more than one ship engages a target, each additional ship incurs a -1 DRM on the Naval Gunnery CRT. This represents
interference to fire control of shell splashes from multiple ships. Multiple DD type vessels incur a maximum -1 DRM for firing at
the same target.
NOTE: These effects are cumulative.
For Example: If two battleships split their fire onto 3 enemy light cruisers, the cumulative DRM will be -4 (-3 for acquiring and
ranging onto 3 targets and -1 for interference for 2 ships firing at the same target).
5. For each hit consult the Naval Gunnery Results Table and apply the relevant number of hits to the target ship.
6. On a die result of 10 on the 11+ column the target may suffer a critical hit. Consult the Critical Hit Chart and Roll 1D10 which may result
in more damage inflicted on the target ship.
K. Torpedo Combat.
1. Each ship that has a torpedo combat rating may close to torpedo range and engage in a torpedo attack. At torpedo range they may fire
torpedoes at targets at the same range or at short range. They may also fire at targets at long range if the enemy has no covering forces at
short range.

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a. Ships with a torpedo rating greater than one, may make a number of torpedo attacks equivalent to their torpedo rating, modified
by any damage. For example, a ship with a Torpedo Rating of three may make 3 rolls on the Success Table.
b. For each torpedo attack roll 1 Die, modifying it with applicable DRMs, and consult the Naval Success Table.
c. On a result of S a torpedo has come close enough to be considered to be a strike. For each strike made, roll 1D10, total the result
and divide by 5 rounding down. This is the number of hits made on the target. For all ships other than BB and BC, each torpedo
hit is considered to be a possible critical hit and a throw must be made on the Critical Hit table. For BB’s and BC’s, an
unmodified torpedo strike roll of 10 is considered to be a possible critical hit and a roll must be made on the Critical Hit Table.
d. Japanese ships with a Long Lance Torpedo symbol (Code “L”) may make torpedo attacks at short gunnery range as well as
Torpedo Range, representing the extraordinary range of the Long Lance torpedo.
i. Code L have their roll for damage divided by 3 rather than 5 if they achieve a hit which represents their lethal effects.
e. Once ships have made a torpedo attack Escorts and Other types are torpedo depleted and may not make any more torpedo attacks
in the current transit combat. Any Major Combatants armed with torpedoes may fire a second time in the next combat phase
before becoming torpedo depleted. Ships that are torpedo depleted may not make any more torpedo attacks in further naval
engagements until they have returned to port to replenish or have resupplied at sea from a supply ship.
L. Damage Results.
M Miss, no damage
M* Hit against LB, LC or units with an Armour value of 1.
H* Hit against SL, NSP, LC, LB, or units with an Armour value of 1 or 2.
H 1 Hit
2H 2 Hits
2H* 2 Hits plus a roll on the Critical Hit table, but only capital ships and CAs may score critical hits on other capital
ships using gunnery.
NOTE: Torpedo hits can cause critical hits. See K.1.c above.
M. Damage Resolution.
1. Individual Ship Counters. The Ship Protection Chart shows the number of hits each Armour value can absorb, except for NSPs and LCs
which are covered below. If the number of hits equals or exceeds the number of hit points available to a ship, the ship is sunk.
For Example: If a ship has a protection rating of 5, it has 3 hit points. If the ship incurs 3 or more hits it is sunk.
a. If the number of hits is less than the number of hit points available to the target ship, place hit markers on the ship counter to
illustrate the number of hits incurred.
b. Ships that have hits have their TMR and combat ratings reduced. For each hit on a ship, reduce its AA, torpedo and movement
ratings by one (but never below zero). Gunnery strengths are reduced in proportion to the number of hits sustained compared with
the total hits available (rounding down all fractions).
For Example: A ship that takes 4 hits to sink has its gunnery factor reduced by a quarter of its original value for each hit
sustained. If the ship takes one hit, and has a gunnery value of 20, then it retains a gunnery factor of 15 after the initial hit. If hit
again it loses another 5 gunnery points, dropping to a gunnery factor of 10 and so on until sunk. The modified factors are the
available combat and movement factors until the ship has been repaired.
2. Flotillas. These have reduced sides. Once a flotilla has lost half of its hit point it is flipped to the reverse side and continues to operate
with the reduced ratings and no other adverse effect until it takes hits again.
3. NSP Counters. NSP counters represent a number of transport and or merchant ships that can carry cargo as noted by their capacity on the
counters. They have the following traits:
a. NSPs that are engaged in combat are treated as unified counters for combat resolution but losses are in steps of capacity.
For Example: the Allied player has a 9 capacity NSP. The Axis player attacks the NSP with naval gun fire gaining 4 hits on the
NSP. The NSP loses 4 points of capacity and in effect becomes a 5 capacity NSP. Cargo (if carried) is lost as noted below.
b. NSPs have a protection value as noted on the counters. This represents the variable number of ships in each NSP counter and
indicates the difficulty (or ease) of engaging the vessels in each counter combination.
i. Each step of NSP capacity has a hit point value of 1. Therefore, one hit on an NSP in effect sinks 1 step of capacity.
ii. If engaged by CL, CA, CAV, BC, BB, BAV type units the NSP protection ratings are halved, rounding up.
iii. If unescorted and engaged by any type of naval units NSP protection ratings are halved, rounding up.
c. If eliminated, remove the NSP and cargo from play, placing in the relevant replacement pools.
i. If a proportion of the NSPs carrying cargo are sunk the owning player reduces the NSP counter accordingly and randomly
selects the cargo lost converting whole units into replacement points or supply points (see Rules 15.S and 16.A.2) where
necessary.
For Example: Four NSPs are carrying a 4SP infantry division when one of the NSPs is sunk. The division is flipped to its
reduced side, one infantry SRP goes into the replacement pool and one infantry SRP remains with the convoy. If 8 NSPs were
carrying an armoured brigade (without a reduced side) and two GSPs when one NSP is sunk and a randomised check
indicates part of the brigade was lost, the owning player places one armoured SRP with the convoy and one in the
replacement pool.
d. Sunk NSPs may be replaced per the New-Build rules, or may arrive per the OBs.

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e. Ground or air units may be placed in any Replacement Pool in the theatre in which they were sunk. Logistics items are destroyed
if sunk.
4. LC Counters. LC counters are destroyed if they suffer a NGS or Air unit bombing hit. See rule 9.I.1.b.
N. Fuel Costs.
1. Naval combat is always fought at high speed unless the ship(s) involved has a fuel supply problem.
a. Every NGF resolution phase costs a player’s ship one SMA point counted against their available SMA.
b. If ships run out of fuel, and cannot disengage, enemy NGF is given a +4 modifier in each round of gunnery resolution. Ships that
are out of fuel also have other penalties as noted in the Supply Rules.
O. Submarines.
1. General Concepts:
a. SSFs have two sides (plus dummy markers). The owning player may deploy all his dummy markers in the game.
i. SSFs may be deployed to a maximum range as noted on their counter. For Example: Type VIIc U-boats have 46 sea zone
range, Type IXc U-boats have 74 sea zone range.
ii. The owning player should note whether a dummy SSF counter actually has a SSF Flotilla assigned to it on a hidden piece
of paper.
iii. If the deployed SSF has a patrol zone in which there is already an enemy NTG, the enemy force may immediately attempt
to spot the SSF using Rule 9.G.3.d and evade or attack, but if it fails to spot then the SSF may attempt to spot it using Rule
9.G.6.
b. Once deployed to a sea zone, submarine flotillas may not change position unless returned to a friendly owned port with SSF
repair facilities.
c. SSF Flotillas must remain in port for the following two game turns prior to being committed to another sea zone. This represents
the costly and time consuming refits that SSFs had to have between major redeployments.
2. Depletion: SSFs are never depleted when operating at normal range (each counter normally represents a group of 10-14 submarines, ¼ of
which are on patrol, ½ of which are moving to/from the SSF sea zone, ¼ of which are in refit at any given time).
3. Extended Range: SSF counters may deploy in a sea zone up to 150% of their Sea zone range rating.
a. If they take advantage of this ability, their torpedo ratings are doubled and their spotting rolls are modified by +2. In addition, if
placed in a sea zone containing an enemy NTG that NTG may not attempt to spot the SSF as it could do if the SSF were deployed
within its normal range unless the SSF successfully spots it and attacks in which case follow the normal ASW procedure.
b. Submarine operations are not normally expected at such extended range areas so convoys and ASW defences are non-existent or
are inefficient. However, at the end of the player turn they are depleted and must immediately move to a friendly owned
submarine base for replenishment.
c. They may not sail again for 2 player turns. As noted in the naval movement rules, SSFs may spot and attack enemy units in their
sea zones.
4. Naval ASW Combat. Certain ships as noted on the ASW/Air ASW chart are dedicated ASW units. If a naval force contains ASW points
it may expend one SMA point and try to engage in ASW combat against a detected SSF in the sea zone that it occupies.
a. For every 8 ASW points over and above the first 4 ASW points within the naval force, the naval force gains a +1 DRM (in
addition to any others) to its ‘to hit’ die roll.
b. For each ASW point less than 4 within a naval force, the naval force suffers a -1 DRM on its SSF combat die roll.
c. If an SSF attacks a naval force it may be counter detected per the spotting rules, and the escorts may engage in ASW combat (as
resolved below) prior to the SSF resolving it’s combat result.
d. ASW Combat resolution:
i. Roll one Die on the Naval Success Table and refer to the ASW Attack DRMs table.
ii. On a result of S the SSF is Reduced and is driven off.
iii. On a result of F* the SSF is Reduced, but may attack at full strength.
iv. On a result of F, SSF is unaffected and may attack at full strength.
e. The attacking force is automatically spotted by the SSF and if it survives ASW combat may counter attack even if it had
previously failed to spot its attackers.
5. SSF Torpedo Combat. SSFs have a torpedo rating just like surface ships, however, their printed torpedo rating is reduced by 1/3 unless
they replenish at sea or are operating at Extended Range. Torpedo attacks are resolved as noted in the Torpedo Combat rule above.
6. Air Units. SSF counters attempting to attack a naval task group escorted by aircraft are significantly more vulnerable to ASW Attack. Air
units that successfully detect an SSF may attempt to attack it:
a. The Air ASW Conversion Chart multiplied by the air unit’s operational bombing strength gives the number of air ASW attacks
per air unit. If an air unit has a “*” bombing value it is seen ½ OBF for this rule only. Round fractions up. Roll one Die per attack
on the Air ASW Attack Chart and consult the Air ASW Attack DRMs table.
b. If the roll results in a hit on the Air ASW Attack Chart, the defending player consults the Air ASW Results Chart.
c. Results as noted on the chart are applied immediately to the SSF prior to resolving any other combat.

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P. Float Planes
1. Ships which are Code F have one or more float planes on board that can be used to enhance the spotting and gunnery of a NTG.
a. Spotting. Ships which use their float plane to aid in spotting must expend one SMA to do so and gain the following DRMs:
i. 1 to 2 CODE F Ships: +1 to spotting
ii. 3 or more CODE F Ships: +2 to spotting.
b. Naval Gunfire Support and Bombardment. Ships used their float planes to increase their accuracy by spotting the fall of shot.
For each ship which uses its float plane for this purpose:
i. AGS is as printed and not divided by 2 for that ship and 3 others.
ii. Bombardment and CGS is divided by 6 not 8 for that ship and 3 others.
c. Naval Combat. Ships which use their float plane to spot the fall of shot during naval combat must spend one additional SMA
(NB not one per round of combat) and receive a +1 DRM on the naval gunnery table. This cannot be used in conjunction with
Night Naval Combat.
d. OPTIONAL FLOAT PLANE RULE. As above but add:
i. Naval Floatplanes were not always used. Roll 1D10 on the Naval Success table modified by NEM:
1 S Player receives the CODE F DRM.
2 F* The plane is jettisoned to reduce risk of fire. No DRM applicable.
3 F The plane is retained on board. No DRM applicable. If the ship is hit, Roll 1D10:
a. Odd Result The ship suffers a critical hit. Roll immediately on the Critical Hit Table. If the result is already
a Critical Hit, resolve the table twice in succession.
b. Even Result The existing combat result is applied.
e. If the CODE F Ship is attacked by CODE S, T, M, or CODE V operating as CODE S air units, the ship must immediately be
checked for float plane related effects. Roll 1D10 on the Naval Success table modified by NEM:
i. S Receive 1 extra Hit.
ii. F* The plane is jettisoned to reduce risk of fire. No additional damage.
iii. F The plane is retained on board. If the ship is hit, roll 1D10:
1 Odd Result. The ship suffers a critical hit. Roll immediately on the Critical Hit Table. If the result is already a Critical
Hit, resolve the table twice in succession
2 Even Result. The existing combat result is applied
NOTE: In all cases if the floatplane is either jettisoned or causes additional damage to the ship, the float plane is not available until
the ship either spends 2 turns in port, or is repaired following damage.
Q. Naval Gunfire Support (NGS) Missions.
1. The following missions take place along enemy coasts. Naval forces involved in these missions are automatically spotted, and may be
engaged by coast defences (where applicable).
a. Bombardment. Naval units in an NTG may bombard enemy ground installations in coastal hexes only. Method:
i. They may spend 2/3 of their modified SMA in the movement segment within which bombardment is to be undertaken to
reach the sea zone adjacent to their target.
ii. Total the gunnery strengths of the ships in the attacking naval force and divide them by 8. This is the bombardment
strength, which may be split into a number of attacks as long as the total strength of the individual attacks does not exceed
the bombardment strength.
iii. For every four points of “bombardment strength” the target selected receives one hit.
iv. En route to or from their target they may be spotted normally and are automatically spotted when bombarding.
b. Amphibious Gunnery Support and Combat Gunnery Support. Naval units in a CBG or NTF may provide gunnery support to
ground units involved in an amphibious assault, or ground combat.
i. Amphibious Gunnery Support (AGS). This is the provision of naval gunnery to support amphibious landings and as a
mission can last from one to four consecutive game turns before the vessels must return to port for a refit. Method:
1 Ships must be assigned the AGS role in at the start of a player’s naval movement phase.
2 During the naval movement segment in which the assault is scheduled to occur, they may spend a maximum of 1/3 their
modified SMA moving to the location of an amphibious assault, and may remain in the sea zone (called the assault
zone) adjacent to the hex(es) that will be assaulted in line with their sea-time limit (Rule ) .
3 They may replenish by returning to base during a movement segment and using 1/3 of their SMA at a friendly Naval
Dockyard, and must then return to the assault zone from which the amphibious assault was launched.
4 AGS units are automatically spotted by the enemy while in the assault zone once the assault has been declared. They
may be spotted and engaged normally during transit to or from the target hex.
5 If engaged by enemy surface forces, their naval gunnery factor total is reduced by 80%.
6 Total the gunnery strengths of the ships in the attacking task force, and divide them by two. This is the Amphibious
Gunnery Support Strength (AGSS).
7 Add the AGSS to the combat strength of the units assaulting the enemy beach.
8 AGSS does not count against ground stacking or combat losses (if applicable) and is never affected by terrain or CEV.

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9 AGSS may engage targets up to three hexes inland in support of friendly offensive operations, and two hexes inland in
support of friendly defensive operations. If the target hex is two or three hexes away only the heavy guns of CA, BC,
BB and MN type ships may fire.
10 Limit and effects on the ships.
a. AGSS may be provided until the friendly amphibious assault has gained control of 15 enemy hexes including those
taken by supporting airborne operations.
b. Ships committed to AGS may not participate in any other mission until their AGS mission is over, at which point
they must spend two game turns in refit at a friendly owned naval dockyard replacing worn gun barrels prior to
being committed to any other operation.
c. They may remain allocated to AGS for a maximum of four consecutive game turns prior to a refit as noted in (b)
above, whether or not AGSS may still be permissible.
ii. Combat Gunnery Support (CGS). Method:
1 A TG may move up to 2/3 of its modified SMA prior to providing CGS.
2 Their mission is time limited by Rule .
3 They may be spotted normally en route to and from the sea zone in which they provide CGS and are automatically
spotted whilst providing CGS.
4 Ships with Long Range gunnery factors may provide CGS to units in partial sea hexes, and may also provide CGS to
units in hexes adjacent to partial sea hexes. All other gunnery factors may only provide CGS to units in partial sea
hexes.
5 Total the applicable gunnery strengths that are in range of the ships in the attacking task force, and divide them by eight.

6 This is the Combat Gunnery Support Strength (CGSS). Add the CGSS to the combat strength of the units involved in
combat. CGS does not count against ground stacking or combat losses (if applicable) and is never affected by terrain or
CEV.
R. Night Naval Combat.
1. Naval combat may at the discretion of the attacking force be attempted at night. It is resolved per day combat above, however a variety of
additional restrictions apply:
a. Initiation of night combat:
i. Roll 1D10:
1-3 The combat is at night.
4-10 The combat is during the day.
b. Effect of night combat:
i. General Capabilities:
1 Naval combat always commences at short range unless the attacker is Night Naval Combat Trained (NNCT) or Code R,
in which case it commences at long range.
2 Naval gunnery and torpedo attacks are modified with a -2 to resolution Die rolls.
3 Evasion attempts are increased by +2 in favour of the force attempting to evade unless the opposing force is NNCT or
“Code R”.
4 Range change attempts are increased by +2 in favour of the force attempting to change the range.
ii. Navies: Ships and navies that are not NNCT or “Code R” are at a disadvantage:
1 Hits on these forces at night are automatically critical hits.
2 Torpedo to strike attempts against them are modified by +2 (+3 for Long Lance).
3 Torpedo damage divisor is reduced from 5 to 3 for non-long lance ships, from 3-2 for long lance ships.
4 Their gunnery and torpedo to-hit rolls are reduced by -2.
iii. Pack Attacks: SSFs from the Kriegsmarine or USN may attempt pack attacks at night on convoys (only). Roll 1D10:
1-3 The attempt fails.
4-7 Torpedo to strike attempts against NSPs, LCs and LBs are modified by +1.
8-10 Torpedo to strike attempts against NSPs, LCs and LBs are modified by +2.
iv. ASW Specialists: RN and USN DD, DE, DEF counters with a “Code R” are specialist ASW assets. If an enemy SSF
attempts a pack attack, and succeeds in initiating one, ASW specialists may attempt to counter the attack:
1 Royal Navy:
a. From Apr I 1941- June II 1942, roll 1D10:
1-7 No Effect
8-10 The attacking SSF is driven off, its torpedo rating is halved, round factors up.
b. From June II 1942 – May II 1943, roll 1D10:
1-4 No Effect
5-9 Attacking SSF suffers a step loss, is driven off, and its torpedo rating is halved (rounding up).
10 The SSF suffers a step loss, is driven off, and may not attack.
c. From June I 1943, roll 1D10:

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1-7 The attacking SSF suffers a step loss and is driven off, and may not attack.
8-10 The attacking SSF is totally destroyed, and may not attack.
2 USN:
a. From June I 1941 – Dec I 1941, roll 1D10:
1-9 No Effect
10 The attacking SSF is driven off, its torpedo rating is halved, round factors up.
b. From Dec II 1941 - June II 1942, roll 1D10:
1-7 No Effect
8-10 The attacking SSF is driven off, its torpedo rating is halved, round factors up.
c. From June II 1942 – May II 1943, roll 1D10:
1-4 No Effect
5-9 Attacking SSF suffers a step loss, is driven off, and its torpedo rating is halved (rounding up).
10 The SSF suffers a step loss, is driven off, and may not attack.
d. From June I 1943, roll 1D10:
1-7 The attacking SSF suffers a step loss and is driven off, and may not attack.
8-10 The attacking SSF is totally destroyed, and may not attack.
NOTE: These combat results are in addition to any results from normal ASW combat.
S. Naval Interception (Optional Rule)
1. Naval Interception. This rule is designed to provide a more accurate naval system giving players the chance of intercepting spotted enemy
naval forces at sea during the opposing player’s movement segments.
2. Who can intercept. The following Naval Task Groups may have the opportunity to intercept enemy naval movement:
a. Ships assigned to NTFs or CBGs that are located at a naval base, have not left port, and are not more than 5 sea zones from a
spotted enemy naval force.
b. NTFs at sea within 3 Sea Zones of a spotted enemy naval force.
c. CBGs at sea within 5 Sea Zones of a spotted enemy naval force.
3. Restrictions:
a. Intelligence drives naval interception missions. Therefore, any interception may only occur if the target force has been spotted by
NIM or Air Search. Additionally, forces spotted as a result of conducting an amphibious assault (but not an amphibious raid) may
also be intercepted.
b. Ships intercepting must have sufficient SMA to both reach the target force and conduct at least 3 rounds of surface combat.
c. CV, CVL, CVE type ships and their designated escorts may not enter the sea zone in which the enemy group is located, but may
launch embarked air units as soon as they are in range.
d. SSFs cannot intercept.
4. Method. If a player wishes to attempt an interception he interrupts the opposing player conducting naval movement and rolls 1D10 on the
Naval Success Table applying the modifiers specified below. On a result of S the intercepting forces moves to carry out the interception
and any resulting combat is resolved before the phasing player continues with his naval movement.
a. Modify Die Roll by:
i. For NTGs in a naval base -2 for every sea zone greater than 3 to the target.
ii. For NTFs at sea (with no CVE) -2 for every sea zone not adjacent to the zone in which the intercepting force is
located.
iii. NTGs at sea with a carrier -1 for every sea zone greater than 2 from the intercepting force.
iv. Radar affects interception as follows:
1 All powers, unless noted below, from Jun I 1941:
a. +1 for CODE R on at least 50% of the intercepting force.
b. -1 for CODE R on at least 75% of the target force.
2 Royal Navy from Jan I 1941 to Jun II 42:
a. +1 for Type R in intercepting task force
b. -1 for Type R in target task force
3 Royal Navy from Jul I 1942 to June II 1943:
a. +2 for Type R in intercepting task force
b. -2 for Type R in target task force
4 Royal Navy and USN from Jul I 1943:
a. +3 for Type R in intercepting task force
b. -3 for Type R in target task force
v. Naval efficiency for both target and intercepting force.
vi. +1 for any air unit assigned to the air search mission from a carrier in the intercepting forces.
vii. From Sept I 1939 to Jun II 1943:
1 +1 for each British, Japanese or French CL, CA, BC, BB in the intercepting force.

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2 +1 for each US Navy CA, BC or BB in the intercepting force.


3 +1 for each BC or BB in the intercepting force of other navies.
4 -1 for one or two CL, CA, BC or BB class in the target force.
5 -2 for 3-6 CL, CA, BC, BB in the target force.
viii. From Jul I 1943
1 +1 for each BC or BB in any Navy.
5. Special. Due to the ability of naval forces to use short range transmissions to communicate orders:
a. If a CBG and a NTF are both designated to attempt interception, use the carrier search method above but move the CBG and
NTF together.
b. If the carrier search spots the target force, the naval task force may attempt to engage the target force.
i. The intercepting task force attempts to spot the opposing force as if it is adjacent to the sea zone in which the target force is
located.
ii. The intercepting force gains a +3 DRM for spotting if it belongs to the USN, IJN, RN, or RM.

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14. Other Activities and Special Units


A. Unit Breakdowns.
1. Definition: Some division sized units in the game may be split into their major sub units during the course of the game. The OBs identify
which divisions may be broken down and also specify the individual breakdown components for the division where these are fixed. If no
breakdown components are identified for a division the player is free to choose appropriate brigades and regiments with a combined
combat values equal to that of the division and with reference to the P&E rules for any special cases. This may be done at any time during
the movement or pursuit phases of the owning player’s turn. Breakdown activity is only possible at the owner’s choice.
2. Procedure:
a. A unit that is to be broken down is removed from the map and is immediately placed in an appropriate lettered or numbered box
on the Unit Breakdown Chart.
b. The correct breakdown counters are placed on the map where the unit was located. There is no MP cost for this operation and it
may occur at any point during the phase.
c. For a unit to be reassembled, the procedure is reversed, with the proper breakdown counters being removed and the larger unit
being returned to the map. The correctly designated counters must be used to reassemble a unit if the breakdowns include the
larger unit designator as part of their unit designator.
3. Unit Breakdown Charts: These are provided to help keep track of those units that are able to breakdown. The boxes should contain either
the breakdown components when the full combined counter is in play on the map, or vice versa.
4. Special Combinations: Some breakdown boxes have a specific identification on them. These boxes, and counters, may only be used to
breakdown and reassemble the unit shown.
B. Engineers.
1. General: All engineer operations, except combat support, require the expenditure of MPs to pay for the work. MPs cannot be ‘split’ for
an engineer project. The minimum expenditure possible is 1 MP from a single unit. These costs reflect the relative amount of time to
complete the task. All MP expenditures are done during the movement phase of the owning player’s turn; no engineer operations are
allowed in any other phase (unless permitted below). Construction and Combat Engineer units can be Regiments, Brigades or Battalions.
The MP Costs below relate to Regiment (1 SP) sized units. Units other than Regiments have construction Movement Costs amended:
a. Brigades: all MP costs are halved (retaining fractions)
b. Battalions: all MP costs are doubled.
For Example: a Motorised Combat Engineer Regiment with a movement rating of 16 in clear terrain and good weather could
build a Level 3 field fortification. A Construction Engineer Battalion with a movement rating of 6 in clear terrain and good
weather could use all its movement allowance to build an Airfield.
2. Construction: Construction and Combat Engineers have a variety of capabilities as described below:
a. Building Field Fortifications. There are four levels of field fortifications that can be constructed by engineers. See the
Fortification Types chart for the effects of each level. A field fortification level costs 5 MPs to build, with units able to combine
their movement factors to complete one or more levels. Levels must be built from Level 1 to Level 4 in order. The expenditure of
20 MPs in a hex during one turn by construction engineer(s) will create a level 4 field fortification. Field fortifications are
available for use immediately upon completion. A hex fortified during the phasing player’s movement phase gains the defensive
benefit of the completed fortifications in the opposing players reaction movement phase. Field fortifications may be built in any
type of terrain.
b. Building Airfields. Airfields may be built in clear, hills, woods and wooded hill terrain, including any hex with a city or town,
excluding Great cities. Each hex may contain up to four airfields in addition to any airport a city in the hex has. Airfields cost 3
MPs to build, with multiple units able to combine their MPs for completion of one or more airfields in a movement phase.
Airfields are available for use immediately on being completed. Airfields must be completed before they can be used. Airfields
cannot be built in mud weather.
c. Building Airstrips. An airstrip can be built in any type of terrain a construction engineer unit can enter. They cost 2 MPs to build
and only one may be in any hex. Airstrips can be built in mud weather, or on partial frozen lake and frozen partial sea hexes. A
construction unit must be in a hex containing an airstrip at the end of the movement, reaction, and pursuit phases for the airstrip to
remain operational. However, if the unit is maintaining an airstrip on a partial frozen lake or sea hex must remain in a coastal hex
immediately adjacent to the air strip, rather than in the hex with it. Airstrips cannot be built in a hex containing an operational
airbase or airfield.
d. Demolishing Ports. For every 4 MPs a construction engineer spends in a port hex, it inflicts one hit against the port’s capacity.
e. Repair of Damaged or Destroyed Facilities. Repairing a facility means that hits accumulated by it are being removed. Repairs are
effected by spending MPs as required per hit below:
i. Major River or Narrow Straight Bridge 12 MPs
ii. Port 8 MPs
iii. Minor Bridge 2 MPs

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iv. Airbase 1 MP
v. Rail Break 0.5 MP
f. Co-operation. Multiple units may combine their movement points to effect repairs. A unit can spend its entire printed movement
rating in the movement phase on engineering projects.
g. Civilian Labour. Construction engineers working in, or adjacent to, a major or great city inside their own nation, may draw on
civilian labour to assist in the operation. The MP cost for any construction engineer operation is halved (rounded down) when this
applies.
h. Slave Labour. Construction engineers owned by the Soviet or German player working in, or adjacent to, a major city captured by
them in the course of military operations on foreign soil, may draw on slave labour to assist in a construction operation. The MP
cost of any construction engineer operation is halved (rounded down) when this applies. Enemy Partisan recruitment in any turn
in which these nations utilise Slave Labour for construction purposes is increased by 2 partisan units.
3. Combat Engineer Combat Effects: (See Engineering Effects on page 67).
4. Port Engineers: Port engineers are specialists in the repair and operation of ports. They expend only 4 MPs to repair a port hit.
5. Railroad Engineers: These are units trained and equipped to work on the rail lines. They specialise in rail work and railroad bridge repair.
a. Rail engineers do not count against the capacity of any network they move or work on.
b. Rail Work. All such work traces a single rail line though the hex. A junction of two lines would show one line having been
worked on and the other not having been worked on. Rail work cannot be done over destroyed bridges; these must be repaired
first.
c. Re-Gauging. If captured railways are of a different gauge to that of the capturing player, the railway must be changed to match
the gauge of the invading player or they cannot be used by the invading player. To do this requires that the unit spend MPs in
each hex in addition to the cost to enter the hex along the road. The exact cost for this effort is given in the P&E Rules for each
nation. This converts the hex to the gauge usable by the new owner. These hexes may be used to trace supply and for
transportation at the start of the next owner player turn.
d. Rail Bridge Repair. A rail line cannot be reworked across a bridge that has been destroyed. While construction engineers are
required to repair a destroyed bridge (see above), in addition a railroad bridge must have a rail engineer adjacent to it spend 1 MP
to reconnect or repair the rail link across the bridge. Once the bridge has been repaired and the rail engineer has finished re-
connecting the line, re-guaging or rail services can be continued past the bridge on the line.
e. Rail Break Repair. A rail break may be repaired by a rail road engineer unit by spending ¼ MP to do so.
6. Weather Effects on Engineer Operations: Mud, Severe weather and flooding affects the cost of repairs and construction (Rule 3.A.5.a).
C. Special Forces.
1. Definition: Special Forces (SF) units operate in elements too small to show up as a combat factor in the game. However their effects are
shown as follows:
2. General:
a. SF units can move through enemy forces, or ZOI paying the ‘special’ movement rate to do so.
b. SF units are not affected by interdiction in a hex.
c. SF units have no size for stacking in a hex.
d. SF units are not counted when determining any proportion based combat effect.
e. SF units cannot end a movement or pursuit phase in a hex with enemy units. If forced to do so they are eliminated.
3. Sabotage:
a. Air Units on Airbases. During their movement or pursuit phase, SF units can enter a hex containing enemy air units which does
not have ground or anti-partisan units in it. When they enter they immediately expend 2 MPs and roll on the Success Table;
success eliminates 1 ARP of enemy air units on the airbase, at the SFs owning player’s choice. Failure eliminates the unit. If
successful the unit can continue to move. Only one such attempt can be made per movement phase by a SF unit.
b. Bridges. SF units can attempt to damage a bridge from either end. The attempt is made during the combat phase of the SF unit
owners turn. Success means they inflict three hits on the bridge.
c. Seizing Control of Airbases. SF units can take immediate control of any unoccupied airport, or air field they enter, allowing the
landing of friendly air units during the movement phase in which they seized the airbase.
d. If the hex is occupied only by static AA units, they must roll on the Success Table to gain control. Failure eliminates the SF unit.
4. Regular Combat:
a. SF units cannot attack enemy ground units.
b. SF Units Under Attack. SF units must be surrounded by both enemy forces and SZ to be attacked. If this is achieved they are
eliminated. Eliminated SF units are returned to play during the next owner initial phase, at no replacement point cost. Enemy
units do not suffer losses in this type of combat, but this would count as their “attack” for the game turn in which they conduct
this type of attack. SF units cannot be ‘overrun’.
D. Artillery HQs.
1. Definition: A co-ordinating and supporting unit which certain armies utilised to increase the combat efficiency, concentration and
effectiveness of their artillery assets. It has the following effects:

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a. An Artillery HQ is a zero size SP unit for stacking, one SP for transportation, and has heavy equipment.
b. Not more than 2 Artillery HQs may be added to a qualifying stack, which must as a minimum consist of:
i. Not less than 8SP of divisional units.
ii. Not less than 2SP of non-divisional, non-support units.
iii. It must have a minimum of 3SP of Artillery, Siege Artillery, or Heavy Artillery in addition to the units listed above. See
national P&E rules for exceptions.
For Example: A stack with 2 British Infantry Divisions, 1 British Armoured Brigade plus 3 artillery battalions, and 3 heavy
artillery battalions would qualify. A stack with 1 German Panzer Division, 2 motorised infantry Regiments, 1 Heavy AA
Regiment, 1 Engineer Regiment, 1 Heavy Artillery Regiment would not qualify.
c. The presence of any Artillery HQs increases the amount of artillery that may be placed in the Support section of the stack by up
to a double the stacking limit for that hex type in terms of additional SPs, no matter how many HQs are in the hex.
d. Each HQ in the stack increases the CEV of other units in the hex participating in the combat by a number which is added to their
national CEV. One Artillery HQs increases the CEV by 0.2 and two provide a CEV increase of 0.4.
e. Check the P&E section for any nation specific modifications to this rule.
2. Replacements: It costs ½ Arm and ½ Arty SRP to replace an Artillery HQ.
E. RASC (Royal Army Service Corps)
1. Definition: RASC units are zero strength transport units that are 2SP in size and do not count against stacking. They have the ability to
motorise non-motorised units and are eliminated if at any time they find themselves alone in a hex with an enemy non-support unit.
2. Procedure: Non-motorised units that begin the movement phase stacked with a RASC unit can move with that RASC unit using its
mortised movement rating.
3. Combat: In the combat phase the owning player of RASC motorised units choses prior to combat how the unit will fight.
a. Using its icon. The RASC unit itself takes no part in the combat, can retreat with friendly units, but is eliminated if all friendly
forces in the hex are eliminated and the hex is occupied by the enemy.
b. Using the motorised variant of its icon. The RASC unit itself may advance after combat but is eliminated if any of the units it is
motorising are destroyed or reduced.
c. RASC units do not count towards combat exchange result calculations but if eliminated they do generate combat replacements as
per normal.
For Example: Infantry stacked with a RASC unit are attacked and chose to defend as motorised infantry. The result is HX and as
the smaller force all the defenders are eliminated, but the attacker ignores the RASC SPs when calculating his losses. In the reverse
scenario where the infantry attack as motorised infantry and get an HX result, the RASC unit is eliminated, its 2 SPs do not count
towards meeting the losses equal to half of the defender, but they would generate combat replacements.
4. Limitations: A RASC unit can motorise up to the number of SPs of non-motorised units as indicated on its counter.
5. Replacements: It costs 2 armour SRPs to rebuild a RASC unit.
F. Base Units
1. Definition: A number of base units exist in the game which have special capabilities as described below.
2. British MNBDO: The Mobile Naval Base Defence Organisation.
a. The unit has the following characteristics:
i. It is the equivalent of a Port Engineer Regiment.
ii. Its AA rating is Heavy.
iii. In combat it is treated as either an infantry, AA or AT unit at the discretion of the Allied player.
iv. In combat it has ADE (see page 66) once the British qualify for it.
b. The unit can be emplaced during the Allied player’s Initial Phase and depending on the location it has the following effects:
i. In any coastal hex except one which has mountains or coastal escarpment it creates a Small port with a naval base.
ii. At Aqaba it can create a Large port with a naval base. As an option the unit could create a Large port at Port Sudan
instead. The MNBDO can use this ability only once in the game.
iii. At an existing port it raises the level of the port by one and creates a naval base if one does not already exist. For example,
a General port would be upgraded to a Large port with a naval base.
iv. It has a naval repair capacity equivalent to half that of a naval base but is limited in its ability to repair major combatants
and capital ships where it can repair all but the last point of damage.
v. It is a Level 2 CD.
c. If the unit is used to create a Large port at Aqaba (or Port Sudan) the brigade sized unit is removed from play and replaced by a
regiment with the same capabilities of the brigade except:
i. It is the equivalent of a Port Engineer Battalion.
ii. It takes two consecutive Allied Initial Phases to emplace.
iii. It is a Level 1 CD.
3. IJN Base Units: These IJN units often originated as Marines but then lost their mobility and stayed to look after the port facilities once
landed. They are a Level 1 CD.

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G. Partisans
1. Definition: Partisans are irregular troops operating in the rear of enemy forces, usually tasked with missions relating to sabotage,
intelligence gathering and limited military action. The partisan rule dictates how players may use these assets.
2. Recruitment. Partisan units are made available using either the OB or the Charts. Place them in any enemy owned territory within the
acknowledged boundary of the nation that owns them, but never in a Security Zone (see below). Exceptionally, where specified in the
OB, or where no other friendly forces are available, they may be placed or formed in friendly owned territory. Where the partisan units
arrive via the game charts, place friendly partisan units in a pile and randomly draw units to satisfy recruitment totals.
For Example: French forces in Madagascar are effectively cut off from friendly supply sources and aid as a result of the Allied capture of
Diego Suarez. Per the OB the French forces in the game may elect to convert to partisan units, thereby extending resistance to the Allies
forces involved on the island, and delaying their redeployment to more critical areas.
3. Disbanding. Partisan units in a friendly ZOI or in friendly territory may be disbanded. Each combat point of partisans disbanded
provides friendly forces with 0.5 SP of Infantry Replacements.
a. Un-Isolated. These are available in the next initial phase for use.
For Example: Un-Isolated Co-Belligerent Italian units move into a hex adjacent to Italian Partisan units with a total printed combat
strength of 2. The Allied player elects to disband the partisans, receiving 1 Infantry Replacement Point. In the following initial
phase he may spend the replacement gained.
b. Isolated.
i. If the replacement point is gained whilst the partisan unit is isolated but in friendly owned territory, the replacement point
may only be spent on units within the same isolated location.
ii. Units rebuilt in the isolated location suffer the same supply state of the location.
iii. If the point is not spent, and the isolation status changes to un-isolated, the replacement point may be spent the following
initial phase.
iv. If the location in which the isolated replacement points are held changes ownership before those replacements can be used
the replacements gained in that location are lost immediately.
For Example: Soviet infantry and cavalry break into the German rear area during the Jan II 1942 game turn. On the Feb I
1942 turn German forces seal of the penetration of the Soviet force. During the movement phase 5 partisan units move
adjacent to the encircled Soviet force and are disbanded. The 2.5 infantry points gained may be used to rebuild units within
the encirclement, and the Soviet player elects to rebuild 3 reduced infantry regimental groupings with 1.5 points the following
turn. Two turns later the Soviet force is relieved and the remaining infantry point is added to the Soviet replacement pool the
following game turn. Had the Germans destroyed the Soviet forces encircled, the remaining infantry point would have been
lost to the Soviet player.
4. Partisans and Stacking.
a. Unlimited numbers of Partisans may stack in a hex, however if more than 3 partisan units of any size are in a hex they are treated
as a regular 1 SP unit of their unit type for combat purposes.
b. Partisans may not end movement in the same hex as enemy units.
c. Partisans that are in a hex occupied by any enemy units must immediately attempt to retreat (see below).
5. Partisans and Zones of Influence. Partisans are affected in a different way by ZOIs:
a. ZOIs do not affect partisan units for movement purposes.
b. Partisans may attempt to retreat before combat or, if in a hex in which enemy ground forces are located, at the end of the
movement, reaction or pursuit phases.
c. Security Zones. Some units possess a Security Zone (SZ). These are: Security, Political, Police, and Border units plus Positional
AA located at ports, cities or airbases, or with STs or QMs. Other specified units may also have a security zone. See the P&E
Rules for more information on those units with this capability. The SZ is analogous to the ZOI of the unit and is never reduced or
eliminated unless the unit is out of supply, isolated, but it solely affects Partisan units as follows:
i. Partisan units in a Security Zone pay movement costs double that of an equivalent ZOI.
ii. Partisan units in a Security Zone may not retreat before combat.
iii. Partisan units in a Security Zone suffer a -1 DRM for all die rolls that affect the unit whilst in the Security Zone.
iv. Partisan units may not be recruited or disbanded in a Security Zone.
6. Partisans and Logistics. Partisans in enemy owned territory that previously was within the acknowledged borders of their own nation are
always in General Supply. Partisans may never be in Offensive Supply.
7. Partisan Counters. The front identifies the unit as a Partisan and remains face up on the map at all times. The reverse side details the
unit’s combat and movement values and may not be inspected by the enemy unless the unit is involved in an action.
8. Partisan Actions.
a. Movement. Partisans move in the same way as a regular unit of the same type, except that their movement costs are not affected
by enemy ZOIs unless the enemy unit also has a Security Zone.
b. Retreat before combat. If forced to move from an enemy occupied hex, or if the owning player elects to attempt retreat, roll
1D10 per unit:

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i. 1-7 The partisans successfully retreat. Move the unit to the nearest hex not in a Security Zone, occupied by enemy
forces with a combat strength equal or greater than 1, or in a full ZOI, but not more than 2 hexes from its current location. If
no such hex exists, the partisans rout (see below).
ii. 8-9 The partisans rout. Remove them from play.
iii. 10 The partisans defect. Add their replacement point value to the enemy replacement pool.
c. Combat.
i. Attack. Partisan units that have a combat strength may use it in combat against enemy forces with a parenthesised or zero
combat rating, such as (1)-6. Against partisans, zero rated Combat and Assault Engineer units are regarded has being (1),
and Static AA units have a defence strength of half their AA rating.
ii. Defence. Partisan units have 10% of their combat rating when attacked by enemy forces with a non-parenthesised combat
value greater than zero.
iii. Raids. Partisan units with a combat strength may use it plus 1 MP of movement allowance to conduct partisan raids on
enemy installations and infrastructure. Per attack strength point it may, if it has sufficient movement points:
1 Raid an ST. Roll 1D10 per strength point engaged in the raid:
a. 1-2 Partisan routs. Remove it from play immediately.
b. 3-7 No Effect
c. 8-10 One corps supplied by the ST loses one level of supply.
For Example: The Soviet player has a 3-7 partisan cavalry unit 2 clear hexes from a German ST. He moves the
partisan unit adjacent to the ST expending 2 MP. The partisan unit may make up to 3 raids on the ST, expending 1
strength point and 1MP per raid. The Soviet player makes 3 die rolls, rolling in order: 8, 5, 2. The Soviet player places
a hit marker on the ST and one corps being supplied by the ST. That Corps is in General Supply, and immediately
becomes out of supply, over extended (or Isolated depending on its location). The second raid fails, and the third raid
results in the annihilation of the unit. The Soviet player removes the unit from the map.
2 Raid a QM. Roll 1D10 per strength point engaged in the raid:
a. 1-4 The partisan routs. Remove it from play.
b. 5-6 Roll again.
c. 7-9 No Effect.
d. 10 The QM is destroyed. Remove it from play immediately, and reduce all units supplied by the QM by one
supply level immediately.
3 Raid a transport line. Roll 1D10 per strength point engaged in the raid:
a. 1 The partisan routs. Remove it from play.
b. 2-4 The transport line is affected. Place one hit per attack on the rail line in the hex in which the partisan unit
launched the raid or in any adjacent hex.
c. 5-9 No Effect.
d. 10 Partisan unit recruits an additional partisan unit immediately. Draw it at random from the partisan pool (if
any units are available). If units are not available then roll again for the raid.
4 Raid an airbase. Roll 1D10 per strength point engaged in the raid:
a. 1-4 The partisan routs. Remove it from play.
b. 5-8 No Effect.
c. 9-10 Randomly select one air unit based at the target airbase, and reduce it by one step.
5 Raid a Port. Roll 1D10 per strength point engaged in the raid:
a. 1-6 Partisans rout. Remove from play immediately.
b. 7-9 Partisans roll again
c. 10 Partisans inflict damage on shipping in port. Roll 1D10 and divide by 2. The result is the number of hits applied
to NSPs, LCs, or SLs in the target port, allocated at random.
6 Raid an Army HQ. Roll 1D10 per strength point engaged in the raid:
a. 1-7 The partisan routs. Remove it from play.
b. 8 The partisan defects. Roll 1D10, dividing the result by 3, rounding up. The result is the number of
partisan units that are betrayed to the opposing force and immediately destroyed.
c. 9 No Effect.
d. 10 Reduce the CEV of all forces supplied via that Army HQ’s by 0.25.
For Example: In the Ukraine in 1944, Ukrainian Nationalist partisans attempt to raid the 1st Ukrainian Front HQ.
The Axis player rolls a 10, this reducing the CEV for all units supplied via the 1st Ukrainian Front HQ by 0.25.
d. Defeat in combat. Partisans that are destroyed or routed are removed immediately from play, and do not generate combat
replacements. They may be re-recruited per the recruitment rules.
9. Replacing partisans. Partisans may not be replaced using replacement points.
10. Intelligence Gathering (with optional Fog of War Rule). Partisan units are recce units. If partisan units with a printed strength are
adjacent to enemy stacks, they may attempt to discover the content of the stack. Roll 1D10:
1-3 No Effect.

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4-5 The player owning the stack must reveal the supply state of the stack, and provide the interrogating player
with the number of units in the stack. The interrogating player may not take notes relating to the outcome
of the operation.
6 The player owning the stack must reveal the supply state of the stack, and the total combat strength of the
stack, as well as the number of armoured or motorised units, and their sizes. The interrogating player may
not take notes relating to the outcome of the operation.
7 The partisan defects. Roll 1D10, dividing the result by 3, rounding up. The result is the number of
partisan units that are betrayed to the opposing force and immediately destroyed.
8-10 The partisan unit is annihilated. Remove it from play.
H. River Flotillas.
1. Definition: River flotillas are units that are trained and equipped to conduct operations along rivers. They combine features of both naval
and ground units:
2. Movement:
a. River flotillas have a movement allowance of 35 movement points.
b. River flotillas move in the ground movement phase in or along unfrozen rivers, partial or full lake hexes, and partial sea hexes.
Flotillas spend MPs to move in the same method as ground units, but can choose which side of the river they are on. Each river
hex side, counts one point to enter.
For Example: To move three hexes along a straight line of river hex sides, the flotilla would pay 1 MP for every hex side it
touches on, requiring 6 MP to move three hexes as described above.
c. Flotillas may not enter a hex containing an enemy unit with a defence factor greater than zero unless executing an amphibious
assault; if forced to do so they are eliminated. The flotilla determines as it moves which side of the river it is on, and pays the
appropriate EZOI rate for the hex it counts as it moves along the river hexsides.
3. Amphibious Assaults: Flotillas may provide transport for units involved in amphibious assaults. Flotillas may, for this purpose only, enter
a hex owned and occupied by enemy ground forces.
4. Stacking: A maximum of five friendly flotillas may be in any hex. They do not count against the ground unit stacking in that hex.
5. River Flotilla Combat V River Flotillas: At the attacking players option this may be resolved as naval combat.
6. Flotillas as Transports: They can be used to carry a maximum of 3 SP of cargo each and can either unload this in a city on the river, any
clear terrain hex along the river, or conduct amphibious landings. To conduct an amphibious landing, see Rule 9.I, 9.I.2, 13.Q.1.b.i.
7. Artillery Support: Flotillas can provide gunfire support to a ground attack. To do so the hex being attacked must be one the flotilla could
enter if unoccupied. A flotilla provides two combat points of artillery and has no effect on calculations for special effects proportions.
The unit must be stacked with friendly units and be adjacent to the target hex.
8. Ferry Service: Flotillas can "ferry" ground units. This capability can only be used when moving from friendly owned land to friendly
owned land.
a. Full Lake Hex Sides: This allows the ground forces to move across full lake hex sides. Ground units pay an additional cost of
two MPs for using this service. The flotilla pays 18 MPs for this service
b. River Hex sides: When ferrying ground units across a river, the ground unit pays no river crossing MP cost.
9. Ground Forces Attacking Flotillas: The flotilla may not retreat before combat. When in combat with ground forces, flotillas have two
combat points. The attacker is always halved if engaging a flotilla alone in a hex. Flotillas stacked with defending units are treated as
ground units for calculation of combat losses & retreat, except that they must retreat along the river. They suffer damage proportionate to
friendly losses:
a. Q – quarter damaged (1 hit)
b. H – half damaged (2 hits)
c. QR - three quarter damaged (3 hits)
d. DE – Eliminated (4 hits)
10. Effects of Damage: Each hit on a flotilla reduces its cargo capacity by one SP and combat strength by ½ a point. If they take three hits,
their SP capacity and ability to operate as ferries is removed until repaired.
11. Repairing Damage: Hits on flotillas which have not been sunk are removed by spending one turn in any friendly owned city or town on
the river. One hit is removed per turn the unit remains there, and is not used for any mission. Its combat factors remaining may be used to
augment the defences.
12. Naval Interaction with River Flotillas: If a river flotilla is intercepted by naval units in a Coastal Sea Zone, it is at a significant
disadvantage. The intercepting naval units have all naval gunnery factors multiplied by four, and have a +1 DRM. River Flotillas
protection rating is always 1. A river flotilla’s gunnery rating is its strength.
13. Air Interaction with River Flotillas: If a river flotilla is attacked by air units in any hex other than one in a Coastal Sea Zone or in a Full
Lake hex, it is at a significant disadvantage. The bombing factors of the attacking air units are quadrupled. It takes 12 modified bombing
factors to inflict one hit of damage on a river flotilla.
I. Mine Warfare (Optional Rule).

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There are two types of mine warfare, riverine and naval. Naval Mine Warfare is a combined air and naval mission. Riverine Mine
Warfare is an air mission.
1. Naval Mine Warfare.
a. Naval Mine warfare capability is defined as a chance in the initial phase of each player turn for some form of damage to naval
vessels. Each nation has an offensive and a defensive capability. The gain or loss of Code M ships, SSFs, or certain ports affects
the naval element of offensive and defensive mine warfare. Due to the nebulous nature of mine warfare, minefields are not placed
on the map. Instead an effect is provided as follows on a turn by turn basis, in each theatre, in the initial phase of the game turn:
i. Total the Offensive Mine Warfare (OMW) for each side.
ii. Total the Defensive Mine Warfare (DMW) for each side.
iii. Compare the totals as follows: Allied OMW-Axis DMW, and Axis OMW-Allied DMW.
NOTE: If the resulting number is negative, no result can be achieved by the “offensive” side.
If the total is positive, this is the number of hits, randomly assigned against the defending player’s vessels which leave or
enter port in the game by the attacking player. No more than one mine hit is allocated per vessel. Each potential hit is treated
as a “torpedo strike”. Use the torpedo strike method against the targets that have been “hit” to calculate damage. Damage is
doubled against NSPs.
b. Limits:
i. SSFs allocated to mine warfare have their torpedo factors halved.
ii. DD, TBF and DEF units allocated to support groups and escort groups are discounted for this rule.
iii. Ships have their SMA reduced by half in both player turns prior to moving on any other mission.
iv. Time Variables:
1 German OMW points are doubled for SSF and air delivered points from Sept I 1939 to Jul I 1940.
2 German OMW points are doubled for SSF delivered points from Dec I 1941 to July I 1942 in the Caribbean or US
theatres.
3 Western Allied OMW points are doubled for air delivered points from Jun I 1942 onwards.
4 Axis OMW points in the Mediterranean are doubled during periods in which Benghazi, Derna, Tobruk and Bardia are
all Axis owned.
5 Western Allied OMW points are doubled from Jan I 1945.
NOTE: this means that air dropped points are quadrupled.
6 Western Allied OMW points are increased by 1.5 times the total from Jan I 1944
7 Western Allied DMW points are doubled from Jan I 1942, trebled from Jan I 1943, and quadrupled from Jan I 1944.
This represents the impact of a massive mine warfare programme, much superior naval training and operational
experience, and the superlative allied intelligence programmes.
8 Soviet assets are never increased or decreased due to time frame.
v. Ships that do not move may not be mined.
c. OMW Points Calculation. At start the players have a total – this represents:
i. The sum of Code M undamaged and available major combatants plus:
ii. The sum of Code M undamaged and available DDs/10 plus:
iii. The sum of all SSF/10 plus:
iv. The sum of undamaged and available Code M TBF, DEF, FAS flotillas.
NOTE: Reduced TBF, SSF, DEF, FAS do not count, and 2 reduced flotilla counters cannot be substituted for a full strength
one in this calculation.
This total is then modified by losses as noted below.
d. DMW Points Calculation. At start the players have a total – this represents:
i. The total number of general, major and great ports plus:
ii. The total number of naval bases plus:
iii. The sum of undamaged and available DDs/10 plus:
iv. The sum of undamaged and available TBF, DEF flotillas.
NOTE: Reduced TBF, DEF, do not count. 2 reduced flotilla counters are not counted for this calculation.
This total is then modified by losses as noted below.
e. Ship Losses:
i. For each Major combatant with Code M: reduce the OMW theatre value by 1.
ii. For each multiple of 10 DDs lost, either as a result of combat, player movement, or OB/OA events, reduce both the OMW
and DMW theatre value by 1.
iii. For each SSF, TBF, DEF FAS with Code M reduced or lost, either as a result of combat, player movement, or OB/OA
events, reduce the OMW theatre value by 1.
NOTE: 2 reduced SSF, TBF, DEF, FAS with Code M do NOT create OMW points. This is due to the very small impact the
mine totals would have within a sea zone.
f. Logistical restrictions. Assets that would contribute to OMW/DMW may only do so if they are based at ports or airbases that are
in general supply, per the supply rules. If they are not in general supply they may not count towards the respective totals.

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2. Air Power and Mine Warfare. Air units allocated to mine warfare in the initial phase may not fly any other mission that game turn. In all
cases units must be at full strength to fly this mission. If an air unit is night capable, the air mining mission is automatically flown at
night.
a. Air Power and Naval Mine Warfare. Airpower can positively or negatively impact on the mine warfare results:
i. Type B: For each Type B/NB unit allocated to mine warfare, increase the Offensive total by 1.
ii. Type HB (Axis): For each type HB/NHB unit allocated to mine warfare, increase the offensive total by 2.
iii. Type HB (Allied): For each Type HB/NHB unit allocated to mine warfare, increase the Offensive total by 6. Additionally,
provide a +5 NIM table benefit to the Allied player for every 3 Type HB allocated to mine warfare.
iv. Code F (Western Allies only): For every Type B/NB or HB/NHB, Code F allocated to mine warfare, increase the
offensive total by 3 above the normal “Type B, HB” increases.
v. Type F: For each Type F (HF, JF) unit allocated to mine warfare, decrease any offensive air power modifier by 1.
Additionally for each Type F, roll 1D10:
1-7 No result
8-10 Randomly select any Type B, HB allocated and intercept with the fighter selected. Air combat occurs
normally, apply all combat results. The mine OMW point is lost no matter the result of air combat.
vi. AA Fire. AA has no effect on air units involved in this mission.
b. Air Power and Riverine Mine Warfare
i. Allied. From Jan I 1943, the allied player may fly riverine mine warfare missions using the various types of air units against
these river systems:
1 Rhine. For every Type NHB allocated, reduce German war production by 5%. Not more than 3 units may be allocated.
2 Danube. For every Type NB/NHB allocated, reduce Axis oil supplies from Romania and Hungary to Germany and Italy
by 30%. Not more than 3 units may be allocated and the targeted Danube hexside must be between Giurgui (Rumania)
and Regensburg inclusive. Additionally, the first time this mission is flown, roll 2D10. The result is the permanent
percentage reduction of Axis oil production as a result of the permanent loss of riverine oil tankers and barges not
directly shown in the game.
ii. Axis:
1 Volga. Two separate missions can be flown:
a. For every 6 Type B allocated, reduce Soviet war production by 5%.
b. For each Type B allocated, reduce Soviet oil supplies from Caucasian oil fields by 15%. Not more than 3 units may
be allocated. Additionally, the first time this mission is flown, roll 2D10. The result is the permanent percentage
reduction of Soviet oil production as a result of the permanent loss of riverine oil tankers and barges not directly
shown in the game.
2 Don. For every 6 type B allocated, reduce Soviet war production by 5%.
3 Suez Canal. For every three Type B allocated, Allied shipping may not transit the canal for one full game turn. In
addition, any Allied shipping in the canal at the start of the turn is automatically subject to one torpedo strike per block
of 3 air units allocated.
iii. Air Combat and Riverine Mine Warfare. Bombers allocated are flown (with escorts if required or possible) to any hex of
the river not in a town or city. If the enemy player has fighters within interception range, they may attempt to do so. Air
combat is resolved normally. Air units that have laid mines, escorted mine layers, or intercepted them may not operate
during the remainder of that game turn. Mark units used in this mission with a suitable generic marker to prevent their use
during the remainder of the game turn. Air units so marked may be attacked on the ground per the air rules, and if overrun
are automatically destroyed. They may not attempt airbase escape.
NOTE: This is intentionally different from all other air missions to show the extended operations required to impact
transport links, and the increased vulnerability that this entails.
iv. AAA and Air Units engaged in Riverine Mine Warfare. AAA is used per the rules as normal.
Designers Notes: In general I am dubious at the scale in which TSWW is set that mine warfare has any effect on the game in general.
Most minefields that had an impact, did so because they were either totally unknown, or recently (ie within 24 hours) laid. The demise of
Force K near Malta, and of the convoy moving the equipment of the 2nd and 5th panzer divisions were both a direct result of very recent
operations of this nature. Other smaller fields laid in secret by submarines or aircraft also had significant impact.

Known, and suspected mine fields had virtually no effect on operations. Naval forces either avoided the areas, or made significant mine
sweeping provision to prevent damage to forces engaged in operations within areas where mines were suspected. The most significant
outcome of allied mine laying was the impact on signals intelligence, where a combination of previous code book captures, well thought
out crypto-analytical techniques and resulting cribs from lesser codes provoked by frequent aerial mining of various locations generally
created extremely favourable conditions for the creation and maintenance of breaks into Axis, especially German, naval codes and
ciphers.

The main exception to this was Western Allied riverine mining, of the Rhine and more vitally the Danube rivers. The Rhine campaign
caused intermittent and significant disruption of traffic on the Rhine river, however this was frequently ameliorated by increased use of
rail transport. The Danube campaign was, however devastating, with between 85% and 95% (depending on source) of river traffic

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stopped by the use of sophisticated mines. This crippled the movement of oil products from Romania and Hungary to Germany, thus
effectively cutting Germany off from the oil resources of the Balkans. This was extremely effective as 95% of the oil and related products
produced in these regions was shipped to Germany via the Danube, whilst the railway companies in the regions involved did not have
significant rail tank wagon capacity to take up the slack. Post war research into German oil stocks suggest that the mining of the
Danube, and not the raids on oil plants created the bulk of German oil stock problems, whilst loss to the shipping on the river was
significant. Of greater significance, despite German “pressure” was the refusal of the crews of the vessels to sail, even when the Axis
had made significant (and increasingly desperate) efforts to sweep the mines, incentivise the crews, and to provide more defences on the
river.

German efforts at this sort of operation on the Don and Volga rivers were less successful due to a lack of resources, lack of effort, and
due to the desperate need of the Heer for air support to offset its increasing impotence from winter 1941 onwards. I believe therefore that
the impact shown provides a reasonable effect on the game system, for minimal player input after the initial OMW/DMW calculation has
been made. Players who wish a more complex or tactical mine system may create their own.

J. Fast Attack Squadrons (Optional Rule).


1. Definition: Fast Attack Squadrons (FAS) are groups of light naval forces that had some impact on naval operations during WW2. Indeed
in some areas, these were the only forces commonly found. Unlike normal naval assets they were incapable of extended transits of open
Ocean, and as such are limited in abilities.
2. Movement. FAS movement is limited as follows:
a. If a FAS does not end its movement phase in a friendly owned naval base or port, the FAS is immediately eliminated from the
game.
b. All FAS may travel not more than 3 sea zones per player turn.
c. If a FAS is at sea during poor or severe weather, it may suffer due to the weather conditions:
i. Poor Weather. When the FAS leaves port, Roll 1D10 and apply the following results to the unit:
1-3 No effect.
3-4 Reduce the FAS.
5-10 Remove the FAS from play.
ii. Severe Weather. When the FAS leaves port, Roll 1D10 and apply the following results to the unit:
1 No effect.
2-3 Reduce the FAS.
4-10 Remove the FAS from play.
3. Naval Gunnery Combat. FAS are lightly armed in general and as such are marginal in combat capability:
a. FAS units may not use their gunnery rating (if applicable) against any targets except other FAS, LC, SSF or NSP type naval
vessels.
b. FAS have a gunnery factor of 2 for attacks on each other and LCs, and a factor of 1 for attacks on NSPs until Jan I 1944. After
that date their gunnery factor against NSPs increases to 2.
c. FAS are very vulnerable to CDs or rapid firing naval guns. Treble CLA, DD, DE, DEF gunnery values and CD values when
engaging FAS. Quadruple the short range value of major combatants and capital ships when engaging FAS, but halve the long
range value of major combatants and capital ships when engaging FAS.
4. Torpedo Combat. In general, FAS use torpedoes as per the torpedo rules except:
a. Night Attacks. Most FAS were trained to attack at night from ambush. Night attacks work as follow:
i. Night Surprise. To see if the FAS has managed a night surprise attack Roll 1D10:
1-5: Fails. Attack is resolved normally.
6-10: Succeeds. Torpedo factor is increased by 50% rounding up.
ii. Modifiers:
1 From Jan I 41 to Dec I 1941, if the target TF or Convoy includes Code R units, modify the surprise roll by -1.
2 From Jan I 1942 to Jun II 1943, if the target TF or Convoy includes Code R units, modify the surprise roll by -2.
3 From Jul I 1943 to the end of the war, if the target TF or Convoy includes Code R units, modify the surprise roll by -3.
NOTE: These modifiers are cumulative with national effects modifiers.
b. Day Attacks. These are resolved using the normal rules.
5. Spotting. FAS are very limited in spotting capability due to the short masts and lack of electronic sensors available:
a. Spotting is modified by -1.
b. Spotting may only take place within the sea zone in which the FAS is situated.
c. FAS may only attempt to spot in a single sea zone during the player turn.
d. Code R FAS have their spotting roll modified by +1.
6. ASW. FAS tended to be poor ASW platforms:
a. A full strength FAS has an ASW point value of 1.
b. Reduced FAS have a zero value for ASW

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7. Mine Warfare. See Mine Warfare rules.


Designers Notes: FAS are an effect in most cases within the game as they did not really impose themselves on naval operations. Indeed
the largest FAS attacks of the war, at Leyte Gulf on the Japanese fleet were a total bust. Furthermore, whilst FAS did operate
successfully at night from time to time, if spotted they tended to be very vulnerable to “proper” enemy naval units, particularly those that
had smaller, rapid fire weapons in abundance on board (such as DE, DD, CLA etc). However, they did in some areas operate as an
adjunct to, or replacement for normal naval forces, and this rule shows that they can have a reasonable impact. Unfortunately, other
than their torpedo factor, they rarely have any other combat capability, which means that some method of FAS shooting at each other, or
at lightly armoured targets was essential. Again, in my view this is a very optional rule, and should only be used by mutual agreement by
the players.

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15. Logistics
This is the movement of supplies from the national source of supply to forces. There are two systems in the game, which retain similar
concepts, the continental system and the overseas system, as defined in detail below.
A. General Definitions.
1. Ground Unit Supply: Units may be in or out of supply. When in supply units may be in general or offensive supply.
2. Air Unit Supply: Air units may be in or out of supply. When in supply air units may operate normally, otherwise they may not fly
missions except transfer missions to a base that is in supply. If air units remain out of supply for more than 2 turns they are eliminated.
3. Naval Unit Supply: May be in full supply, extended supply, or depleted. See the Naval Supply system (Section U) for full information on
the naval system.
4. Supply Terminal (ST): A major supply base and tertiary distributor of supply, and a key component in the supply system as a whole.
5. Logistics Point (LP): A large quantity of supplies.
6. Army Group: 3 Army HQs and those units supplied via both them and their Corps HQs.
7. Army HQ: Secondary distributor of supply, and can move supply to Corps HQ.
8. Corps HQ: Primary distributor of supply.
9. Quarter Master (QM) Unit: A unit that facilitates the distribution of supply via a QM Supply Route. They can also move STs or LPs.
10. River QM: A unit that facilitates supply via a river or river network. They can move or help to move STs or LPs. They may be part of a
chain of QM assets.
11. Air QM: A specialised ground assets that is used to facilitate the use of aircraft to supply units by air. They may not move STs, but can
move LPs. They may be a part of a chain of QM assets. Unless TYPE T aircraft are assigned, they cannot be used to supply units.
12. QM Supply Route (QMSR): When emplaced QMs can distribute supplies within a radius of up to 20 hexes of their location, weather and
terrain permitting.
13. National Supply Source: Where a nation’s forces ultimately receive supply from.
14. Continental System: Linked by a high capacity rail line to the national supply source.
15. Overseas System: Any location that is not linked by a high capacity rail line to the national supply source is on the overseas system. To
distribute supply over large distances within the overseas system QM units must be emplaced. This is a critical concept and exceptions
exist on a limited basis.
16. Line of Communication (LOC): An unlimited length route from a supply terminal via road or rail from the national supply source or,
Overseas, a limited length route via road or rail from a supply terminal to a unit. The route may also include an air element as result of an
Air QM in the supply chain, or a River route as a result of a River QM in the supply chain. The LOC may not enter an enemy Zone Of
Influence or enemy owned territory, but in CBI/SEAC may over fly enemy owned territory. See the Rail LOC Supply Element Chart for
more information.
17. Main Supply Route (MSR): A limited length overland route from a source of supply (typically a LOC, ST or GSPs) to units. It is affected
by weather and terrain. The MSR can be extended by the use of Army and Corps HQs. The length of the MSR varies over time and
between nations – see the MSR Chart for details.
18. Rail Supply Route (RSR): A limited length route along a rail lines in the Overseas System used for distributing supplies.
19. River MSR (RvSR): Created by an emplaced River QM and used to distribute supplies to river ports along its length.
20. Air Supply Route (ASR): This is the route from an Air QM from its base to units.
21. Line of Supply (LOS): An unlimited overland line of supply from an ST or the National Source of supply to units. This may also include a
limited Air LOS from an emplaced and operational Air QM. It may include a river LOS utilising a River QM. LOS are used solely to
determine isolation.
22. General Supply: Limited unit capabilities.
23. Offensive Supply: Full unit capabilities.
24. Limits of Supply: Units may not be placed directly in Offensive Supply. They must be placed in General Supply prior to being placed in
Offensive Supply.
25. General Supply Points (GSP): Fractions of LPs that can be used to supply units.
26. Restrictions:
a. Nationality: See the MSR Chart for any alterations to ranges of MSR.
b. Fuel Stocks: Ranges may be affected by fuel stocks. See The Political & Economic Rules for details.
c. EZOI Impact: Units cannot trace an LOC or supply route through an EZOI, but this can be negated by 4 SP of friendly non-
support units in each hex in an EZOI on the LOC or supply route.
B. Key Points of the Logistics System.
From the National Source of Supply via:

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1. Continental Supply: Rail LOC to supply terminal, then 6 hex MSR to army, then 6 hex MSR to corps, units stacked or adjacent to
corps (only way to get offensive supply). 6 hexes from LOC to unit (this allows supply of rear area troops which can never be in
offensive supply unless provided with GSPs at a rate of 1 GSP per SP).
2. Overseas Supply (Standard QM method): Ship from a port to a port with ST. Emplaced QM has a 20 hex QMSR. An Army HQ has to be
located within a QMSR to provide supply to units or Corps HQs. Then 6 hex MSR to a Corps HQ, units stacked or adjacent to corps,
which is the only way to get offensive supply. If located within a QMSR, but not with or adjacent to HQs, from an ST that has expended
LP (or fractions of LP) for the purpose then units are in general supply.
3. General Supply Points (GSPs): GSPs are generated from LPs, fractionalised. They are distributed via transport (any type) to the unit, then
the player spends 1 GSP per SP to get general supply, and spends another 1 GSP per SP to get offensive supply. Air units may also be
supplied via this method.
4. Air on Continental Supply: Trace 6 hexes from a LOC connected to national supply source, units are then supplied.
5. Air in Overseas Supply: On a supply route from an ST where 1/3 of an LP has been spent for the purpose of supplying air units, or from a
location where defined GSPs have been spent for this purpose at the rate of 1 per F, D, A and 2 per B, HB, T. When utilising an RSR or
RvSR the airbase must be located on the rail line or adjacent to the river.
6. Supply Effects: E1-2 for overextended. U1-3 for isolated and out of supply. General supply is not full supply and is punitive in terms of
evening out CEV and reducing capability. Offensive supply negates this.
C. Continental System.
1. Tracing the LOC: The player must trace a high capacity rail LOC from the national source of supply to a supply terminal (ST).
a. This places units belonging to the army and corps (see below) in general supply if they are within the MSR of their army and
corps HQs. The ranges are listed on the MSR Chart and Rail LOC Supply Element Chart.
b. At that ST, the player must spend 1 LP for 3 armies, each of which may supply not more than 4 corps to get offensive supply.
The player may opt to expend thirds of an LP and place single armies in supply, and thus may stockpile fractions of LPs.
2. Tracing the MSR: From the ST the player must then trace an overland supply line to the unit via army and corps HQ. Exceptions:
a. In general units not adjacent to a Corps HQ or stacked with an Army HQ may never be in offensive supply.
b. In rear areas away from the front line units are in general supply if they are within 6 hexes of a LOC. In addition, units on
islands can use ferries to connect to a LOC.
c. Army HQs can be omitted from the chain resulting in a shorter MSR.
3. Air Units: Air Units are always in supply as long as they can trace 6 hexes from a LOC connected to the national supply source.
D. Overseas System (Motorised, Riverine or Air QM).
1. Methodology: Rules common to both QM and QM RVR units.
a. Ship LPs to a Large or Great Port that has an ST emplaced at it. Each emplaced ST can only support a single Army HQ.
b. Expend 1/3 LP for general supply, and an additional 1/3 LP for offensive supply.
c. In general units that are not adjacent to a Corps HQ or stacked with an Army HQ may not be in offensive supply.
d. Air units are supplied by spending LPs. A player must expend 1/3 LP per turn at a supply terminal to operate all air units on the
Overseas System provided those air units are within the radius of the QMSR or adjacent to the RvSR. If they are not then GSPs
can be expended to keep them operational in accordance with Rule 15.B.5.
2. Supply Using Motorised QM:
a. Army HQ’s have a 6 hex MSR to a Corps HQ.
b. Army HQ must be within the QMSR from an emplaced QM unit to distribute supply. If there is no Army HQ the Corps HQ must
be within the QMSR but it does not have its own 6 hex MSR as it would in the Continental System.
c. Units that are able to trace a 20 hex QMSR to an emplaced QM unit at a supply terminal at which part of an LP has been spent
for the purpose are in general supply.
3. Supply Using Riverine QM (QM RVR):
a. A Large or Great port with an emplaced QM RVR may service any number of ports along the River Supply Route (RvSR)
providing supply for any number of units unless the QM RVR has an SP limit in which case it may supply SPs up to its limit.
OPTIONAL RULE: A QM RVR with a size limit of 10SP or less may also be emplaced at a General port and operate in all other
ways as one placed at a Large or Great port.
b. If the port where the QM RVR is emplaced also contains an emplaced ST then any serviced port along the river has a 6 hex
MSR, otherwise, in the absence of any HQ units, these serviced ports have a 3 hex MSR.
c. Serviced ports not ultimately drawing supply from an ST have their MSR increased from 3 to 6 hexes if an HQ is located in the
serviced port. A Corps HQ can distribute supply to units whereas an Army HQ can distribute supply to units and Corps HQs.
d. As with motorised QMs above, Army HQs have their own 6 hex MSR, Corps HQs do not, i.e. an Army HQ at the end of a 6 hex
MSR from a serviced port can project a further 6 hex MSR to units and/or a Corps HQ whereas a Corps HQ could only supply
adjacent units.
e. Any unit that can trace an MSR to a serviced port or is adjacent to a river on the RvSR can be placed in General Supply within
the limits of the logistics system, i.e. all units if the QM RVR is unlimited and the required supplies are expended.

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4. Supply Using Air QM: Unlike the motorised and riverine QM cases above, Corps and Army HQs do not play a role in supply via an Air
QM. Both General and Offensive supply are distributed directly to the units by the Air QM itself.
a. Units may be supplied through any air base (capacity of that air base is irrelevant) within range of the Air QM. This Air Supply
Route (ASR) is equal to the range printed on the Air QM unit. Units up to the Air QM’s SP capacity within a ground MSR of 6
hexes from the supplied air base are automatically in General Supply.
b. In addition to supply via an airbase/strip, units may be supplied in any hex within the ASR up to the Air QM’s SP capacity via
air drop. These units are treated as in General Supply, Over Extended 1 (E1).p.
c. Isolation. Use of an ASR does not remove isolation effects for combat purposes, however a unit eliminated while using an ASR
generates Infantry Combat replacements (only) at half the normal rate, unless a friendly owned airbase is located within the
ground MSR for the unit For Example: A British 1-6 Chindit brigade is destroyed while isolated but supplied via an airdrop
system via ASR. It should generate 1/3 Inf SP – instead it generates 1/6 Inf SP. If the Chindit brigade was being supplied via an
airbase and an ASR, it would generate 1/3 Inf SP if eliminated.
d. Ground units using an ASR cannot be in offensive supply unless the player drops the required GSPs to such units using
additional transport assets, or allocates the necessary additional resources via the Air QM or a second Air QM.
For Example: A player has a 10SP Air QM at Chittagong and a 5SP Air QM at Dimapur. He is using the 10SP Air QM to
provide 4SP at Akyab airbase with general supply, and 6 out of 8SP at Imphal with general supply. He may then allocate the 5SP
Air QM at Dimapur to provide offensive supply to 5 of the ground SPs at Imphal.
E. Overseas System (Optional Rule with no QM).
1. Definition: Terms and effects for alternative limited overseas systems for supplying ground and air forces where QM units. When tracing
along a combination of high and low volume rail lines use the high volume hex allowance but count all low volume rail hexes as double
the cost.
a. Rail Supply Route (RSR). Forces in overseas theatres may use a local rail network without a QM unit to create a RSR if they
have sufficient RMYs to create a rail capacity on that network. The player may not use the local rail net capacity for any other
purposes whilst it is being used for supply.
i. From a Large or Great Port with an emplaced ST: a RSR can be traced up to 40 hexes along high volume lines or 20 hexes
along low volume to forces directly to provide General supply and via an Army HQ and then a Corps HQ to provide
Offensive supply.
ii. From a Port or Airbase with GSPs: a RSR traced up to 20 hexes along high volume lines or 10 hexes along low volume to
forces directly to provide to provide General supply or via a Corps HQ to provide Offensive supply. Army HQs cannot be
supplied in this manner.
iii. Airbases located on the rail line can be supplied via the RSR.
b. No RSR using a Port or Airbase. In all cases units could only be in Offensive supply if stacked with an Army or Corps HQ, or
adjacent to a Corps HQ, unless GSPs could otherwise be transported to the unit.
i. GSPs or LPs with an emplaced ST: trace a 6 hex MSR to an Army HQ then a 6 hex MSR to a Corps HQ. Units within the
MSR or adjacent to a Corps HQ can be in General supply.
ii. GSPs with an Army HQ: trace a 6 hex MSR to a Corps HQ. Units within the MSR or adjacent to a Corps HQ can be in
General supply.
iii. GSPs with a Corps HQ: units within a 6 hex MSR could be in General supply.
iv. GSPs alone: units and airbases within a 3 hex MSR could be in General supply.
F. Exceptions to the Standard Supply Systems
The following are exceptions to the standard methods of providing supply under the Continental and Overseas systems above.
NB: If the options below are used to provide supply in the locations noted then the player has zero rail capacity on the relevant rail net
for other purposes, such as transporting units.
1. East Prussia. Until East Prussia is linked to the rest of Germany via a high capacity rail line, German units may utilise the East Prussian
rail net instead of a QM unit to distribute supply. Army HQs must remain on an East Prussian high volume rail line at all times, and have
an MSR of 6 hexes. Corps HQs must be within an Army HQ’s MSR or sit on an East Prussian high volume rail line to link into the
supply chain.
2. Norway. The Germans may forfeit rail capacity for supply via rail from their ST as they do not have a QM unit for Norway. All units that
cannot trace an MSR to a rail line are out of supply unless provided with GSPs. If used the Germans have no rail capacity for any other
purpose in Denmark as well as Norway. See Rule 15.E.1.a.i above.
3. Libya. Both sides may forfeit rail capacity in Libya if they own Tripoli or Benghazi and use those rail lines to extend their QM MSR.
4. At the locations below Army HQs must remain on a rail line at all times and have an MSR of 6 hexes. Corps HQs must be within an
Army HQ’s MSR or sit on a rail hex to link into the supply chain.
a. Albania and AOI. The Italians may use the low volume Albanian rail net in a similar fashion to the Germans in East Prussia in
order to supply their forces in the Balkans, and likewise in Ethiopia provided both the Massawa and Addis Ababa nets are utilised
for this purpose.
b. French North Africa. Both sides may forfeit rail capacity in French North Africa if they own or have access to 2 major or small
cities connected by rail to run the supply network there.

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c. Egypt, Sudan and East Africa. The British may forfeit rail cap for supply via rail from an ST in East Africa and/or Egypt/Sudan.
All units that cannot trace an MSR to a rail line are out of supply unless provided with GSPs. If used the British have no rail
capacity for other purposes in Uganda/Kenya or Palestine/Egypt/Sudan respectively.
d. Burma. Both sides may forfeit rail capacity in Burma to run a supply network if they own both Rangoon and Mandalay.
e. Malaya. Both sides may forfeit rail capacity in Malaya to run a supply network if they own 2 RMYs.
f. NEI. Both sides may forfeit rail capacity on either major island (Sumatra or Java) to run a supply network if they own 2 RMYs.
On Sumatra the RMYs do not need to be connected.
g. Thailand. Both sides may forfeit rail capacity in Thailand if they own Bangkok and Chiang Mai to run the supply network there.
h. French Indo China. Both sides may forfeit rail capacity in those countries of French Indo China to run a supply network if they
own or have access to two major cities connected by rail.
i. Ceylon. Both sides may forfeit rail capacity in Ceylon if they own both Trincomalee and Colombo to run the supply network
there.
j. India. Both sides may forfeit rail capacity on the low volume rail line(s) from Calcutta and Dhaka to Assam (the Brahmaputra
valley, circa PCF1647) to run the supply network to north eastern India
G. Out of Supply and Overland MSR.
1. Out of supply isolated: A ground unit cannot trace a LOS or an overland supply line to LOC or an MSR to a supply terminal or the
national source of supply.
2. Out of supply over extended: A ground unit cannot trace a LOS but is not isolated, and is further than 6 hexes from a rail LOC.
3. Tracing MSRs: MSR costs are per hex. In general it costs one hex of the MSR range to enter one road or rail hex, but this is modified by
terrain and weather as follows:
a. Good Weather. In clear hexes the cost of tracing the MSR is the same as for road hexes. In steppe and desert terrain the cost of
tracing the MSR is increased by half. In rough, woods, sandy terrain, hills the cost of tracing the MSR is 2 hexes. In Mountains
and swamps or across mountain hex sides it is 3 hexes. Un-bridged wadis, river hex sides, and escarpments cost 2 hexes. Un-
bridged major river and mountain hex sides cost 3 hexes. Other hex sides are the same cost as if it were a full hex of the terrain
type.
i. If the player owns 2 or more RMYs on a rail line in an overseas theatre, the MSR may be extended. Each high capacity rail
hex is one third of a hex in terms of the cost to trace the MSR, each low capacity rail hex is 2/3rds of a hex in terms of the
cost to trace the MSR. Each Army tracing supply via the extended MSR reduces rail capacity by 50% on that rail net,
rounding fractions down.
b. Poor Weather. Poor weather increases the cost of the MSR by 50%, except along tarmac and metalled roads which remains the
same as for Good, and gravel roads where the MSR is calculated according to the terrain in the hex-1. If rail is used to trace the
MSR this is unaffected.
For Example: The cost of the MSR in rough terrain would be 3 per hex (2 if there were a gravel road), and in mountains it would
be 4.5 per hex.
c. Severe Weather.
i. Severe (non-freezing) weather doubles the cost of the MSR except along tarmac and metalled roads which remains the same
as for Good. If rail is used to trace the MSR this is unaffected.
For Example: The cost of rough is 4 per hex, mountains is 6.
ii. Severe (freezing) weather doubles the costs of the MSR.
For Example: The cost of road or rail is 2 per hex.
4. Amphibious Operations: Units allocated to amphibious operations or raids are always in offensive supply on the turn in which they land,
as long as they have been in offensive supply for one turn prior to the operation or raid , and have at all times during the planning process
been in general supply. On all following turns they must be supplied on the overseas or continental systems.
H. Isolation Status.
1. Status: The isolation status of all units and hexes is determined at two points during a turn.
a. Isolated for General Supply. This is determined during the Initial Phase. A unit or hex determined to be isolated for supply
purposes remains so for one player turn.
b. Isolation for Replacement Points. This is determined at the start of every combat phase and requires the unit tracing a LOS. This
determination is used only for calculating combat replacements, and has no impact on the supply status of the unit involved.
2. “U” & “E” Markers:
a. The first time a unit is found to be out of supply it receives a “U-1” if isolated or an E-1 marker if overextended (in both cases
Blue if during an Allied initial phase, Red if in an Axis initial phase), marking the unit as being out of supply.
b. The “U” and “E” status of a unit can be changed by the following conditions:
i. Change of status. The unit is found to be in supply in any following initial phase. If so, the marker is immediately removed.
The unit can be placed back into supply by any of these methods:
1 Regaining LOS (if “U” status), MSR (if “E” status) or moving to within 6 hexes of an LOC (either status).
2 Expenditure of supply points (GSPs).

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3. Passage of Time: The “U” and “E” status increases one level for each game turn the unit has remained out of supply and can change from
one marker to the other.
For Example: A unit found out of supply and isolated (blue U-1) on the Allied OCT I 41 turn, becomes blue U-2 on the Allied OCT II
41 initial phase. A unit found to be over extended (blue E-1) on the Allied OCT 1 41 turn which became isolated during the following
Axis player turn would become blue U-2 on the Allied OCT II 41 initial phase.
4. Isolation: When a unit is determined to be “out of supply and isolated”, the appropriate colour isolated marker is placed on the unit (blue
for the Allied initial phase, red for the Axis). The effects of being isolated at the “U” level the unit is at take effect immediately after the
unit is determined to be isolated. The isolated marker remains on a unit regardless of its supply status until the unit is no longer isolated.
I. Effects of Being Out of Supply.
1. Units: Units can be in limited supply because they are too far from their supply lines (Over Extended) or out of supply because they are
cut off from supply (Isolated). Depending on its isolation status, and the number of turns the unit has been without supplies, the effects of
being out of supply grow more severe as time passes. If a unit is “out of supply and isolated” long enough it will collapse as it is no
longer combat effective. The effects of being out of supply are as follows and these penalties are in addition to the limitations of being in
General Supply in Rule 15.J.2 on page 98:
a. Out of Supply - Over Extended:
i. E-1. Attack Factor halved, movement factor halved, reduced ZOI, ASE DRM reduced by -1 no reaction movement.
ii. E-2. Attack Factor quartered, defence, AA, and movement factors halved, no ZOI, no ASE/ATE/ADE, no pursuit or
reaction movement. No greater level for Un-isolated units.
b. Out of Supply – Isolated:
i. U-1. Attack, defence, and movement factors halved, reduced ZOI, ASE/ATE DRM reduced by -1 no pursuit or reaction
movement.
ii. U-2. Attack factor quartered, defence, & AA factors halved, movement reduced to one hex in the movement phase, no
ZOI, no pursuit or reaction movement, no ASE/ATE/ADE. Unit collapses on a 1D10 roll result of seven or more.
iii. U-3. Attack, & AA factors zero, defence factor quartered, movement factor zero, no reaction or pursuit phase movement,
no ZOI, no ASE/ATE/ADE. Unit collapses on a 1D10 roll result of three or higher. +1 for each additional turn being rolled
for after the first U-3 turn.
c. Collapse. A unit which collapses is eliminated; if it has a reduced strength side it is flipped to that side, retaining the supply
status of the collapsed full strength side. Units in conditions isolated U-2 and U-3 are rolled for in the initial phase every player
turn until eliminated or returned to a better supply status. The collapse die roll is modified by the following factors:
i. -4 if the unit is in a major or great city that has been owned by the player since SEP I 39. See Political and Economic Rules
for special fortifications.
ii. -2 if the unit is in a major or great city that was captured by the player in the course of the game.
iii. +2 during below freezing weather. This also does not apply when receiving the -4 above.
For Example: A unit found isolated and out of supply (U-1) in the Oct I 41 turn initial phase, becomes U-2 in the Oct II 41
initial phase. The player Rolls 1D10. The result is 3, and the unit survives. On the next turn, Nov I 41 initial phase, the unit
remains out of supply and Isolated. The player again rolls 1D10, rolling 8. The unit collapses and is eliminated.
2. Out of Supply Airbases:
a. In the continental system airbases that are in supply, but are isolated, suffer no negative effects.
b. In the overseas system, airbases that are out of supply - un-isolated - have their capacity reduced by one.
c. In both the continental and overseas supply systems, airbases that are out of supply - isolated - have their capacity reduced by
two.
d. An airbase reduced below a capacity of one, would be considered to have a capacity of zero. When reducing an airbase’s
capacity round all fractions down. The capacity cannot drop below zero.
e. Airstrips are exempt from this rule. Their capacity is never reduced due to supply or isolation.
3. Air Units:
a. At U1 and E1 bombing factors are halved.
b. At U2 and E2 only Transfer missions may be flown.
c. At U3 only Transfer mission may be flown. In addition the air units have no ACEV (if this is positive), suffer a -2 DRM if
engaged in ATAC, and role for Collapse as ground units do above, collapsing on a roll of 7+ with a +1 DRM for each additional
turn at U3.
4. Supply Status of Reinforcements and Replacements: During the course of the game, each player receives reinforcements and
replacements; may convert, upgrade, or disband units; and may be required to withdraw units from play. This rule covers the general
procedure for such actions. The Political and Economic Rules should be consulted for specific details.
a. Units arrive at the same supply status as the hex or Port (if new build shipping) they arrive in. Supply status of the hex or port is
determined at the instant of arrival. Use the normal supply tracing rules to determine the status of the unit. The unit may either be
in general supply or is out of supply at the same level as any other units that may be in the hex. If the player wishes to provide
offensive supply to the unit, supply points must be spent per the supply point rule unless the unit is in a hex satisfying the Corps
HQ marker rule.

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b. Units appearing in a hex where they are required to roll for collapse do roll and may collapse immediately after arriving. Units
lost in this case do not generate replacement points.
For Example: A unit is scheduled to arrive in a city that is out of supply, and ready to collapse (U-3). The replacement/
reinforcement arriving would be automatically be at U-3 when they arrive.
J. Offensive Supply and General Supply.
Units can be in two levels of “in” supply: either offensive or general. Units are placed in General Supply during the player’s Initial Phase.
Units are placed in Offensive Supply during the combat phase if stacked with or adjacent to a Corps Hq, or adjacent to an Army HQ, as
long as the requisite additional supply is spent. Units may be placed in Offensive Supply if they are adjacent to a Corps HQ marker or
stacked with a Corps HQ or Army HQ marker prior to combat and an LP or portion thereof has been expended for Offensive Supply. GSPs
may also be expended to place units in Offensive Supply. Exception: the units of all nations are in Offensive Supply in the first turn their
nation is involved in active hostilities, unless otherwise stated in the P&E Rules. Units in General Supply may not attack using their full
capabilities unless the owning player spends logistic points or general supply points as defined in 15.R and below.
1. Effect of being in Offensive Supply:
a. Units may operate at their full printed strength.
b. Units may operate utilising their full national CEV.
c. Units may operate using all their combat effect modifiers.
d. Units may pursue using their full pursuit movement point allowance.
2. Effect of being in General Supply:
a. Units may operate at their full printed strength.
b. Units defending may utilise their full national CEV and their full combat effect modifiers.
c. Units attacking have a base CEV of 0.75 for CEV calculations, Odds are automatically rounded down.
d. Units pursuing have their pursuit movement point allowance reduced by 50%.
e. Units attacking have their combat effects reduced by 50%.
For Example: If a unit has an ASE point value of 4, and a CEV of 1.3 when in offensive supply, if it is out of offensive supply and
attacking it has only 2 ASE points and a CEV of 0.75.
K. Supply Terminals.
1. General Features of Supply Terminals:
a. Supply Terminals may be moved by unlimited QM units, rail transportation, or by naval shipping points.
b. Supply Terminals are 10 SP in size and their counters are back -printed with “OP” to indicate when they are emplaced and
Operational.
c. Supply Terminals may supply not more than 1 Army Group (3 Army HQs, and their 12 related Corps HQs {4 per Army HQ}) in
a player turn within the continental system, 1 Army HQ and their 4 related Corps HQs within the overseas system.
d. When being moved by rail or by 2 QM units, their total supply capability is reduced. In the continental system t may only
supply one Army HQs and 4 Corps HQs with offensive supply. It may still provide general supply to 3 Army HQs, and 12 Corps
HQs (4 per Army HQ). Within the overseas system it may only provide supply via the Army HQ to 2 Corps when moving, but
still provides General Supply to all 4 corps under its army.
e. Supply Terminals can be created by spending 1 Arm SRP and 1 LP at any city that qualifies as a valid location for one (see
below), or they may arrive in the OB/OA.
f. When being moved by sea or river, it may not operate until it is emplaced.
g. It takes one turn to emplace a ST and they may be emplaced at either:
i. In the continental system:
1 Any Rail Marshalling Yard that has three or more rail connections across different hex sides to other RMYs, and can
trace supply from the national supply source by rail.
2 At a city with a Large or Great port that is also on a high volume railway line linked to the national supply source.
Or:
ii. In the overseas system:
1 At any Large or Great Port, or at any RMY within a QMSR that has two or more connections across different hex
sides to other Rail Marshalling Yards.
2 In Egypt and Libya (only) they may be established on any rail line within the QMSR of a QM linked to another
supply terminal. This ST does not require a QM to be placed at it for units to trace supply from it in the same manner
as described in Rule 15.E.1.b.
L. Quartermaster (QM) Units.
1. Definition: QM units are used in the transportation and distribution of supplies and are a key component in the Overseas System. Most
QM units can provide logistical resources to an unlimited number of units; however, if the QM unit icon contains a value (5SP for
example) then this is the total number of SPs that may draw logistical resources via that QM. There are three types of QM units: standard
motorised QM units; Riverine QM (QM RVR) units consisting of river/lake transports; and Air QM units which are formed when
allocated transport aircraft. All QM units have no combat effects, no combat strength and do not count against stacking..

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2. Motorised QM Units: Where the rules simply refer to a ‘QM’ unit then they are referring to a motorised QM. They have the following
features:
a. If enemy non-support units enter their hex at any time in the movement or pursuit phases, the QM unit is destroyed. Otherwise
the QM unit retreats to a permissible hex using the retreat rules if the hex that it is located in suffers an adverse combat result that
permits units to survive. It is immediately flipped from OP to its movement side if the unit is emplaced. If there is no retreat route
that is not in an uncontested enemy ZOI, the unit is destroyed.
b. It costs a player 2 SP of armoured replacements to replace a QM unit. It costs the following to replace limited QMs:
i. 5 to 10SP – 1 Arm SRP
ii. 11 to 25SP – 1.5 Arm SP
c. All QMs have a fully motorised movement rating of 20 for all game purposes. This rating is used to calculate their rail movement
rate as well as their land movement speed.
d. These units can only transport LPs, GSPs or Supply Terminals, they cannot "motorise" units.
e. Their capacity is 2 LP, or 40 GSP, or ½ a supply terminal. 2 QMs are required to move a ST. Each QM must spend 5MP to load
or offload an ST. The capacity of limited QMs is as follows:
i. 5 to 10SP. ½ LP, 20 GSPs, ¼ ST. Four would be required to move an ST.
ii. 11 to 25SP. 1 LP, 30 GSPs, a third of an ST. Three would be required to move an ST.
f. QM units are motorised and 2 SP in size. They are trebled in size for rail and naval transport. Limited ones are:
i. 5 to 10SP – one motorised SP
ii. 10 to 25SP – 1.5 motorised SPs
g. QMs may carry 2 LPs during the movement and pursuit phases if they are not emplaced. Limited QMs can carry:
i. 5 to 10SP – ½ an LP
ii. 10 to 25SP – 1 LP.
h. QMs may emplace at an ST and then create a QM Supply Route (QMSR) with a radius of up to 20 hexes.
i. It takes 1 full game turn to emplace a QM. Turn the QM to its “OP” side to indicate that it is emplaced.
j. QMs may daisy chain their QMSRs, but must be emplaced to do so. A limited QM within the chain will limit the number of SPs
that can draw supply within that section of the chain and beyond so that to maximise efficiency QMs would need to be linked in
capacity order from highest to lowest. Other than the normal Army HQ to Corps HQ MSR, HQ units may not be daisy chained.
For Example: A player with three QMs, one unlimited, one with a capacity of 10 SP and one with a capacity of 5, could link all
three in a chain but within the QMSR radius of the second only 10 SP of units could draw supply and within the QMSR radius of
the third only 5 SPs could draw supply. Note that if the player needed to supply more than 10 SPs within the second QMSR of
the chain he could do so by stacking the two limited QMs together, foregoing the third element of the chain, and then he would be
able to supply up to 15 SPs within the second QMSR radius.
k. An Army HQ must be within the radius of the QMSR to accept supplies. The Army>Corps>unit MSR remains per the MSR
chart. In the absence of an Army HQ a Corps HQ within the QMSR can accept supplies.
3. Riverine QM (RVR) Units: These units provide a River Supply Route (RvSR) between the port where the QM RVR is emplaced and any
other port along a navigable river. This RvSR may not be separated by a non-navigable section of river, and may include one non-riverine
section not more than 7 hexes in length in open sea/lake. Riverine QM units have the following features:
a. If enemy non-support units enter the port where a QM RVR is emplaced during the movement or pursuit phases, the unit is
destroyed. Otherwise the QM unit retreats to a permissible port if the hex that it is located in suffers an adverse combat result that
permits units to survive. It is immediately flipped from OP to its movement side if the unit is emplaced. If there is no permissible
river retreat route, the QM RVR is destroyed.
b. These units can only transport LPs, GSPs or Supply Terminals.
c. The capacity of a limited QM RVR is the same as its printed capacity. The capacity of an unlimited one is 2 LPs or equivalent.
QM RVRs may carry STs as follows:
i. Unlimited QM RVR
1 One QM RVR may carry one ST, however, the ST may not be used for any purpose during transit.
2 Two QM RVRs may carry one ST and that ST may operate in accordance with Rule 15.K.1.d
ii. 5 to 10SP QM RVR.
1 Three of these may carry one ST, however, the ST may not be used for any purpose during transit.
2 Six of these may carry one ST and that ST may operate in accordance with Rule 15.K.1.d
iii. 11 to 25SP QM RVR.
1 Two of these may carry one ST, however, the ST may not be used for any purpose during transit.
2 Four of these may carry one ST and that ST may operate in accordance with Rule 15.K.1.d
d. They may emplace at any port but note that the port size will impact upon the activities of the emplaced QM RVR. It takes one
turn to emplace a QM RVR. Turn the counter to its “OP” side to indicate that it is emplaced.
e. QM RVR units may be bombed and sunk. They are treated as if they have a hit value equal to their SP supply capacity. Any
construction capable engineer may rebuild/repair a damaged QM RVR at the rate of 1 SP of capacity for every 6MPs spent.

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f. QM RVR units may be interdicted by naval units if their QM MSR runs through open sea:
i. Spotting a QM RVR. Treat exactly as if a convoy.
ii. Attacking a QM RVR. If spotted and engaged the QM RVR has a zero gunner factor and a protection value of 1. Each hit
sinks two SP of capacity due to the increased vulnerability of such units at sea.
iii. HQs within the 6 hex MSR of a port serviced by a QM RVR further extend the MSR per the logistical rules as written.
4. Air QM Units: These provide a limited capacity to supply ground or air units. Assign air transport units to Air QM unit holding box. On
the following turn the Air QM unit is available for placement. Additional air transports may be allocated to the Air QM in order to absorb
possible combat losses, but they do not increase its SP capacity. Some air transport units have an * after their transport capacity, such as
1*. These air transports can carry an additional half an SP of supplies when committed to an Air QM. Only air units with a range equal or
greater than that indicated on the Air QM counter may be assigned to it.
a. Emplacement.
i. An Air QM should be placed at an airbase with sufficient air base capacity to match its SP size.
1 Other air units at the airbase in excess of the base capacity must immediately leave via a transfer mission and if for any
reason this is not possible they are eliminated. Place them in the EFT box without receiving combat replacements.
2 If an Air QM is placed at an airbase less that its capacity the capacity of the Air QM is reduced to that of the airbase.
For example: A player bases a 10 SP air QM at an airbase which has a capacity of 6. The Air QM is limited to a capacity of
6SP until either it is moved to a larger air base, or the air base is increased in capacity.
3 Air units that the player wishes to assign to the Air QM must be assigned during the air return step of a player turn. The
Air QM is available to operate during the game turn after the air units have been assigned.
For Example: A player has determined that he wishes to base an Air QM at Athens and places the counter for the Air QM in
the city. During the May II 1941 game turn, he completes various air drop missions underway against Crete and assigns air
units to the Air QM, assuming that they can return from their missions to Athens. The Air QM will therefore be available to
operate commencing in the initial phase of the June I 1941 game turn.
ii. Air QM air bases must be on clear or hilly terrain, or within a Major or Great City, and may also be located at a city
containing a large or great port.
iii. Air QM air bases must be co-located with or adjacent to a general port, a high volume rail line, on a road (metaled or
gravel) within a QMSR, or at a port served by a QM RVR unit. Air QM capacity is reduced to that of a size limited QM unit
if placed within a RvSR. If using the supply route of a limited QM the Air QM absorbs resources before any other units
supported by the limited QM.
For example: The Allied player places a 15 SP QM at an ST in Chittagong. He locates a 5SP Air QM at the Dimapur air
base complex (12 capacity). The allied player must allocate 5SP to the Air QM, leaving 10 SP of ground units that may be
supported by the QM MSR. Check the P&E rules for any nation specific limits.
iv. No other air units may operate from an airbase occupied by an Air QM unless the Air QM’s SP value is less than the total
capacity of the air base.
For example: A player bases an Air QM with a capacity of 10SPs at an airbase with a capacity of 12. A further 2 air units
could operate out of that airbase alongside the Air QM.
b. Relocation. Once emplaced an Air QM can be moved to another airbase. To do this the unit must be removed from the map and
replaced by its transport aircraft in the holding box. These then transfer using the air rules to their new location and the Air QM
can then be reformed as above.
c. Capacity. The number of SPs an Air QM can supply is determined by the sum of the SP capacity of the air transport units
assigned to it. For Example: The US player assigned 6 C46 wings to a 15SP Air QM giving it a total supply capacity of 12SP.
An Air QM’s capacity is modified as follows:
i. If the Air QM has a Transport Efficiency Value (TEV) as noted on the Air QM chart.
ii. If the Air QM has a number in its icon multiply the capacity of the Air QM by the TEV to calculate the effective capacity
prior to any modifications arising from range. For Example: The Allied player has a 10SP Capacity Air QM emplaced at
Imphal. The RAF TEV is 2.0. The unit could supply 20Sp. If the TEV was 0.75, it could supply 7.5Sp.
iii. Air units assigned may operate at Extended or Long Range with the normal reductions in capacity.
d. Radius. This is the range of the ASR.
i. The normal radius is equal to the Air QM “movement” value printed on the counter. Capacity is available at extended or
long range, but is subject to the usual air unit capacity reductions.
ii. An Air QM’s SP capacity is doubled if the Air QM operates exclusively at less than half its radius.
e. Air Combat. Air QMs can be affected by enemy air operations.
i. Attacking an Air QM. Fly an interception mission to any hex between the Air QM’s air base and the unit(s) being supplied,
but excluding any overland MSR which is not also along the flight path of the Air QM. This hex must be along the shortest
route between the Air QM air base and the supplied unit(s). If engaged by enemy fighters resolve ATAC.
ii. Escorts. Air QM counters can be escorted by friendly fighters. Escorts may fly to any hex within range which is subject to
an enemy air attack on the Air QM where ATAC is resolved prior to resolving the attack on the Air QM.
iii. Resolving the attack. Surviving fighters deduct 1/5th of the Air QM’s SP value from their attack strength. If the Air QM is
unlimited, the owning player must state the current capacity of lift assigned to the Air QM. That value is then used to

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calculate the modified fighter attack strength. For Example: If the Air QM has a 5SP value, then the fighters lose 1 point
from their attack strength. If the Allied Player had an unlimited Air QM, with an assigned capacity of 35 SPs, the fighters
would lose 7 points from their attack strength. If the fighter had a 5 attack strength this would provide the fighter with 1
possible air interdiction hit on the Air QM. Futhermore, if the fighter had a 10 attack strength, this would provide the fighter
with 3 possible air interdiction hits on the Air QM.
1 Roll 1D10 and subtract the result from the fighters modified attack strength. If the result is zero or negative, treat as 1
Hit. This result is the number of SPs of air interdiction placed on the Air QM for that turn and the corresponding
reduction in the number of ground units that now may not be supplied. The owning player immediately changes
affected units from General Supply to Isolated 1 status, or from Over Extended 2 status to Isolated 2.
For Example: In the example for (1) above, if the fighter had 3 possible air interdiction hits on the Air QM, the player
rolls 1D10. He rolls 5. The fighter gains a single air interdiction hit on the Air QM.
2 Apply the total number of air interdiction hits noted above as hits on the air transports in the Air QM holding box (these
losses are treated as EET). .
For Example: Continuing the process above, in the case of the single fighter in (1) above, a single air interdiction hit is
applied to the Air QM. 1 SP of ground units suffer from the stated reduction in supply. 1 ARP equivalent (half an air
unit) of the assigned transports is immediately destroyed.
f. Antiaircraft Artillery. Enemy AAA may reduce the SP total of an Air QM .
i. For every 10 points of AA within 3 hexes of a hex supplied by an Air QM from any type of unit excluding intrinsic AA
apply 1 SP of interdiction to the Air QM and make a corresponding reduction to the number of ground units that may be
supplied. The owning player immediately changes affected units from General Supply to Isolated 1 status, or from Over
Extended 2 status to Isolated 2. When calculating the amount of AA available, all Heavy AA is halved and Light AA is
doubled.
ii. AAA fire may damage or destroy transport units. Roll 1D10 for each block of 10 AA points allocated, and subtract the
total of air units (i.e. the number of counters, either half or full strength as assigned to the Air QM at the moment of the Air
QM’s formation) plus the interdiction hits from the result. Any positive number left is the total number of hits applied to the
Air QM’s components.
5. QM Units and Limited Rail Nets: Where special rules provide the option to commit the whole capacity of a limited rail net to be devoted
to the movement of supplies, such as in Burma or Albania, QM units may:
a. Replace the Rail Net as the MSR.
For Example: In Albania the Axis player could emplace a QM at their ST and use that to provide the MSR. The Axis player could
then use the rail capacity in the Albanian Rail net.
b. Be emplaced at the end of a rail net to extend supply per the usual QM rules.
For Example: The British player has created the rail line to Tobruk. He could emplace a QM at Tobruk and then daisy chain QMs
from that point, however, the rail net cannot be used for any other purpose.
M. Daisy Chains
1. Definition: As described in the rule 15.L.2.j above, motorised QMs can link together in a chain in order to extend the QMSR from the
supply source to units in the field. The principle can be applied to other types of QMs and elements of the supply chain to create mixed
daisy chains. The elements used to distribute supply are: Supply Terminals (ST), Army and Corps HQs, motorised QMs, River QMs, Air
QMs and features printed on the maps – railroads and ferry routes. These mixed daisy chains have the following characteristics and
restrictions:
a. They must start at an emplaced ST where LPs have been expended. GSPs alone delivered to a port or airbase cannot be used as
the source for a mixed chain.
b. There must be an HQ somewhere along the chain and remembering that a single ST can support a maximum of one Army HQ
and up to four Corps HQs at any one time. Any HQs in excess of this cannot be used to distribute supply sourced from the ST in
that turn.
c. The chain will be limited by the weakest link.
For Example: If you are sending supplies by rail to a river port which then uses a 5SP capacity River QM to pass on supplies to a
10SP capacity motorised QM, the motorised QM will only have 5SP of supply and not 10 to pass further down the chain.
d. Note that weather can affect the length of the MSR, RSR and QMSR, but does not affect any RvSR or ASR.
e. QMSRs and ASR have a radius whereas RSRs and RvSRs are linear, following a rail line or river. To access General supply
units either need to be within the radius of a QMSR or ASR, or be able to trace an MSR to an RSR or RvSR.
2. Links in the Chain. The elements which can be linked together, in any particular order, are:
a. Rail lines as described in rule 15.E and 15.F. The RSR must connect directly to the next element in the chain and any rail ferries
across a river do not interrupt the tracing of an RSR.
b. Motorised QMs. These must be emplaced in/on a supply route and the next element in the chain must be within its QMSR.
c. River QMs. These must be emplaced in a port which is in/on the supply route. The RvSR then extends along the navigable
portions of the river and the next element in the chain can be emplaced at any port along the route.

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d. Air MSR. These must be emplaced at an airbase which is in/on the supply route. The next element in the chain must be emplaced
if a QM, or be on a railway, at an airbase within the radius of the ASR.
e. Ferry routes across open water as indicated on the map. These can be used in the chain but you can only have one ferry journey
(i.e. port to port as traced on the map) in any particular chain. Furthermore, Offensive supply cannot be transported by ferry.
For Example: An ST located in Batavia can send General supply via ferry to Tanjung Balai in Sumatra, and to Pontianak in Borneo,
and to Kupang on Bangka Island. For units outside those ports to be placed in General supply would then require either the use of
HQs located in the ports or the creation of a mixed daisy chain using typically a QM unit or an RSR. To be placed in Offensive
supply, units on an island would need to have LPs or GSPs transported to the island and expended locally.
N. Army HQ Markers.
1. Definition: Army Headquarters counters are used to determine those units that are in full offensive supply within both main supply
systems. In general, forces operating on the map make use of Army HQ markers to distribute supply and logistics points to them. Other
units may be stacked with these markers.
2. Features of Army HQ Markers:
a. Army HQ markers have no effect on stacking.
b. Their replacement cost is 2 SRPs, one of their unit type icon, one armoured.
c. Each Army HQ marker may provide supply to not more than 4 Corps HQ markers and may not provide supply into or across
prohibited terrain unless a transport line crosses the prohibited terrain.
d. Army HQ markers have no combat strength.
e. They move per their unit type icon at the maximum rate on a ground unit of that type in that nation’s OB.
For Example: A German Mountain Army HQ marker moves up to 6 MPs using mountain unit movement rules.
f. Units stacked with an Army HQ that is in offensive supply are also in offensive supply.
g. Their MSR from an ST on the continental system is 6 hexes long. On the overseas system they receive supply from an ST via an
emplaced QM unit. The HQ marker must be within the QMSR to receive supply.
h. They are subject to all combat effects but may retreat before combat.
i. They draw supply from an ST and not from any other source, except in the overseas system where they may also draw supply
from an emplaced QMSR or from GSPs which are in the same hex as the HQ.
O. Corps HQ Markers.
1. Definition: In general, these markers function in the Logistics System as the final link in the supply system.
2. Features of Corps HQ Markers:
a. Corps HQ markers may provide Offensive supply to units stacked in up to 4 hexes that are directly adjacent to the HQ Marker,
or the hex in which the Corps HQ marker is located and three additional hexes that are directly adjacent to the HQ, except into or
across prohibited terrain. In effect the Corps HQ may only supply 4 stacks of units.
b. Corps HQ markers have no effect on stacking.
c. They move per the Army HQ movement limits.
d. At the player’s option, they may be used as Stacking Replacement Markers as well as an element of the supply system, in the
same way that Task Force Markers are used in the Naval System.
e. They cost ½ SRP of their unit type icon and ½ Arm SRPs to replace.
f. They are subject to all combat results in their hex, but may retreat before combat.
g. In general their MSR is 6 hexes, drawn from an Army HQ marker. An individual Corps may also draw a 6 hex MSR from an ST,
at the same LP cost as an Army HQ marker.
3. Engineer Corps HQs: These HQs may only provide General supply, not Offensive supply, and may only support engineering units.
4. Optional Rule: The ONLY units that can draw offensive supply are those stacked with the Corps HQ marker.
P. National Supply Sources.
Each independent nation has its own source of supply. These supply sources do not change in the course of the game, a nation that begins
with a supply source suffers supply being lost if one or more of the designated cities are lost to the enemy. Supply must then be provided by
an ally using the overseas system. For a city to be considered a supply source it, and any others called for, must be friendly owned. If the
nation is shown on the map (wholly or partially) then the source for each nation is determined in the following order:
1. National Supply Sources:
a. If the nation has at least three great or major cities, general supply can be traced to any great or major city connected by friendly
owned rail to any other two such cities.
b. If the nation has only two great or major cities, general supply can be traced to either city, as long as it is linked by friendly
owned rail to the other.
c. If the nation has no great or major cities, then general supply is traced to any city connected by friendly rail to another city.
d. If the nation has only one city, or none, then its general supply is traced to the capital city whatever size it may be. Such points or
places are designated in the specific Political & Economic Rules or in the OB/OA.
e. Unless specified in the P&E rules, points of interest or towns are never counted for determining the national supply source.

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f. Conquered cities may not count towards a national supply source.


2. Logistics Points: Logistics Points are produced by the nation’s industrial plant.
a. They are placed at a qualifying industrial plant or at the nation’s capital, owning player’s choice. See the Political & Economic
Rules or OA/OB for details.
b. Logistics Points may be transferred from one nation to another allied nation.
3. Forces in Exile: Units raised and equipped by a nation may always use the raising nation’s supply source, even if operating as a separate
national contingent.
For Example: Free French units are either British or US as time passes, but those equipped by the British can always draw supply
from a British supply source, or LP spent at an ST.
Q. National Contingents.
Generally, national contingent rules apply for all purposes in the provision of logistics, with the exception that a single Corps HQ on the
overseas system may draw supply from an allied Army HQ. Any other exceptions will be noted in the OB/OA or P&E rules.
R. Logistics Points.
1. Definition: LPs represent the additional resources required to support intense combat operations on the offensive, and may represent the
basic resources needed to keep forces within the field, particularly in isolated pockets or on the overseas supply system.
2. Features:
a. Each logistic point represents 5 NSPs (or 5 SPs) worth of naval transport capacity, and may provide general and/or offensive
supply to a maximum of three Army Headquarters, depending on the supply system in use. Each Army Headquarters may provide
offensive supply to four Corps HQs. An LP may be transported by rail costing 5 SPs of capacity. LPs may be air lifted, however
they cost triple their size for air lift.
For Example: German forces have been surrounded at Stalingrad, and the pocket includes an ST. The German player wishes to air
lift an LP into the surrounded position. He may do so, but it would take a minimum of 15 full transport air wings to lift the LP
into Stalingrad.
b. Each Army HQ to be supplied by the LP must be on the supply route from the ST at which the LP is spent to be placed in
offensive supply (and general supply in the overseas system) or within the QMSR of an emplaced QM unit in the Overseas
System.
c. Each Army HQ uses 1/3 of an LP per turn to provide offensive supply on the continental system, and in the overseas system, 1/3
to provide general supply, followed by 1/3 LP to provide Offensive supply leaving 1/3 to supply air units. NOTE: Air units are
automatically supplied (within the rules above) under the continental system.
d. LPs can be broken down into 1/3 LPs. These have an SP size of 2 and can be recombined when stacked together.
e. If a player has fewer than three Army HQs within supply range of his supply terminal, he may retain any unused thirds of the LP
or ship the balance to another Supply Terminal for use. If transferred to another ST it may not be used until the turn after it
arrives.
f. One LP may be broken down into 20 General Supply Points (GSP). A third of an LP may be broken down into 6 and 2/3 GSPs.
g. As an option players may ship an LP to any port that has sufficient capacity to handle the LP. At the instant of arrival the LP is
converted to 20 GSPs if the port does not have an ST.
S. General Supply Points.
One LP can break down into 20 General Supply Points (GSPs) and a third of an LP can break down into 6.66 GSPs. GSPs cannot be
created in any other fashion.
1. General Supply Point Transportation: GSPs cannot move by themselves. They can be transported by rail, sea, air, or QM units. For all
forms of transportation (except QM units – see L above), one general supply point equals ¼ of a Naval Shipping Point (NSP) point or
Stacking Point for cost of transport. Ground units may not carry GSPs.
2. Use of General Supply Points:
Supply points may be expended in any friendly owned hex to which they have been transported. The MSR between the GSP and the unit
is calculated as in 15.E.1.b above, otherwise the unit needs to be in the same hex or adjacent to the GSP. GSPs can provide general or
offensive supply to ground units, and permit air units to operate:
a. General Supply: Spend 1 GSP per SP of force. No penalty other than those for being in General Supply.
b. Offensive Supply: Spend 1 GSP supply point per SP of force in general supply. No penalty.
c. Air units. Spend GSPs per full strength air wing as noted in T.2.a below.
T. Supply on Islands.
1. Ground Units: Ground Units based on islands that cannot trace a LOC via a ferry to their national source of supply or an ST on the
Overseas System must be supplied using GSPs, except for national forces belonging to that nation and based on islands within their 1939
national borders. Islands (with the exception of the Shetland Isles, the Greek Aegean Islands, and the Japanese Home Islands as
delineated on the maps) which are more than 1 sea zone from the mainland are excluded from this rule. French Colonial possessions,
even if politically a region of France are also excluded from this rule (i.e. Algeria MR XIX is on the overseas system).
2. Air Units:

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a. Air Units Based on islands or in overseas theatres that cannot trace an overland supply line to an ST at which part of an LP has
been expended for air supply, or trace to their national supply source, must have supplies spent on them to keep them fully
operational in the same way that friendly ground units in small islands do. GSPs must be spent per wing per turn to keep them
fully operational. For game purposes wings have varying sizes in terms of supply costs:
i. Types F, A, D, are 1 SP.
ii. Types B, HB, and T are 2 SPs.
iii. Type G do not have an SP size and do not require GSPs to be spent on them.
For Example: Half an Me109 (Type F) and half a Ju87 (Type D) would require 1 GSP.
b. Only air units originating an air mission from an Overseas Theatre or an island are restricted.
For Example: A JU88 flying from Italy to bomb Benghazi, would spend no GSPs. If it lands in Lampedusa, it must then have
supply spent on it to take off again for any reason.
U. Stockpiles.
GSPs and LPs can be stockpiled for use by the owning player at a later time. They do not ‘expire’ over time, but remain in stock till used.
All supplies remain on the map until expended.
V. Capture of Supply Points or Logistics Points.
A force can capture supply or logistics points belonging to the enemy:
a. Supply or logistics points in a hex that becomes enemy owned with no ground combat in the hex (or just by the hex being
overrun) are captured automatically.
b. If there is combat in the hex, and the defenders must retreat (leaving the supply or logistics points), roll 1D10. The Die roll is the
percentage (in tens rounded up) of the points that are captured:
i. Captured logistics points are rounded down to the nearest third, unless the capturing player rolls a 10.
ii. Captured supply points are rounded down to the nearest whole number unless the capturing player rolls a 10.
c. Captured supply or logistics points can be used in the new owner’s next initial phase.
W. Naval Supply.
Naval units have three supply states; full, extended or for ships not on extended supply state, depleted.
1. Full Supply: The unit has a full load of fuel and ammunition. Its combat ratings are at its printed strength.
2. Extended Supply: The unit is operating in a reduced level of efficiency to maximise its time at sea. A player must note on the ship card
that it is operating using extended supply on the turn it leaves port to start its mission. The following are the effects and results of using
Extended Supply:
a. It must have a full load of ammunition and fuel on leaving port.
b. Its SMA range is increased by 50% which may be used in one of two ways:
i. Increase its SMA by 50% in each of the four consecutive naval movement segments. This allows vessels that are part of a
larger TG to remain with vessels which are not operating on Extended Supply.
ii. Remain at sea for six consecutive naval movement segments before returning to port. The vessel retains its normal SMA
for each of the six movement segments.
c. If it engages in surface combat, it may engage in naval gunnery, however at the owning player’s choice, it may limit its firing to
conserve its ammunition supply. If the player chooses to do this, reduce its gunnery factor by 25%. If it engages in a further
surface combat on a later turn, its combat ratings are reduced by a further 25%.
For Example: DKM Bismarck has a gunnery factor of 46. She is operating using extended supply, and is engaged by HMS Hood
and HMS Prince of Wales. The German player elects to conserve ammunition. Her gunnery factor (prior to range considerations)
is reduced by 25% to 34.5, rounding down to 34. In the following movement segment, DKM Bismarck is engaged again, this
time by HMS Rodney and HMS King George V. Her gunnery factor is further reduced by 25% from 34 to 25.5, rounding down
to 25 prior to range considerations.
i. It may repeat this process until its effective gunnery factor is 0%. It must then replenish and refit for 2 game turns in port
prior to using its main armament again.
d. It must replenish every second turn at sea. If it fails to, it becomes fuel depleted at the end of the second player turn.
e. Light AA ratings, Torpedo ratings and fuel maybe replenished by spending 1/6 of its SMA in a sea zone with a friendly
replenishment ship.
f. Every 4 consecutive friendly movement segments beyond the first 4 that ships remain at sea must be matched by an equal amount
of time spent in “refit” on returning to a friendly Naval Dock Yard. During this refit the ship may use its AA ratings (only).
g. NSPs may operate on extended supply to move ground units from a port with a direct LOC to the national supply source to an
Assault Zone (sea zone adjacent to a target hex for an amphibious landing) except in the case of a Raid. The NSPs must leave
during the player turn immediately prior to the turn in which the invasion is scheduled to take place, must travel directly to the
assault zone, and may only contain assault troops or the Floating Reserve. See Rule 9.H.1.a for details. All other penalties are
imposed on NSPs used for this purpose.
h. SSFs may extend their range 25% using either Supply (Milch Cow) Submarines or replenishment ships, however its torpedo
factor is expended after two torpedo attacks on enemy shipping.
i. If it uses a replenishment ship its torpedo factor is completely replenished.

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ii. It may replenish once prior to returning to base for a refit.


iii. The refit takes 2 game turns.
3. Supply Depletion: Ships become depleted in specific areas of their capability depending on the operations that they take part in:
a. General Movement Effects. Moving burns fuel, and once a ship has moved its fuel Capacity modified SMA, it must refuel, either
in a port or from a support vessel.
b. A ship that has not refuelled has certain penalties applied:
i. Its SMA is reduced by 75%.
ii. Its TMR is reduced by 75%.
iii. Every Sea Zone it enters results in damage to the ship. Roll 1D10. Multiply the number of sea zones entered by half the
die result, round to the nearest whole number. That is the number of Game turns the ship must remain in a Friendly owned
Naval Dockyard or Shipyard undergoing repairs.
c. Combat Effects.
i. Naval units that are involved in Surface Combat or Naval Gunfire Support have their Naval Gunnery Factors reduced by
80% until they are replenished. They also expend 1 SMA point in combat.
ii. Naval units that are involved in ASW Combat have their ASW value (see the ASW Chart) reduced by ¼ for each ASW
combat they engage in. They also expend 3 SMA points in each ASW combat.
iii. Naval units that use their AA ratings expend ¼ of their AA Ammo factor every time they are attacked by aircraft. When
they run out of AA Ammo, their AA rating is reduced by 80%; round factors down until they are replenished.
4. Replenishing.
a. In Port. To complete replenishment in port:
i. Naval units must spend one entire movement phase of their SMA in a friendly owned general, large or great port, or a port
with a Naval Base, or a minor port which has a Port Engineer unit stationed there. In addition, the port must be able to trace
a line of supply from the national supply source (Rule above) or from an active and supplied Supply Terminal.
ii. Depleted Naval units that are in port, but which have not replenished have their movement allowances reduced to zero, and
all combat factors except AA factors reduced to zero. Their AA factors are unaffected and may be used at their maximum
value. If enemy naval units enter the port, they are automatically captured or scuttled unless the owning player rolls a 10 on
the naval success table. They must move directly to a friendly owned port or naval base within their single movement phase
SMA to replenish. Roll 1D10 on arrival. The result is the number of movement phases it will take to complete
replenishment.
b. At Sea. At the owning player’s discretion, Naval units (RN, USN, KM & IJN only) may rendezvous at sea with supply ships:
i. Naval units spend the last 1/3 of their SMA in the Naval Movement phase to replenish, or refuel, and are marked with a
suitable marker.
ii. If they rendezvous with an AO, they may refuel as many Fuel Points as the AO has available as Cargo, A CP worth of fuel
will extend the range of:
1 Two BB, BC, CV or CVE/S
2 Four CA, CL or CLA
3 Eight DD or DE
4 One DEF or NSP (capacity 1)
iii. If they rendezvous with an ASR, they may replenish as many Fuel Points as above, Torpedo Ammo Points and AA Ammo
points as the ASR has available as Cargo, subject to their own capacity for each type of supply.
iv. If an enemy naval force intercepts ships during a replenishment operation, roll 1D10. On a result of 1-5 the enemy force
engages at close range, on a result of 6-10 the enemy force engages at long range. Replenishing ships have their Surface and
Torpedo factors reduced by 50% during that combat only.
v. If enemy air units intercept ships during a replenishment operation, the aircraft have their naval attack ratings increased by
25%.
vi. Surface units may only replenish at sea from AOs and ASRs. SSFs may replenish from them or Milch Cow submarines.
vii. Units not operating on the “extended supply” system may only replenish at sea once. When they return to a friendly
owned Port, they must spend an entire game turn in port to replenish.
c. SSF . SSFs replenish by moving an unspotted AO, ASR or Milch Cow Submarine to the sea zone in which the SSF is located. It
Costs the supply vessel 3 SMA per item replenished
FAS Units. These may not refuel at sea in the the context of the game. They may be moved as cargo and count as 10SPs of cargo
for this purpose.SPECIAL NOTES:
a. Any NSP with a capacity of 1 may be designated as an AO by the British, German, Japanese or American player. Any NSP
with a capacity of 2 may be designated as an ASR by the American player. Use a U1 marker to designate a NSP being used
as an AO, and a U2 marker to designate a NSP being used as an ASR. NSPs so used may not be used for any other reason
during the player turn. Each point of capacity equates to 20FPs.
b. HMS Vindictive. Vindictive may be used as an ASR.
c. RN CVs. RN I class CVs (Victorious, Illustrious, Formidable, Indomitable, Implacable, Indefatigable) may be used by their
escorting DDs as AOs.

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d. US CVs. USN Essex or Midway Class CVs may be used by their escorting DDs as AOs.
NOTE: In both cases deduct 2 SMAs for that movement segment from the carrier per DD refuelled.
e. German AMCs. All German AMCs may operate as ASRs.
f. US and RN BBs. From Jan I 44 all RN and USN BB/BCs may act as AOs for their escorting DDs. In every case deduct 2
SMAs for that Movement segment from the BB/BC per DD refuelled.

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16. Administration
A. Ground Unit Administration.
1. Reinforcements: The national order of appearance shows the arrival dates of the reinforcements a nation receives, while the Replacement
Schedule for each nation shows when replacement points are received. Historical identifications on these lists are advisory and need not
be followed as long as the correct type and strength unit is used. These units are placed on the map in the owning player’s initial phase
and may be placed in violation of stacking, but cannot end the movement phase in violation.
a. Enemy ZOIs do not affect the appearance of new units, but they may not appear in enemy owned territory. If, for any reason,
units are unable to enter play as scheduled they are lost. Reinforcement units lost due to an inability to appear do not generate
combat replacements.
b. Conditional Reinforcements. Conditional reinforcements are designated in a nation’s order of battle, or order of appearance.
These units only appear if the special conditions given for their appearance are met. They appear immediately (even during an
enemy movement phase) when conditions calling for their appearance are met. They may be 'over stacked' on appearance, but
must meet stacking limits at the end of the next owning player’s movement phase. Note that these units may appear during an
enemy turn if their appearance is ‘triggered’. They are not on the map as a matter of administrative ease, but are in fact present in
the locations, just not assigned to the control of the operational commander (player).
c. Early Reinforcements. All players have the capability to bring into play any type unit with a reduced side two game turns before
they are scheduled to arrive per the order of appearance. Units that are brought into play in this manner appear where they are
designated to appear, at their reduced strength.
2. Replacements: Stacking Replacement Points (SRPs) are used to rebuild ground units that have been reduced or eliminated in previous
turns. Rebuilding happens during the owning player’s initial phase.
a. Definition of terms:
i. Production SRPs: These are SRPs received per the Replacement Schedule and/or from national production.
ii. Combat SRPs: These are SRPs generated when units are eliminated in combat.
iii. Service type point. Some nations have internal breakdowns of branch type points for various ‘services’ (Japanese Army
and Japanese Navy Ground troops for example).
iv. Branch type point. These are designated as Infantry, Armour and Artillery SRPs.
b. Types of SRP and their use:
i. There are 3 types of SRPs: infantry, armour, and artillery.
ii. The Unit Replacement Cost Chart states what quantity of SRPs of a given type is required to rebuild a unit.
iii. Fractions of SRPs can be used.
c. Management of Stacking Replacement Points. SRPs are managed first in the nation in which they are produced by being added
to the appropriate branch and service replacement pool, and secondly by being transported to a theatre for use.
i. Once in the national pool, replacement points can be shipped by rail, sea, or air to theatres for addition to that theatre
replacement pool.
ii. Once in a theatre pool, the points are available for use to rebuild units in that theatre.
iii. For transportation purposes, one SRP is equivalent to one SP of infantry, armour, or artillery, depending on the type of
point transported. Armour SRPs are treated as motorised. Armour and Artillery SRPs have heavy equipment. Infantry SRPs
are treated as if they do not have heavy equipment.
d. General rules for use of replacement points.
i. Replacements in an overseas theatre must be allocated to a supply terminal located at a port.
ii. Refer to the Unit Replacement Cost Chart for SRP costs to replace units.
iii. Reduced strength units being rebuilt by replacement points must be on friendly owned territory, either on or off map, and
able to trace a supply line to a source of replacements at the start of the owner’s initial phase. The hex may be in an enemy
ZOI, but if so there must be at least 2 SRP of friendly non-support units in the hex before the unit can be rebuilt.
iv. Only points of the correct nation, service and branch can be used to rebuild units.
v. Eliminated Units are rebuilt using SRPs in accordance with the costs detailed in the Unit Replacement Cost Chart.
Eliminated Units that have a reduced side may be rebuilt to the reduced side, or to their full strength side. Units that are
reduced may be rebuilt to their full strength side.
1 The breakdown components of a division require a proportion of the division’s artillery when rebuilt if there is no
distinct artillery component.
For Example: A 3 SP sized division breaks down into 3 infantry regiments but the replacement charts indicate that it
requires 2 infantry SRPs and 1 artillery SRP to rebuild. Under these circumstances each regiment would require 1/3 of an
artillery SRP and 2/3 of an infantry SRP to rebuild. The exception are the Recce battalions belonging to Japanese infantry
divisions. These are replaced using infantry or armoured SRPs.
e. Donation of Points. Armour or artillery SRP belonging to one nation can be ‘donated’ to another (friendly) nation. See the
Political and Economic Rules for any other benefits that may accrue to the player as a result of such donations.

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3. Combat Replacements System: When un-isolated regular units are eliminated or reduced by combat or overrun, the owning player
receives combat replacements except that a defender receives no replacements if they retreat out of a hex that the attacker then advances
into. Units that are operating with an Air QM to provide a limited Air LOS receive a fraction of their replacement contribution. See
Rule15 for more information. As an OPTION, the defender in these circumstances may receive 25% of their standard replacements.
Replacements represent the surviving elements of any unit that is shown as eliminated by the CRT.
a. Rate of generation of combat replacements. The standard rate of generating SRPs is 1 SRP for every three stacking points
eliminated. This rate may be adjusted by the relevant Political and Economic Rules for each nation. Example: see Combat
Replacements on page 127 under UK’s ‘Nation Specific Effects’.
b. Type of points generated. Combat replacements are generated based on the losses in the branch and services described in
16.A.2.a above. Record should be kept of points lost during the game turn to ensure a full accounting of losses for calculation.
c. How to calculate combat SRP:
i. All units eliminated during a game turn, and the SP lost by reduction, should be kept separate in each theatre until the
owning player’s next initial phase.
ii. During the owning player’s initial phase combat replacements should be totalled by branch and service. This gives a total
lost for each category in each service that turn. Remember that service types may have the same branch replacement points
in them e.g. the IJA and IJN both have infantry SRPs.
iii. Divide the total lost by three (or the appropriate figure per the Political & Economic Rules).
iv. The result above for each SRP type is the amount of combat replacements received. Fractions are retained.
v. Add the total to the appropriate replacement point pool in the theatre and these can be used in the same manner as planned
SRP (Rule 16.A.2.d).
vi. Place that turn’s losses into the dead pile, or remove from play as appropriate.
vii. Some units, as noted in the OBs, cannot be replaced and if lost are eliminated permanently
4. Transfer: Orders of Appearance may call for certain units to be removed from play in the game. This represents the receipt of instructions
from higher headquarters requiring that the unit be transferred to another theatre either outside the specific game, or outside the entire set
of games.
a. When called for the specific unit, or its equivalent, must either be:
i. Moved toward the home country by the most expeditious ground movement type.
ii. Shipped out of the theatre if on the overseas supply system. If the player is unable to part with the specific unit required,
any unit of like type and strength can be substituted. The action must be taken during the next friendly movement phase
when on the Continental Supply System, or on the next possible movement phase when in the Overseas Supply System.
b. Failure to make the required transfer will cost the amount of SRPs (by type) needed to build the unit, or the loss of incoming
planned SRPs until the replacement cost of the unit has been made up.
c. Transfer from ‘dead pile’ to ‘dead pile’. The player may, at their option, choose to move a unit eliminated in one theatre (placed
in the dead pile there) to another theatre dead pile. There is no cost to do this. The only effect is that the unit is available to be
rebuilt in the destination theatre rather than the original one. Players may choose to keep a unified ‘dead pile’.
5. Conversions: At times, military units convert from one type to another. The national Order of Appearance (OA) will state when a
conversion is possible, and once this has been shown, the specific unit or units can be converted as fast as the conditions allow the owner
to do so. The OA will also state any conditions required for the conversion, or other effects of the conversion being done. Specific
conditions and restrictions are:
a. To be converted on the map, a unit must be in general supply.
b. Treat a conversion as the same as rebuilding a reduced strength unit for procedures and restrictions as to location and EZOI.
c. A unit being converted may undergo one conversion per turn. The unit may be in an enemy zone of control, but cannot be the
only unit in the hex.
d. A unit in the Replacement Ppool can be converted (it is rebuilt at the new value to return to play).
e. When a unit is converted, the old counter is removed from play (and cannot be rebuilt).
f. Unless otherwise specified if at the end of a conversion the new unit’s SPs are less than those that entered this process, the player
receives SRPs equal to the difference. These SRPs are calculated by comparing the SRP cost of the units before the change, to
that of the units after the change. The surplus SRPs are available in the following initial phase.
6. Restructuring: Military units can change their strengths by two similar processes. To restructure, a unit must be in general supply:
a. Upgrade. This is the incorporation of new weapons into an existing organisation, with only minor changes in its structure.
For Example: converting from T-34-43 to T-34-85 tanks.
b. Reorganise. This is a restructuring of the unit(s) in significant ways.
For Example: decreasing the number of infantry battalions in the unit or amalgamating units to form a bigger one
7. Upgrades and Reorganisations: These require the expenditure of replacement points, or yield replacement points for the player. See the
national order of appearance for details on each of these as called for. To Upgrade or Reorganise follow the procedure for Conversions
above unless specified otherwise in the OA.
8. Scrapping: Players may scrap any unit or type of units at any point in the game.
a. Units are scrapped in the owning player’s initial phase, provided they are capable of tracing a line of communications to a source
of replacement points or a Supply Terminal.
b. When a unit is scrapped it is removed from play permanently and the SRP cost to rebuild the unit from the replacement pool is
added to the theatre replacement pool of the owning player.

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c. Points gained through scrapping may not be used in the turn they are gained.
9. Disbanding: Players may be instructed to disband units in the OA. Units disbanded in this manner are generally being used within the
military force to build or reinforce units which are either forming or in play. The player does not benefit in SRP terms unless specified in
the order of appearance.
10. Assembly: Some national OAs show units that become available for assembly. These are units that are received in exchange for the
removal of units in play. The units required for assembly must be in the same hex at the start of the initial phase. They are then removed
from play and the group is converted into the new single unit. Units used to assemble a new unit are removed from play.
B. Air Force Administration.
1. General Concepts: The administration of air forces is handled on two levels; National and Theatre. The national air force level deals with the
production of aircraft (ARPs) and their placement into the homeland ARP pool, management of the national wing allowance (WA), the
forming of new air units and the transfer of these units between the various theatres the nation maintains operational air units. The
national level only appears when playing the Strategic Air War (Europe or Pacific) and individual games are handled at the theatre level.
The theatre level manages the pool of ARPs sent to the theatre by the national air force command, the accounting for wing allowance, air
units engaged in operations, and the rebuilding of air units lost in combat. Where used, a nation’s P&E Rules will designate the area and
establishment of theatres for that country's air force.
2. Definitions:
a. Air Replacement Point (ARP). Aircraft are produced in 'batches' of ARPs of a specific variant. These points are put into the
homeland ARP pool when produced, and may be used as half points if necessary.
b. Air wing allowance (WA). This is the total number of wings of any type that a nation can support. The number represents the
ground support and logistical forces needed to sustain a Wing in action.
c. Air Wings and Squadrons. The aircraft numbers below are approximate:
i. Each full strength air unit counter represents a wing of 40 aircraft (2 ARPs) of the type, model and variant shown on the
counter.
ii. Each reduced counter represents a squadron of 20 aircraft (1 ARP) of the type, model and variant shown on the counter.
d. Types, Models and Variants. ‘Type’ is generic and refers to whether the air unit is a fighter (F), bomber (B), dive bomber (D)
etc. See Rule 5.B.3.a for a full list of types. ‘Model’ is also generic and refers to the kind of aircraft produced at particular
factories, such as ME109 or Spitfire. ‘Variant’ is specific and refers to the aircraft that make-up the counter, such as ME109E3 or
Spitfire IV.
e. ARP pool. This is a collection of ARPs held in one of two pools:
i. The National pool. This is the 'acceptance' pool where ARPs produced by factories are transferred to air force control. This
pool is only used by the national air force commander.
ii. A Theatre pool. This holds all the ARPs transferred into the theatre from whatever source and the ARPs arising from
combat losses and air units being made inactive.
f. Eliminated. An air unit destroyed by enemy action such as air to air combat, antiaircraft fire, or the overrun of an airbase. Units
are eliminated in either friendly or hostile territory:
i. Friendly territory - EFT (Rule 2.D.1.b).
ii. Enemy territory - EHT (Rule 2.D.1.c).
g. Active. This is an air unit with a WA allocated to it that is available for missions in the game turn.
h. Inactive. This is an air unit that does not have a WA allocation and is not available for missions in the game turn. It does not
require supplies. Inactive air units remain in the Theatre where they became inactive unless shipped elsewhere using naval
transport.
i. Theatre. A geographic area in which a player conducts air force administration. Theatres are designated by the Political and
Economic Rules.
3. Conversions: The national Order of Appearance (OA) will state when a conversion takes place, and once indicated the specific unit should be
converted as soon as possible. The OA will also state any conditions required for the conversion, or other effects of the conversion
undertaken. Changing an active unit from one model of aircraft to another of the same type requires a 'down time' to allow for conversion
to the new model; changing from one variant to another of the same model does not.
For Example: Changing a wing from P-47s to P-51 or from He-111 to Ju-88. When a change of model is being executed, the air unit is
held in an 'upgrading pool' for the theatre. The unit counts against the 'active' wing allowance, but is not available for use until the change
down time has passed. Note that changing variant within a model (Me-109F to ME-109G for example) does not require this down time.
Unless otherwise noted in the Political & Economic Rules, any down time takes two game turns.
a. Specific conditions and restrictions are:
i. For conversions on the map the relevant airbase must be in general supply.
ii. Treat a conversion as the same as rebuilding a reduced strength ground unit for procedures and restrictions as to location
and EZOIs.
iii. A unit in the dead pool can be converted and brought back into play with the usual expenditure of ARPs.
iv. When a unit is converted, the old counter is removed from play and cannot be rebuilt.
4. Upgrades: These require the expenditure ARPs. See the national OA for details of when they occur and follow the procedure for Conversions
above unless stated otherwise in the OA,

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5. Transfer: Orders of Appearance may call for certain units to be removed from play in the game. This represents the receipt of instructions
from higher headquarters requiring that the unit be transferred to another theatre either outside the specific game, or outside the entire set
of games.
a. When called for, the specific unit must either:
i. Fly Transfer Missions to the new location by the most expeditious route.
ii. Shipped out of the theatre if on the overseas supply system and beyond Transfer mission range.
b. Failure to make the required transfer will cost the amount of ARPs (by type) needed to build the unit, or the loss of incoming
planned ARPs until the replacement cost of the unit has been made up.
c. Transfer from ‘dead pile’ to ‘dead pile’. The player may, at their option, choose to move a unit eliminated in one theatre (placed
in the dead pile there) to another theatre dead pile. There is no cost to do this. The only effect is that the unit is available to be
rebuilt in the destination theatre rather than the original one. Players may choose to keep a unified ‘dead pile’.
6. National Level Administration: At this level, the player tracks the production of ARPs at the aircraft factories, and consolidates all the
production into a national pool. Once ARPs are in the pool the player can decide, if there is wing allowance available, to put a new unit
onto the board by spending 2 ARPs of the appropriate type. If there is no available wing allowance ARPs remain in the national pool or
may be transferred to a theatre for use in replacing, rebuilding or upgrading air units. Newly built air units and ARPs can either be flown
(see transfer missions), or shipped to other theatres (if out of transfer range). The P&E Rules will have details about this procedure for
various nations if necessary. At no time can there be more active air units in an air force than that air force has WA to support. The
national commander may also decree that air units in a theatre, ARPs held in theatre pools, or wing allowances be transferred between
theatres. WA may be increased by the expenditure of ARPs. See the Production/Wing Allowance rule on page 114 for details of this
procedure, which is in addition to any increases in WA via the OB/OA.
7. Theatre Level Administration: At this level the player maintains a record of the wing allowance allocated to the theatre (from the total
national allowance), and a pool of ARPs. At no time can there be more active air units in the theatre than that particular air force has
allocated WA in theatre to support. When air units are eliminated the following steps are taken: Notation is made of the ARP equivalent
eliminated in combat or as a result of overruns, their model (MS 406, LaGG-3 etc.) and whether or not they were EFT or EHT.
a. Every player turn initial phase (twice per game turn) players must ‘balance’ their air units to show those active (shown as units
on the board) with those held in the replacement pool (unused as of yet, or parts of eliminated units). The procedure for this
process is as follows (retain fractions):
i. Determine replacements directly to the pool. Each player counts up the ARPs lost in the turn by model (SM-79, LaGG-3)
and then places the appropriate amount of these models into the pool.
ii. EFT - Two for every four lost are placed in the pool, the remainder are eliminated.
iii. EHT - One for every four lost is placed in the pool, the remainder are eliminated.
For Example: There are five ARPs of Ju-87B, EFT, in the air replacement pool. The player receives 2.5 ARPs as
“replacements”, and may spend the ARPs in 0.5 ARP increments (air unit counter pool permitting). Fractions are retained
in case further losses latter in the game allow them to be used. If it was 5 ARP EHT, the player would receive 1.25 ARP.
b. New units and wing allowance sent to the theatre are recorded, and may be placed on the map by the theatre commander at any
friendly airbase in regular supply. These arrive by transfer during the player turn.
c. The player can make use of ARPs in the theatre to rebuild any air units in the replacement pool spending the correct amount of
ARPs on the appropriate model to return an air unit at reduced or full strength. These units are placed back on the map on friendly
airbase in regular supply. Note that ARPs can be used to rebuild reduced strength air units at an airbase in regular supply.
d. Any units that have completed their changeover down time can also be placed on the map at any friendly airbase in regular
supply.
8. Naval Aviation Administration: As per air force administration above, but only naval air units may flow through it.
C. Naval Unit Administration.
11. Naval Reinforcements and Transfers: Players receive naval reinforcements and repair points per their OBs. Players may also elect to
construct additional naval units per their naval force pool as noted in the Naval Orders of Battle.
a. New Build. Certain ports as noted on the player’s OBs are Naval Dockyards and or Shipyards. New build ships arrive at these
locations per the OA.
b. If a port in which a ship is under construction is ever captured by the enemy player, construction is suspended for six turns. If the
port is recaptured, it is again suspended for six turns. The capturing player may, in the initial phase of the 7th player turn, elect to
either scrap the ship, freeing up the ship building capacity for other tasks, or may decide to complete the ship. If the capturing
player decides to complete the ship, building resumes in the next initial phase. It would therefore be at least eight turns late in
being completed.
c. Reinforcements. Reinforcements/transfers from other theatres appear per the OB in the relevant holding box (or must be sent to
such) and travel to specified Ports as defined in the OB/OA.
d. Transfers. Transfers to other theatres depart from specified Ports and are moved to the relevant holding box. Where the OA
specifies a vessel which is unavailable for whatever reason an equivalent vessel may be substituted. The player should make a
note of this in case the vessel later returns.
12. Naval Repairs: Naval Forces that have been damaged in combat or need refits or upgrades are dealt with as follows:

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a. Refits. The rules or OB/OA may determine that a ship must enter port for refit and specify the type of port facility and period of
refit that is required. A ship that cannot be refitted according to the rules has its combat, FP capacity, and movement ability
reduced by 10% per month until refitted fully.
b. Upgrades. The OB/OA may specify major refits for naval vessels. In the game these are called Upgrades to differentiate them
from normal operational refits. A ship that is due an upgrade may be sent to a valid port facility for upgrading. The OB/OA
specifies the type of facility that is acceptable and any costs that must be paid to gain the upgrade. They also determine the time
taken for the upgrade and subsequent working up period.
c. Repairs. As noted in the rules, naval forces may be damaged in combat. When they arrive in a valid port facility (Naval
Dockyard, Shipyard etc) for repairs, roll two Die, sum the total, and add the number of hits on the unit. Treat each Die as a single
integer value. This gives a repair time in game turns.
For Example: A ship with four hits of damage enters Brest for repairs. The owning player rolls two Die: A result of 60 and 9
would be 6 and 9. Add 6 and 9 and 4. This equals a repair time of 19 game turns (10.5 months).
d. Emergency Repairs. On occasion, a maximum effort would be made to get a critical ship out of port as a result of some pressing
need (USS Yorktown to get out of Pearl Harbour prior to Midway, or HMS Illustrious to get out of Malta). Once per 6-month
period, in any Naval Dockyard owned by a major power, the owning player may conduct an emergency repair. The owning player
immediately spends one FP and sacrifices that turn’s repair/new build capacity in the Port. One ship may be emergency repaired.
The emergency repaired ship is available in his next initial phase at 90% capability. The ship must, however, within three game
turns, return to a Naval Dockyard for all its original repairs, plus any additional damage. The total damage costs are doubled.
For Example: IJNS Shokaku receives two hits in operations off Midway Island in the Pacific and returns to Yokohama. Due to a
crisis at sea, the Japanese player elects to emergency repair her. On the next turn she sails (operating at 90% capacity) and is
torpedoed by a US SSF, suffering three hits. She limps back to Yokohama docks. The Japanese player makes the normal repair
roll (2.c above) and rolls 4 and 8. The total damage is 2 (Midway) plus 3 (SSF) for 5, doubled to 10. She will be under repair for
22 turns.

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17. Political & Economic Rules.


A. Introduction.
1. The Political & Economic (P&E) Rules provide an integrated rules set that governs player actions and provides for player control over the
fringes of economic warfare. The guide the player toward military decisions which are both open to innovation whilst requiring players
to operate within the historic imperatives determined by the motivations and ambitions of the political leadership directing the powers
involved in World War Two.
2. Players will often be faced with conflicting priorities, which is normally the case faced by the military. It is up to the player to create a plan
of action that promotes success for his nation or alliance, whilst preventing his opponent from succeeding in their goals.
3. For individual games within the series the P&E rules can be customised to remove elements that are not needed.
B. Definitions.
1. Major Power Blocs.
a. In the game, there are three major power blocs:
i. The Comintern, consisting of the USSR and Communist China.
ii. The Western Allies, consisting of the French Third Republic, Poland, and the United Kingdom. If they join the war, the
United States of America will join the Western Allies. For Political Purposes, Nationalist China is a part of the Western
Allies.
iii. The Axis, consisting of Germany, Italy, and Japan.
b. Players play as any of the major nations noted above, gaining control of those minor nations that may join their power bloc.
These power blocks have an interrelationship based upon the Rules below.
2. Theatres.
a. Theatres are major geographical areas over which World War 2 was fought. They may, in the scenario rules, be subdivided into
commands (also see Rule 2.G.3).
b. The following are the theatres for the Comintern:
i. The Western Theatre. Defined as the entire military effort in the Western areas of the USSR.
ii. The Southern Theatre. Defined as the southern borders of the USSR. This would include Soviet operations against Iran or
Turkey.
iii. The Far Eastern Theatre. Defined as the border of the USSR with Afghanistan, Mongolia, and China. This would include
any operations against the Japanese Empire or China.
c. The following are the theatres for the European Axis:
i. Northern Theatre. Defined as operations in Scandinavia and Karelia.
ii. The Western Theatre. Defined as operations against France (excluding Vichy), the Benelux countries, and the United
Kingdom. When the USA enters the war, German naval operations against the USA will be controlled by the West Theatre.
iii. The Southern Theatre. Defined as operations in Southern France, Italy, and Africa. This would include operations in the
Iberian Peninsula.
iv. The South Eastern Theatre. Defined as operations in the Balkans, against Turkey, and the Near East (Iran, Iraq).
d. The following are the theatres for the Western Allies:
i. European Theatre of Operations. All operations in North West Europe north of the Loire Valley. The ETO controls the
North Atlantic Naval War.
ii. The Mediterranean Theatres of Operations. All operations in North Africa, and Southern Europe. The MTO controls the
South Atlantic Naval War.
iii. The South East Asia Command (Also ABDACOM). All operations on the periphery of the Indian Ocean, North of Papua
New Guinea, West of the Philippines. SEAC controls the Indian Ocean Naval War.
iv. South West Pacific Command. All operations south of the Pacific Ocean proper, including the Philippines, Papua New
Guinea, New Britain and Australia. SWPAC controls the Naval War in the Solomon Islands and convoy routes to Australia
from the USA.
v. Pacific Theatre of Operations. All operations in the Pacific Ocean, including the Japanese Home Islands. PTO commands
the Naval War in the Pacific and allocates naval forces to SWPAC.
e. The following are the Theatres for the Asiatic Axis:
i. Manchukuo. All operations in China.
ii. Northern Sector. All operations against the USSR.
iii. Eastern Sector. Operations in the Pacific north of the Solomon Islands, including the defence of Japan.
iv. South Eastern Sector. Operations in the Solomon Islands, the Philippines, and Papua New Guinea, including Australasia.
v. Western Sector. Operations against the British, French, and Dutch Asian Colonies, except those mentioned above.
f. Theatres may be divided into commands per the Scenario Rules.
3. Defection.
Minor nations allied to the Axis may defect to the Allies. Check for defection at the start of each game turn once the conditions for
defection (as detailed below) have been met. When defection occurs the following rules are in force:

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a. Roll one Die for each defecting unit in play; modify the roll by +2 if the unit is motorised, cavalry or parachute/parachute
infantry. On a roll of six or greater, the unit is eliminated. On any other result the unit defects to the Allies and is under Allied
control for the rest of the game. Naval units at sea automatically defect. Naval units in port use the escaping from a captured port
procedure outlined in Rule 4.C.9.
b. The nation no longer receives reinforcements listed for it on the Axis OB. Any accumulated replacement points for the nation are
lost and it does not receive any replacement points for six game turns following defection. Thereafter it receives SRPs at its usual
rate.
c. When the nation defects, if forces of the defecting nation and Axis forces occupy the same hex, these forces must be disengaged
in the following manner. In hexes inside the defecting country, Axis ground units must retreat and air units must attempt to
escape. In hexes outside the defecting country, defecting ground units must retreat and air units must attempt to escape. Retreats
are resolved the same as retreats due to combat, except that the ZOIs of the defecting units or Axis units are ignored.
d. All hexes in the defecting nation that are not occupied by, or are in the uncontested ZOIs of Axis units, automatically become
Allied owned when the nation defects.
4. Allied.
Powers that are aligned (e.g. Germany and Italy from 1939-1943) have certain benefits:
a. Dominance. The nation with the greatest economic and military potential or strength in an alliance is seen as being the dominant
partner (e.g. Germany is the dominant partner in the Axis). However, National Objectives and Foreign Policy considerations may
allow a minor ally to initiate military operations that vary from the policy of the Dominant power. (For example, the Italian
invasion of Greece.)
b. Subordinate. In an alliance, any nation that is not dominant is subordinate and, in general, except where the Rules below dictate
otherwise, its actions are dictated by the dominant power in the Alliance.
c. National Objectives. Each nation, as noted in the rules below, has National Objectives that determine the direction of military
operations. Failure to abide by these objectives results in forfeiture of the game by the player.
d. Military Co-Operation. Allied forces may operate in any friendly owned hexes on the map. Allied forces may draw full general
supply from any Allied supply sources unless specifically restricted by the OB or their national P&E rules. The dominant military
partner in an alliance may direct operations by his ally’s forces when operating in the same theatre.
For Example: Italian forces deployed to the Eastern Front are subordinated to the German military commander responsible for the
sector of the front in which they are deployed.
5. Economic Policy. The economic resources of Allied nations may be freely shared between allies, as noted in the production rules. All nations
have specific economic needs that may have to be met prior to active participation in the war.
6. Neutral.
a. All nations not actively engaged in the war are neutral. There are three states of neutrality which may be altered based on the
prevailing circumstances:
i. Pro-Axis Neutrality. The nation is disposed to look favourably on the Axis Powers. It will not trade with Allied Nations. It
will send those volunteers listed within the German OB/OA to fight in the Crusade against Godless Communism. It will, if
it has ports adjacent to oceans in which German SSFs are operating, offer to replenish German Supply Ships (Types AMC,
AO and ASR only) free of charge. German Surface Ships, if forced into a Pro-Axis Neutral’s port(s), will be interned until
the initial phase of any turn in which the Axis control Paris, Moscow, Kunming and Cairo.
ii. Strictly Neutral. Strictly neutral powers will not enter the war of their own free will. They may trade with both sides. The
Western Allied nations (or Pro-Allied neutrals under Allied control) may not attack a neutral nation in the context of the
game.
iii. Pro Allied Neutrality. The nation is disposed to look favourably on the Allied Powers. It will not trade with Axis Nations.
It will not enter the war unless attacked (or permitted to do so by its political rules). It will allow any Allied Naval vessels
with the exception of SSFs to replenish in their ports, however they must leave port in the initial phase of the next Allied
player turn.
b. The territory of Neutral nations may not be violated by forces of belligerent powers, unless those forces are intended to:
i. Create a state of war between that neutral nation and the belligerent nation.
ii. Utilise special agreements per the production and national rules.
7. Truce.
a. Due to certain common National Objectives and/or Foreign Policy requirements, Nations may enter into a truce with foreign
powers. This means that:
i. Forces of nations that enter into a State of Truce are moved to territory within a delineated map area (e.g. the Intra-Polish
Border following the Axis/Soviet partition of Poland, the Intra-French Border following a French armistice with the Axis).
ii. Trade may take place per the production rules.
iii. Either nation may elect to return to a state of war without warning and may gain a surprise attack. To determine the
success of the Surprise attempt, roll one Die on the Success Table and modify with the Die Roll Modifiers from the Surprise
Attempt Table. On a result of F or S, the effects of the surprise attack as noted in the national rules below are applied. On a
Result of F*, the attacking player’s plans have been discovered by the victim and receives no special help during his first
turn of combat.
8. Foreign Policy.

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a. All nations as noted below have Foreign Policy statements which determine their relationship with other countries. Purposeful
failure to abide by these statements results in the level of victory in the game being reduced by one full level as a result of his
perfidy.
9. Production.
The Production elements of the game are simplified for Mare Nostrum.
a. The act of producing resources and assets for the conduct of the war. These are as follows:
i. Armour SRP. Represent Stacking Replacement Points (SRP) comprising a variable number of men and vehicles that have a
SP value of one when built into a unit within the OB.
ii. Infantry SRP. Represent a variable number of men and supporting assets which have limited or no motor transport
attached, again with a SP value of one.
iii. Artillery SRP. Represent a variable number of men and artillery pieces that must be spent to form or replace any artillery
unit, or to replace or rebuild destroyed divisional units to reduced or full strength status. All AA and AT units must be
replaced or raised (where applicable) using a mixture of Artillery SRPs and Infantry or Armoured SRPs. Half the combat
strength of an AA or AT unit must be Artillery SRPs. Infantry SRPs are used for non-motorised units. Armour SRPs are
used for motorised units. Tube artillery units (e.g. Siege, Heavy, and Field Artillery) may only be rebuilt with Artillery
SRPs. Rocket Artillery units may be rebuilt with a combination of Art and Infantry or Armour SRPs. At least half the
combat strength must be Artillery SRPs. This reflects the fact that these units were much easier to build and required fewer
specialised troops, raw materials etc. to maintain.
iv. Naval Replacement Point (NRP). NRPs represent a variety of resources required by shipyards and naval dockyards to
repair ships. They may be moved from one shipyard or naval dockyard to another by high volume rail or by naval transport.
Each NRP equates to 5 SP of shipping or rail capacity.
v. Air Replacement Point (ARP). ARPs represent a mixture of air and ground crews plus their equipment.
NOTE: Any specialist unit code (such as V, S, T, C, A, R, P etc.) cost double the usual ARP rate to rebuild.
vi. Wing Allowance (WA). WA is the total number of air units a nation may support, including land and carrier based units.
WA may be increased by spending 4 ARPs of any type per WA point increase.
NOTE: The national WA consists of the sum total of naval and land based air wings.
For Example: If Japan has an IJN WA of 24, and an IJA WA of 45 the Japanese total WA would be 69.
vii. Common Features of ARPs and Infantry SRPs. Six ARPs may be converted to one Infantry SRP (only). This conversion
may be indicated in any initial phase and takes two game turns to take effect (represents retraining of ground crew etc). In
the second initial phase, the player receives one Infantry SRP which may be spent on any valid replacement task. Infantry
SRPs may never be converted into ARPs.
10. Foreign Aid.
a. A nation may allocate fuel points, Artillery SRPs, ARP’s or Armour SRPs as foreign aid. These points are transferred using their
SP size for naval, rail or air transport to the recipient nation via any valid entrépôt (any general, large or great port, any
operational airbase, any Small, Major or Great City connected to an unbroken, friendly owned, high volume rail line from the
source of the aid). ARPs, Artillery SRPs and Armour SRPs yield Infantry SRPs to the donor nation and cost Infantry SRPs for the
recipient nation to activate as follows:
i. ARPs yield/cost 1/3 of an Infantry SRP (representing the ground crews and support).
ii. Artillery and Armour SRPs yield/cost ½ Infantry SRP.
b. Foreign aid may be used in the initial phase by the recipient nation on the turn following activation by the recipient nation.
11. General Cargo. The game uses a system of general “Cargo Points” (CPs) in many cases to represent the civilian output or needs of a nation.
These are produced in the most important cities within each nation per the General Supply and General Cargo Production Chart (not
included in Mare Nostrum). They are available to support “trade” and show the massive logistical efforts made to supply these to other
nations as necessary to maintain or ensure their active participation in the war. In general, one CP equates to one SRP.
12. Naval Danger Zones. Naval Danger Zones are formed from any sea zones that are two or less sea zones from an enemy owned General,
Large, or Great Port.

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C. National Regulations.

1. Free France.
a. Starting Conditions. If France Surrenders to the Axis, place the Free French capitol in London on the turn after French surrender.
Free French units are Western Allied/Free Allied and are subordinate to the British or American players. Generally, Vichy Units
that join the Free French may be re-equipped to Allied norms. See the relevant OB/OA for more details.
b. National Objectives. The Liberation of Occupied France.
c. Foreign Policy. Free France will not surrender to the Axis.
d. Special Rules.
i. Units. Free French units appear per the OBs and may be accrued from Vichy Colonies that rebel or are invaded, per the
Vichy rules, and the OBs.
ii. Free French units may operate in any theatre until an invasion of occupied France occurs. All available Free French units
must be diverted to the ETO within five turns of the invasion.
iii. Twenty game turns after Metropolitan France is liberated, Free France begins to draw supply from French national supply
sources per the rules for the Third Republic. All colonial areas also draw supply from France.
e. Surprise Effects.
N/A
f. Economic Status. Free French forces rely upon British or American Armour SRPs, ARPs, and NRPs. They must also be supplied
by the Allies until such time as France is liberated.
g. Nation Specific Effects.
i. Pursuit Phase.
1 All Free French commando units are treated as being motorised for the pursuit phase.
ii. Zones of Influence.
1 All Free French units pay the special MP cost for enemy zones of influence, as shown on the ZOI movement point cost
chart.
iii. Overruns.
1 Free French units use the ‘special’ line on the overrun cost chart when conducting an overrun action.
iv. Retreats.
1 Free French units operating with the British army are treated as British for purposes of retreat.
2 Free French units operating with the US army are treated as American for purposes of retreat.
v. Airbase Capture and Air Unit Escape.
1 Free France modifies its escape roll as per the nation it is a contingent of.
vi. Combat Replacements.
1 Free France has no division by service; all units under their control enter the same pool.
vii.

2. Nationalist China.
a. Starting Conditions. The Nationalist regime under Generalissimo Chiang Kai Shek is aligned closely with the
Western Allies and becomes a Western Ally on any turn in which Japan engages in active operations against The
United Kingdom or The United States of America.
b. National Objectives. The Nationalist goal is to limit combat with the Japanese while building its military forces for
the inevitable counter-revolutionary war with the corrupt, totalitarian and anti-democratic Communist Regime.
c. Foreign Policy.
i. Nationalist Chinese forces will engage in open warfare against the Communist Government if the Japanese
have unconditionally surrendered and the Communist Government has engaged in open warfare against
Nationalist forces.
ii. Nationalist China will endeavour to create a coalition of the “Warlord” states within unoccupied China to
resist Japanese operations in furtherance of the Greater East Asian Co-Prosperity Sphere.
iii. Nationalist China will demand enormous levels of support from the USA in particular on every game turn,
with a view to massing sufficient resources to guarantee the defeat of the Communist Chinese.
iv. Nationalist China will refuse extensive support from The Soviet Union for political reasons.
d. Special Rules.
i. Stillwell. There is a counter representing General Stillwell. When in play his presence has the following
effects:

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1 In combat Chinese units stacked with Stillwell receive +0.1 to their CEV.
2 They receive a +3 for rolls on the Chinese Command Table.
3 He has a Motorised movement rating of 20, or 9 as Cavalry, or 8 as Light Infantry.
4 Stillwell affects the ability of the Nationalists to expend LPs as noted in the OB.
5 For the game Singapore ignore the ratings on the reverse of the Stillwell counter.
ii. Attacks. Nationalist forces will only attack Japanese forces if the odds are 4:1 or better in their favour, and if
they are supported by at least one USAAF, RAF or Flying Tiger air unit.
iii. CEV. The Nationalist Chinese CEV is noted on the CEV table. However those forces raised by or allocated to
the US Army has a CEV value of 0.8 times the US CEV for all purposes.
iv. Flying Tigers. The Flying Tigers are a mercenary air force formed with the blessing of the
USAAF/USN/USMC.
1 Its ACEV is the same as the ACEV for the USA.
2 Its Forces are only repaired using US ARPs.
3 If converted to the US 14th Air force, it transfers immediately to the USAAF, and may only be flown by the
US or British player where there are separate players in a team of allied players.
v. Warlord Forces. The vast bulk of the Nationalist forces were based on or provided by regional warlords.
Warlord Forces have the following limits:
1 They have CEVs as noted in the OB/OA.
a. Each Warlord expects at least 5 CP from OFs per turn to remain loyal to the Nationalist Government. If
less than 5 Cps per turn are provided Roll 1D10:
i. 1-4 The Warlord forces remain in the hex they are in, and will not move, attack or engage in active
operations unless attacked by an enemy of the government.
ii. 5-9 The Warlord forces retreat out of any non-warlord forces ZOC until they are no longer in a
ZOC unless they are in the same hex as the Warlord’s capital.
iii. 10 The Warlord forces are removed from the board. Each unit requires 1 OF CP per SP to be
returned to the field.
b. Each Warlord will allow his forces to operate with the same restrictions as Nationalist Chinese forces
if:
i. The Nationalist Chinese player, in addition to the CPs noted above provides 1 CP per SP of Warlord
forces controlled, and supplies them with GSP or LPs sufficient to place them in offensive supply.
ii. Control. Prior to moving warlord forces, the Nationalist Chinese player must roll 1D10 and gain a
result of 5 or higher. This roll is modified by a +1 DRM for every CP above those noted above
provided from OF sources. Units uncontrolled by the Nationalist Chinese player may not move or
contribute their attack factor to combat during the player turn.
For Example: A Warlord controls 5 SP of forces. The Nationalist player must pay the Warlord 5 CPs
for “loyalty”, plus 1 CP per SP. He also elects to pay the warlord 2 CPs extra per unit. If he uses the
Warlord forces he gains a +2 DRM in his favour during the control die roll.
2 Defection.
a. Bribery: Warlords will defect to any power if they are provided with 20 CPs from OF sources above
their minimum requirements for loyalty: For Example: The Nationalists wish to bribe a Warlord to
defect from the Japanese to their forces. The Warlord has 7 SP of units. They must spend 5 CP (the
general payment) plus 1 CP per unit plus 20 CPs. All CPs noted in this example must come from OFs.
b. Japanese Influence: Warlords will defect to the Japanese side if either:
i. More Japanese SPs are within 3 hexes of the Warlord’s forces than Nationalist Chinese forces, or
ii. The Japanese spends at least 20CPs per unit (from any source) for 6 game turns on the Warlord’s
forces.
e. Surrender.
i. Once engaged in open warfare with the Japanese or Communists, Nationalist China will not surrender unless
all Nationalist regular forces have been eliminated.
ii. If Nationalist forces evacuate to an Island off the Chinese Coast (Taiwan for example), the USA will guarantee
the territorial integrity of Nationalist China. Communist China will not then attack Nationalist China.
iii. Japanese Accommodation. In any game turn in which Nationalist China cannot trace a MSR or LOC to any
port in China, The nationalist Chinese will immediately enter into an accommodation with Japan:
1 Nationalist Chinese units will not attack Japanese units in any hex.

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2 Japanese units will not attack Nationalist Chinese units within 20 hexes of the Government marker or any
major or great city that is nationalist owned.
f. Surprise Effects.
i. In any attempt to gain tactical surprise Japan has a +2 DRM in its favour.
ii. Twice per game on a turn in which all Japanese units adjacent to Nationalist Chinese units are in offensive
supply, the Japanese player may designate 2 attacks which gain a +3 DRM on the CRT.
iii. On any turn in which the Japanese player flies sufficient CAS to gain a CEV modifier against Nationalist
Chinese ground units the Japanese player may designate 3 attacks on the affected Army HQ areas to gain a +3
DRM on the CRT.
g. Economic Status.
i. Nationalist China is a poor nation, with limited resources. As such Nationalist China requires substantial aid:
1 All Armour RPs must be shipped from donor nations.
2 All units operating with the Western Allies must be equipped by the Western Allies (i.e. The Armour or
Artillery RP’s must come from foreign aid).
3 At least 50 CP per game turn of general cargo and at least 20 GSPs must be shipped into Nationalist China
per month.
4 If the Burma Road is closed for any reason, Nationalist China’s CEV is reduced by 25%.
ii. Opium. The Nationalist Government was supported by massive funding from Chinese criminal elements. To
remain active within the game until such time as the Nationalist Government transfers to an Island of the
Chinese Coast, it must control at least 3 OFs. It may expend the CP value of the OFs to maintain their
relationships with warlords, or to increase the support of the warlords for the Nationalist Government.
h. Nation Specific Effects
i. Army Upgrades. Nationalist Chinese units may be upgraded to the equivalent US strength in any initial phase
in which the USA provides sufficient Armour and/or Artillery SRPs to rebuild the formation completely. The
USA must also provide one GSP per SP in the unit to complete the upgrade.
ii. Combat Replacements. The Nationalist combat replacement rate until 50% or greater of their Army is
upgraded is 1:6. Once upgraded it is on the US Rate

3. Vichy France.
a. Starting Conditions. Vichy begins as a pro Axis Neutral. Following the Fall of France in 1940 the Nazis ceded control of French
Indochina (Vietnam, Cambodia and Laos) to their allies in Imperial Japan. The Japanese had occupied the whole of Indochina by
1941 and under agreement with the Vichy regime were allowed to station troops there whilst leaving the Vichy colonial
authorities in nominal control.
b. National Objectives. Vichy France will try to retain control over the rump of France and its colonies whilst avoiding angering the
Axis.
c. Foreign Policy. Vichy will remain Axis.
d. Special Rules.
i. Vichy France is Axis for all practicable purposes in this game.
ii. Western Allied forces may operate against Japanese targets within French Indo China at any time once Japan has declared
war against the Western Allies. Vichy French forces will not operate against Western Allied forces in any circumstance.
iii. When Vichy France collapses, immediately disarm any Vichy units in Indo China. Naval and Air units may attempt to
escape or scuttle per the port and airbase capture rules, and become Free French units if they succeed.
iv. If Japan attacks Vichy French units within Indo China, the Vichy forces present (or assigned to Indo China in the case of
naval forces) immediately become Free French.
v. Surprise Effects. If a Vichy Colony resists attack, the attacking player rolls one Die against the Success Table. The results
are:
1 Success: On the first turn of hostilities only, all Vichy ground units in that theatre are treated as if they were halved in
strength unless stacked with one SP of Artillery. All Vichy ground units have reduced ZOIs.
2 Failure: No Effect. Vichy units in the Colony operate normally.
vi. The Vichy French intrinsic rail break repair rate in Indochina is one per month.
vii. Prior to the disarmament of Vichy forces by the Axis in 1943 Japanese forces in Indo China may use Vichy QM and ST
assets as if they own them, however, they may not be moved. Once Vichy is disarmed by the Axis the Japanese player may
move the Vichy QMs as they see fit, but Vichy STs may not be moved.
e. Nation Specific Effects.
i. Supply. All Vichy units within a Vichy colony are in General Supply. They have stockpiles sufficient to provide the entire
garrison with “offensive supply” for one game turn. Check the OB and production charts for any additional supplies.

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4. Japan.
a. Starting Conditions. Japan is at war (and has been since 1937) with China in 1939. It has been (and may again be) involved in
significant border ‘disputes’ with the USSR. Japan is a member of the Axis Alliance, and is a signatory to the Anti-Comintern
Pact.
b. National Objectives.
i. Foreign Policy. Due to internal stresses, largely as a result of a weak and ineffectual political system and a resource shy
economy, Japan will plan and execute military operations to create “The Greater East Asian Co-Prosperity Sphere” in the
Far East on any turn after the 12th but before the 18th game turn after the USA pressures the United Kingdom and the Free
Dutch to impose economic sanctions on Japan. In addition, Japan may elect to enter the “Crusade against Communism”. To
determine the course of action to take the Japanese player rolls 1D10 die and consults the following list:
1 On a result of 4-10: "East Wind Rain" ("Higashi no kaze ame"). The Japanese will attack US possessions in the Pacific,
including the Philippine Islands, with a view to destroying the USA’s will to wage total war, while securing vital raw
materials. Modify the die roll by +2 if the USA has imposed economic sanctions on the Japanese.
2 On a result of 2-3: "West Wind Clear" ("Nishi no kaze hare"). The Japanese will attack British and Free Dutch
possessions in the Far East, with a view to destroying white colonial supremacy in the Orient, and securing vital raw
materials.
3 On a result of one: "North Wind Cloudy" ("Kitano kaze kumori"). The Japanese will attack the Soviet Union utilising
all available ground and air forces. Limited Japanese naval forces (not more than two CVs, 1CVL/CVE, four CA's, one
CL and 10 DD's) may be committed to these operations. All other Japanese naval forces will be committed to the “Great
Battle” in case the USA decides to intervene in defence of ‘Godless Communism’.
4 Modify the Die roll by:
a. -1 if the British have closed the Burma Road at any time in the game.
b. +1 if the US have pressured the British into Imposing sanctions on Japan
c. +1 If the US have pressured the Dutch into imposing sanctions on Japan
d. +1 if through NIM the Japanese have “detected signs of weakness” in the British, position in the Far East.
ii. In the event of war against either The United Kingdom or the USA, Japan will not, unless both the UK and USA have sued
for peace, honour its commitments under the Anti-Comintern pact and declare war on the USSR if the European Axis
attacks the Soviet Union. Note: On a die result of two or three the Japanese will not attack the USA. On a roll of four or
more, the Japanese will attack both the USA and Anglo-Dutch possessions in the Far East.
c. Special Rules.
i. Co-Operation. As a special rule in team games, Japanese players operating within separate theatres may not be told the real
situation in each other’s spheres of command, and may not voluntarily show each other the condition, deployment and
status of their forces. If at any time they do so, the Japanese in that theatre immediately forfeit three victory levels.
ii. Inter-service Rivalry. Any operation involving Imperial Japanese Navy (IJN) and Imperial Japanese Army (IJA) troops,
ships, or aircraft is subject to the following constraints:
1 IJA and IJN troops should not stack together. If forced to do so, Japanese combat results Die rolls are modified by two
in favour of their opponents.
2 IJA and IJN Logistics are completely separate. IJA and IJN units cannot use the opposite service’s allocated supplies,
unless on a limited land mass island or Isolated.
3 IJA and IJN troops may not be transported on NSPs belonging to the opposite service.
4 IJA and IJN aircraft may not, with the exception of interception, operate in the same air mission as each other, and may
not base at the same airbase. Japanese airbases are coloured to show which service controls each one. Allied attacks on
an airbase which is co-located with an opposite service airbase must nominate which airbase they are attacking.
a. Despite inter-service rivalries, the Imperial Rescript demanding the establishment of The Greater East Asian Co-
Prosperity Sphere (GEACS) required that both services collaborate during the initial invasion phase. To that end
IJNAS and IJAAS air units may provide CAS and BAI for ground units of the other service until the IJN loses 4
CVs. At that point the agreement is seen to end. Historically this occurred on the June I 1942 game turn.
iii. Night Naval Combat. During 1937-42, when engaging in surface combat, against USN or Dutch TGs containing at least
75% USN or Dutch ships only, any Japanese TG may declare a night attack.
1 During a night attack, the Japanese force gains a +1 Critical Hit DRM.
2 During a night attack, Japanese ships gain a +2 DRM for Long Lance Torpedo to hit. Long Lance equipped ships are
denoted by an L on their ship counters.
3 They do not gain this modifier against TGs that consist of at least 75% RN ships.
iv. Fanaticism. Japanese ground units of any service that suffer a combat result that includes retreat rolls one die. On any
result other than one, the Japanese units refuse to retreat eliminating both it and an equivalent number of Infantry SRPs
from the enemy force. This would include any “Defender Eliminated” result that allowed any Japanese units to be reduced.
For Example: Six SPs of Japanese units are attacked by an American Force. They refuse to retreat after combat. Eliminate
six combat strength points of US forces in addition to any combat results suffered in the combat.

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v. Subsistence Farming. Due to the hardiness and peasant nature of the Japanese Army, it frequently managed to
survive by growing crops in areas occupied. To that end, Japanese units are never treated as isolated for supply
purposes unless directly in the ZOI of enemy forces, but they do suffer the military consequences of isolation and
being out of supply.
vi. Political Influence. Japan may try to create “anti-colonial” forces in Burma and from captured Indian troops. Any unit
eliminated while surrounded by the Japanese is considered to be captured. See the OBs for the results. If Allied land forces
are within 20 hexes of Rangoon within Burma, and have captured an airbase within Type HB air unit range of Tokyo, all
Indian and Burmese units become unstable. Once unstable on any turn in which an Allied non-support unit is adjacent to
them, and they are not stacked with at least twice their SP size of Japanese ground units of any type, the anti-colonial forces
immediately defect to the Allies. Remove defecting units from play. Whilst stacked with stacked with Japanese ground
units they have a CEV of 0.75 and inflict a -1 DRM on any Japanese combat die rolls.
vii. Slave Labour. In any territory controlled by the Japanese they may elect to recruit slave labour. No more than five PP
maybe recruited in this manner, and may only be used to support industrial production.
viii. The Burma Railway. If British forces in Singapore and Malaya surrender (are eliminated with no LOC to India), Allied
POWs will be forced to help construct the Burma railway. Roll one Die. Subtract the result of the Die from the total
combat power of the surrendered British units. That is the number of MPs that can be used as POW labour per turn from
1942-3, commencing three game turns after the surrender of British forces. Half that number may be used from 1944.
1 For each hex of rail line laid (between PCE: 1622 and PCE:1033), a hex of high volume rail line in Java must be
permanently removed. Mark such hexes in Java with a destroyed marker. Until the rail line has been built there is a
Track along the route.
2 Each rail removed element has a naval transport size of 1SP, and may not be flown.
3 Rail capacity is created by transferring rolling stock from Java to Thailand. Each rail capacity point transferred is 5 SP
in size, and must be shipped from Java. They may not be flown. For every two hexes of the Burma railway completed
reduce the capacity of the Java rail net by 1.
4 Each hex of the rail line takes 32MP of time to build. Once built repairs must be carried out by engineer units as there
is no local intrinsic repair capacity for the Burma Railway.
5 To fuel the construction effort, the Japanese player must spend 5 GSPs every month that construction is underway.
6 Due to operational difficulties, the line may only be opened if there are no hits whatsoever along its length.
7 Repairs to the line cost double the normal SP cost.
8 Bridge 277 (the famous bridge over the River Kwhae), Hex (PC:1423) is extremely critical to the operation of the line.
a. If the Allied player manages to accumulate 5 hits on this bridge, the line is permanently severed in this hex, partly
due to the difficulty of repairing the bridge, partly due to the shortage of suitable materials with which to repair the
bridge.
b. If severed the all resources and units must wait one turn at the severed hex prior to onwards movement. Supply and
Logistics points may then be bombed. If bombed a Logistics point is immediately converted to GSP. For every 30
strategic bombing factors that hit the hex, destroy 1 GSP.
9 Additional Manpower. Due to the lack of heavy engineering equipment in the Japanese army and economy in general,
they used manpower to solve major engineering problems including building the Burma Railway. To this end from
August 1 43 the Japanese player may assign infantry units to help build the Burma Railway:
a. Every Infantry Regiment assigned counts as 1MP per hex per turn.
b. Every Inf, Lt Inf or Mtn Division assigned counts as 6MP per hex per turn.
c. Expend an additional GSP per SP assigned to the task.
ix. US Prisoners. Roll one Die. Subtract the result from the total combat power of US forces captured in the Philippines if
they surrender (are eliminated with no LOC to a functioning supply terminal). That is the number of MPs that may be used
as POW labour per turn from 1942-3, commencing three game turns after the surrender of US force. Half that number may
be used from 1944-5.
x. POW Transfer. Commencing in 1944, POWs may be shipped to the Japanese Home Islands. Each MP of POWs counts as
½ SP.
xi. Strategic Inflexibility. Due to the blinkered “attack is the only option” approach of the IJN and IJA, Japanese production
may not be amended in the context of the game until June I, 1944. Between Jan II 1944 and Dec I 1944 Japanese forces
must also launch a land campaign with the objective of permanently cutting China off from its overseas supply.
xii. The Divine Wind. In 1274 and 1281 typhoons destroyed the invasion fleet belonging to Kublai Khan. In the later stages
of the Pacific Campaign an overburdened Japanese High Command acceded to the creation of Special Attack Forces. If
Allied Forces capture any Island chain within normal (not Extended or Long) Type HB range of Tokyo the Japanese player
may call for the creation of special attack units.
1 Convert 50% of available air units to Special Attack status.
2 Air Special Attack Units have the following benefits when attacking Allied Naval forces (Only):
a. +3 DRM to their Critical Hit Roll.
b. -2 DRM to their To Hit Die Roll
c. 50% reduction in ARP, WA, and maintenance costs.

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d. Any Air unit may be used. Multiply the tactical bombing factors of Type A and F air units by two.
3 Naval Special Attack Units have the following benefits:
a. -3DRM to the To Hit Die Roll
b. 50% reduction in maintenance costs.
xiii. Mobilisation. Japan is fully mobilised in 1939.
d. Surrender. Japan will surrender on any turn that 80% of Japan’s cities have been fire bombed, the Home Islands have been cut
off from a friendly owned source of FPP production for 12 game turns, and at least one home Island is enemy owned.
e. Surprise Effects.
i. Roll one Die during the initial turn of military operations:
1 On a roll of 4-10 all naval attacks, including those by IJN air units, gain a +2 DRM.
2 On a roll of 1-3 all naval attacks, including those by IJN air units, gain a +1 DRM.
ii. In addition Japan gains a CEV against enemy forces of 2.0 for 12 game turns from the start of active combat operations
against the Western Allies. Following that the CEV is 1.0 against the Western Allies. At all times it is 2.0 against the
Chinese. The Japanese CEV is 1.0 against the Soviet Union.
iii. Japanese ACEV is increased by 50% for 36 Game Turns, or until Japanese air units suffer a total of 50ARP loss
(whichever occurs first).
f. Economic Status. Japan is a moderately industrialised nation with an acute lack of raw materials. Each turn Japan must import
from any source other than the USSR 250 NSP loads of resources and all her FPs.
g. Nation Specific Effects.
i. Engineers.
1 Japanese Engineers gain an extra -1 per fortification level against Western Allied or Soviet Units.
2 Construction of fortifications costs 6 MP per level.
3 Railroad Engineers. Japanese rail engineers pay an additional ¼ (0.25) movement point cost to re-gauge a hex. They
may also re-gauge lines during the Pursuit Phase.
ii. Mountain and Light Infantry. Each turn the player may choose to move these units using EITHER Mountain OR Light
Infantry movement rates. Combat effects are always as per unit icon.
iii. Cavalry and Mountain Cavalry. Each turn the player may choose to move these units using EITHER Cavalry OR Light
Infantry movement rates. Combat effects are always as per unit icon.
iv. IJN Base and Special Base units provide a mixture of infantry, AA and transport troops, and they count as a Level 1 CD.
v. IJNAS and Naval Cooperation Missions. Code A, S, and V air units of the IJNAS (not IJAAS) may fly missions other than
Naval Cooperation. Any units not committed to the Naval Cooperation mission must be identified during the Initial Phase
of each turn using a convenient marker.
vi. Japanese CODE I Air Units. IJAAS and IJNAS air units designated CODE I are dedicated interceptors allocated to defend
high value targets within the Greater East Asia Co-Prosperity Sphere. The may only fly Interception Missions or transfer
missions between Japan and the high value asset they are defending. CODE I units may be released to other air operations
if the player elects to:
1 Convert to special attack status. They may never fly as interceptors again, but may be used for special attack missions
(kamikaze).
2 If enemy ground forces enter any hex of the Japanese home Islands, all CODE I air units are transferred to Japan and up
to 80% of them may be converted to special attack status. Those not converted may be used for any air operation
applicable to the counter.
3 If enemy ground forces move within 8 hexes of their airbase roll 1D10:
a. Odd Result. Air units released to player control, and may be used for any air operation applicable to the counter.
b. Even Result. Air units transfer to Japan.
vii. Recce Units. Many Japanese divisions include a recce battalion with different unit type icons on the reverse. In the
Initial Phase of each turn the Axis player chooses which side of the counter will be used that turn.
viii. Major Rivers. From Dec I 1941 until Japanese forces have suffered 30SP of losses or their recce units lose their special
abilities, whichever comes first, the IJA (not the IJN) may exert a ZOI across major rivers when not in flood.
ix. Airbase Capture and Air Unit Escape.
1 Japan modifies its escape die roll by + 2.
x. Ground Force Administration.
1 Replacements. Japan can only rebuild some types of units at a set rate, this rate is shown below:
a. Parachute one SP per month. Parachute SPs may be accumulated to rebuild units that are greater in size than one
SP. This ability is only available if such a unit is in the replacement pool.
b. Combat Engineer one SP per turn.
c. Assault engineer one SP per turn.
2 Combat Replacements. These vary depending upon whether the unit was at full strength or reduced when the loss was
inflicted:
a. Units at full strength produce 1 SRP for every 4 SPs eliminated un-isolated.
b. A Reduced unit produces 1 SRP for every 8 SPs eliminated un-isolated.

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For Example: A division which is reduced in combat would produce 2SPs worth of replacements at the rate of 1:4. If
the reduced division is then eliminated it would produce a further 2SPs of replacements but at the rate of 1:8.
c. Fanatics never produce SRPs.
d. Japanese combat replacements are divided by ‘service’ pools as well as branch with separate pools for each service
and its branches in every theatre:
i. Army - all army eliminated generate combat replacement points for these pools in each theatre.
ii. Navy units eliminated generate combat replacement points for these pools in every theatre.
iii. Points in the pool for one branch/service cannot be used to rebuild units from any other branch/service.

5. Thailand
a. Starting Conditions. Thailand is an Axis Ally and will permit Japan free access to Thai territory and facilities.
b. National Objectives. In early December 1941 the Japanese invaded Thailand. After a brief fight and with no hope of assistance
from the Allies the Thai government agreed to terms. At the behest of the Japanese, Thailand declared war on the UK and the US
in January 1942. Thailand will try to retain control over its territory, including historical Thai lands recently regained in Laos and
Cambodia following the Franco-Thai War of 1941, and parts of the Shan and Kayah States in Burma given to Thailand by the
Japanese in recognition of Thai cooperation with the Imperial Japanese war effort.
c. Foreign Policy. Thailand, whilst allied to the Axis, will strive to avoid being drawn into the wider war outside its territory.
Support for the Axis cause waned as Japan’s fortunes declined and due to the poor treatment of the local population by the
Japanese garrison. For their part, the Japanese never fully trusted the Thais and maintained a large garrison in the country
throughout the war.
d. Special Rules.
i. Thai forces may only operate within Thai territory but from May 1942 they can send up to three units of the Royal Thai
Army (RTA) into Saharat Thai Doem, which is those parts of the Shan and Kayah States of Burma to the east of the
Salween river and south of Pangsang (hex PCF 2315).
ii. From May 1942 to the end of 1943 Thai forces may engage the Nationalist Chinese in Thai occupied Burma, but from
1944 onwards they will not attack Chinese forces outside Thailand’s pre-war borders.
iii. In 1942 and 1943 the RTA will defend against but will not attack Allied forces other than in (ii) above. From 1944
onwards RTA units will surrender if they find themselves adjacent to an equal number of Commonwealth or US SPs at the
end of a Player turn.
iv. The Royal Thai Air Force will not engage Allied air forces whilst there is an IJA presence in Thailand.
v. The Royal Thai Navy will only operate in the Gulf of Thailand and in defence of Thai interests.
vi. The Burma Railway. If the Japanese build the Burma Railway then rail capacity in the rest of Thailand is reduced to zero.
vii. Although Thailand is on the Continental System for supply, the poor condition and scope of the Thai rail net means that if
Thai forces are actively engaged in the war the capacity of their rail net falls to zero for the transportation of units.
viii. The Japanese may provide logistical support to Thai forces if they are operating in Burma.
ix. Any Thai River QM may only be emplaced in Thailand.
e. Nation Specific Effects.
i. Replacements. Thailand receives infantry SRPs at the rate of 2 per year on the Jan 1 and Jul 1 turns.

6. The Netherlands (Holland).


a. Starting Conditions. The Netherlands is neutral.
b. National Objectives. To preserve the lives of the Dutch population from unnecessary casualties.
c. Foreign Policy. The Dutch government will not enter the war on either side unless attacked. If the Dutch
Government is in exile (i.e. is now Free Dutch) it will match its policy to that of the Dominant Allied power in each
theatre.
d. Special Rules.
i. Mobilisation. The Dutch government will order mobilisation on the turn after the turn in which Poland
surrenders to the Axis.
ii. Flooding. The Dutch player may flood all canal intensive hexes if the Axis invade the nation. Roll 1 D10. On a
roll of 1-4 the player may select which hexes he wishes to flood. On a roll of 5-10, the hexes may not be
flooded. Once flooded, treat the hexes as swamp for 12 game turns from the moment of flooding. If the
Netherlands become Axis owned, the Axis may elect to flood canal intensive hexes and does not need to roll
for permission to do so.

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iii. Surrender. If attacked by the Axis, Dutch forces within metropolitan Holland will surrender if the attacking
force gains control of six or more Dutch Small, Major or Great cities, and gains six or more area bombing hits
on any Dutch Major or Great City hex:
1 Immediately remove all Dutch ground and air units from the map.
2 Dutch naval units in port at the time of surrender may attempt to escape per the port escape rules.
3 Dutch naval units that fail to escape are scuttled.
4 Dutch naval forces that are at sea, in allied ports, or in neutral ports immediately become Free Dutch units
for the remainder of the game.
5 Dutch forces based in the Dutch colonies immediately become Free Dutch, and are controlled by the Allied
player until the end of the game.
iv. Supply in the Dutch East Indies. Dutch forces on Java are on the Continental System for supply, and the
extensive ferry network can be used to distribute General supply throughout the NEI in accordance with the
rules. Outside of Java Dutch forces can only be placed in Offensive supply, in accordance with the rules, if
LSPs/GSPs are transhipped to their respective islands.
e. Surprise Effects. Due to the lack of preparedness of the Dutch military, the Dutch may be surprised. Roll one Die
and use the following results:
i. Roll of 5-10: Dutch units are partially surprised.
1 On the turn of invasion only, treat all Dutch units as being halved unless stacked with at least one SP of
artillery.
2 Dutch units with ZOIs have reduced ZOIs.
3 Dutch air units may only fly interception missions.
4 Dutch air units air units may be bombed on the ground using either the bombing or CAS factors of the
attacking units (whichever is the higher) during the first turn of the offensive.
5 The German player may conduct one low odds over-run at 6:1 as if they were 10:1 overruns on the first turn
(only) of his offensive.
ii. Roll of 1-4: Dutch units are completely prostrated.
1 On the first and second turns of the invasion, treat all Dutch units as being halved unless stacked with at
least two SPs of artillery.
2 Dutch units with ZOIs have reduced ZOIs.
3 Dutch air units may only fly patrol attack missions.
4 Dutch air units may be bombed on the ground using the sum of their bombing factor and CAS rating of the
attacking units during the first turn of the offensive.
5 The German player may conduct two low odds over-runs at 6:1 as if they were 10:1 overruns on the first
turn (ONLY) of his offensive.
f. Economic Status. The Netherlands are a small nation, with a significant Far Eastern empire.
i. The Netherlands, whilst generally self-sufficient, have no domestic oil production and also have shortages of
certain raw materials.
ii. The Netherlands must import all FPs required for domestic use from their colonies in the Far East and must
receive 50 SPs of rail capacity, or 50 NSP capacity worth of cargo per turn.
iii. The Dutch factories may only produce ARPs, Infantry and Artillery SRPs. Dutch NSP capacity may be given
to an allied nation, to augment that nation’s NSP capacity.
g. Nation Specific Effects.
i. Partisans
1 Holland generates partisans per the Partisan Appearance chart once its surrender takes effect.
ii. Ground Force Administration.
1 Combat Replacements.
a. The Netherlands divides its combat replacements into the following ‘services’:
i. Regular Units.
ii. Colonial Forces (by the colony of origin)

7. The United States of America.


a. Starting Conditions. The USA is a pro Allied Neutral. The USA is involved in a Truce with the Soviet Union. Once at war the
USA will never surrender.

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b. National Objectives. The USA will endeavour to support the Western Allies with all means available, up to and including
restricted naval warfare, but will never voluntarily enter the war. If the Axis powers declare war on the USA, the USA will
become the dominant Ally of the Western Allies, and will prosecute the war using all means available to utterly defeat the Axis.
In addition, the USA will provide military and economic aid to the maximum extent possible to any nations actively engaged in
war with the Axis, but will only become allied with Western Allied Nations and China.
c. Foreign Policy.
i. The Axis. The USA is utterly hostile to any Axis nation. The US is hostile to any pro-Axis neutral nation; however the
USA will never violate the neutrality of a neutral nation unless its alliance with the UK is at stake.
ii. The Soviet Union. Unless the terms for massive allied intervention are met (per the Soviet national rules), in general US
armed forces may never enter the Soviet Union, except to unload aid, or to replenish. US ground and air forces may not
base with, enter the same hex as, or participate in combat with Soviet forces in any circumstances, but may retreat through
hexes in which there are Soviet forces. US naval forces may operate with Soviet naval forces within 15 sea zones of
Murmansk or Archangelsk.
d. Special Rules.
i. Lend Lease. If either France or The United Kingdom surrenders to the Axis before Jan I 1943, the USA will enact Lend
Lease. See the OB/OA and national rules for effects.
ii. Military Assistance.
1 US forces will, from Jan I 1941 provide convoy escorts for Allied convoys between North America and Europe, as well
as indirect military assistance. US naval units may attempt to locate and attack Axis Submarines from Nov I 1941.
2 US naval forces may not attack Axis surface naval units, but may attempt to locate and/or shadow Axis surface naval
units at any time prior to an Axis declaration of war against the US.
3 US ground and air forces may provide a garrison for Iceland on any turn after Jan I 1941.
4 US air units may fly transport or ASW/Naval Search missions prior to full participation in the war.
5 Despite its dominance in Western Allied affairs, it will allow limited forces to be diverted to support the MTO as a sop
to British pride.
e. Surprise. Due to the inexperience of US forces in active warfare the Axis player, on one occasion ONLY, gains a +3 DRM
against US ground units.
f. Economic Status. For all game purposes the USA is an unlimited source of general cargo points, lend lease aid, and FPs,
however these assets may only be provided to a nation (or nations) which are Allied to the USA, or are involved in combat
against the Axis powers.
i. These resources must be shipped from any general, large or great port in the USA to a valid entry port on allied owned or
operated NSPs.
ii. The USA will not provide resources for Axis or Axis Allied nations in the context of the game.
iii. The US may also elect to provide up to 50% of its production of ARPs, NRPs, Artillery and Armour SRPs as lend lease
aid to Allied or pro Allied combatants.
iv. Allied naval units may replenish, be repaired, or be built in US ports without penalty, subject to port or shipyard capacity
limits.
v. US ARPs may be used by the UK and its Commonwealth nations without conversion costs.
vi. The US may also provide naval escort for Allied convoys per the naval and political rules prior to commencement of
hostilities with the Axis powers.
vii. The US may also provide aerial and National Technical Means or support to the Allied powers as set out in the Naval and
Political Rules.
viii. The US will enter the war on the Allied side if the Axis attempts to operate land or air units in the Caribbean or on land
anywhere in the Americas. The US will also entre the war if the Axis conducts unrestricted submarine warfare within the
Caribbean Sea or within two sea zones of the US eastern seaboard.
ix. Surplus US NSPs may be used to transport resources to designated locations within the US safety zones on map.
1 In addition, once the US is a combatant, US NSPs may be leased or given to Western Allied powers as long as the
leased/gifted NSP do not impair the US ability to maintain itself.
2 At least 215 CPs, plus sufficient FFPs from the South American oil fields to maintain the US economy and military,
must be transported from South America or between US ports in the Caribbean Sea and/or the Atlantic seaboard per
turn.
3 Shortfalls can be met temporarily by alternative transport means (e.g. rail or road) within the US. However, as soon as
NSPs become available, the capacity transfers must be resumed.
4 Domestic NSP use takes precedence over all other NSP use by the US/Allied Player.
g. Nation Specific Effects.
i. Pursuit Phase. All US units except parachute, glider, and commando are considered to be Motorised for pursuit phase
movement.
ii. Zones of Influence. All US units pay the special MP cost for enemy zones of influence, as shown on the ZOI movement
point cost chart.

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iii. Overruns. Beginning with the June I 1943 turn, all US units use the special line on the overrun cost chart when conducting
an overrun action.
iv. Combined Arms Effects.
1 Armour and antitank unit capabilities.
a. All US units listed on the UIC as having no AT are considered to be 1/7 AT neutral beginning on the OCT I 1942
Turn, 1/2 AT neutral on MAY I 43, and full AT neutral beginning on the JAN I 1944 turn.
b. AT. All US infantry divisions are considered to be 1/6 AT capable.
v. Retreats. US units may retreat into hexes in an enemy ZOI without penalty if the hex is either unoccupied, contains an
enemy force that can be overrun by the retreating force, or occupied by a friendly unit of any size.
vi. Special Unit Capabilities.
1 Engineers.
a. Port Engineers. US port engineers are also Special Beach Force units, capable of unloading 22 SPs per player turn
directly from NSPs to a Beach hex (without LCs being present).
b. Railroad Engineers. All US construction type (not combat) engineer units are also railroad engineer units, with the
full capabilities of both construction and railroad type units. US rail engineer units can re-gauge hexes at a cost of
0.25 MP per hex, and can do so in both the movement and pursuit phases.
2 USN CV/CVL: From the Jul I 43 game turn all bombing and kamikaze hits are halved due to the impact of the
immensely capable US damage control teams.
3 The B29.
a. Frequency. Due to spare parts and complexity issues, B29 serviceability was very poor in 1944. Every time you
attempt to fly a mission, roll 1D10:
i. Odds. Mission not flown.
ii. Evens. Mission flown.
b. Accuracy. B29 aircraft operated at very high altitudes, indeed higher than any previous bomber. As such they
require twice as many points of bombs to get a hit on any strategic mission than any other aircraft until all units
transfer to 20th and 21st Airforces in the Mariana Islands (mid 1945), at which point they flew low and at night to
raise Japanese cities using RAF Area Bombing mission profiles and in TSWW the Night Area Bombing Rules.
c. Mission Limits. B29 aircraft may not attack tactical targets except the River Kwai Bridge hex PCE 1423.
d. If “based” in China, each B29 counter must fly across to India twice prior to launching a strike mission. This
represents the historic use of the aircraft to self-supply their bases in China.
vii. Airbases.
1 Airbase Capture and Air Unit Escape.
a. The US (all services) modifies its escape roll as follows:
i. 1941 : -1
ii. 1942-1943 : +1
iii. 1944-1945 : +2
viii. Ground Force Administration.
1 Combat Replacements.
a. US forces divide their combat replacements by the following services:
i. Army.
ii. Marine Corps.
ix. Motorised Heavy AA Conversion. US motorised heavy AA units can be converted into Quartermaster units at the option
of the US commander. For every two SPs of motorised heavy AA removed from play the US gains one Quartermaster unit.
The QM unit remains in play for the remainder of the game.

8. The United Kingdom, its Empire, Crown Colonies and the Dominions.
a. Starting Conditions.
i. The UK and its Empire is at War with Germany on Sept I 1939, and is allied with France and Poland.
ii. The UK is subordinate to France in military operations in continental Europe (only). However, the British player may, at
any time that the BEF can no longer trace an overland line of communications to Marseilles or Cherbourg, elect to
withdraw it by the most expeditious means. Immediately this decision is made, the BEF comes under British control only.
It must be withdrawn as soon as possible.
iii. The Dominions declare war on Germany in the initial phase of Sept II 1939.
iv. Air units belonging to the Dominions may only fly Naval Co-operation, Scramble, Transfer, and Interception missions
during the Sept I through Oct II 1939 turns.
b. National Objectives. The UK’s war aim is the total defeat of any powers that are at war with the UK, no matter the cost.
i. The UK’s military goals are the protection of Great Britain and Northern Ireland, North Africa, The Near East, East Africa
and the Indian Subcontinent (including Malaya and Burma), and its Pacific possessions, in that order, followed by the
prosecution of military action by any and all means to destroy the ability to wage war of any nation(s) at war with the UK.

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ii. Furthermore the UK will attack the forces of any neutral or pro Axis neutral nation to prevent their use against the UK, or
to prevent economic aid to the Axis, at the British player’s discretion.
c. Foreign Policy
i. Germany. The UK is utterly opposed to Germany, and will not accept any Truce prior to the unconditional surrender of
Germany. In general, the UK is hostile to any nation that is a signatory to the Tripartite Pact, is engaged in a truce with an
Axis power, or that is a pro Axis neutral.
ii. Japan. The UK will treat Japan as a neutral nation until such time as Japan attacks British possessions or the US. Once
Japan has entered the war, Japan will be treated the same way as Germany.
iii. Italy. The UK will treat Italy as a pro-Axis neutral until Italy enters the war. At that time the UK will engage in military
operations against Italy until such time as Italy surrenders. Due to British limitations in material and manpower, if France
has surrendered Britain will prioritise the surrender of Italy as a precursor to further operations against Germany.
iv. The Soviet Union. The UK will treat the Soviet Union as a pro-Axis neutral until such time as the USSR is engaged in war
with the Axis. At that time the UK will treat the USSR as an ally until the total defeat of Germany. However, British units
may never participate in ground or air combat in the same hex as Soviet units. British ground units may never stack with
Soviet units, nor may British air units base at an airfield or airbase at which Soviet air units are based.
v. General. The UK will ally itself with any nation that is attacked by Axis forces, and will send military aid to its allies to the
maximum extent possible.
vi. The USA. The UK will subordinate its war aims to those of the USA once the USA enters the war as long as US war aims
prioritise the destruction of the European Axis powers prior to the destruction of Japan.
vii. Portugal and Spain. On any turn that Spain or Portugal is invaded by the Axis, or Spain permits Axis ground forces into
Spain, the United Kingdom will invade by the most expeditious means all Spanish and Portuguese Island in the Atlantic
Ocean.
d. Special Rules.
i. The UK will never surrender.
ii. If Great Britain and Northern Ireland are occupied by the Axis, UK forces will continue to prosecute the war against
Germany from the Empire, the Dominions and North Africa.
1 Australia. Due to political tension between the Australian and UK governments, Australian ground forces may only be
deployed to the MTO, SW Pacific, and SEAC. In addition:
a. The Australian government may call for the return of some or all of these forces for the defence of the homeland in
the event of a Japanese attack on British possessions, or on the USA in the Pacific or South-East Asia. See OBs for
details.
b. Furthermore, Australian sensitivity to losses may result in VP penalties – see the OBs for more details.
c. At a cost of 50 VPs, the British player may elect to retain up to one Australian divisional unit, and two Australian
non-divisional units in the MTO, despite Australian protests.
2 New Zealand. Due to the limited New Zealand population, a maximum of five SPs of New Zealand ground units may
be deployed to an active theatre of war in Europe or Africa.
3 South Africa. Due to the limited South African population, and internal political tensions, a maximum of 12 SPs of
South African ground units may operate outside of South Africa at any given time, but within the continent of Africa.
A maximum of four SPs of South African units may operate in continental Europe, but only within the MTO.
4 Canada. Due to the small size of the Canadian populace, and internal political tensions, only those units noted on the
OBs may participate in active operations against the Axis. Canadian units must operate together in “Corps” or as an
Army whenever possible.
5 Burma. Due to political and racial tensions, Burmese units are unstable during the first six turns of Active operations
against the Axis. Modify all combat Die roles by one in favour of the Axis during this time period. Burmese units may
not operate outside the 1939 borders of Burma.
6 India. Due to political, religious and racial tensions, only those units as noted in the OBs may operate outside the 1939
borders of India. Indian units operating outside these borders against Japanese forces (only) may be unstable during the
first six turns of active operations. Active operations occur when Japanese forces initiate hostilities against the British
Empire in any area of the maps. Prior to combat resolution roll 1D10 and consult the Success Table. On a result of S,
Indian units are stable. On any other result, Indian units are unstable. If unstable units participate in combat modify the
Die roll by 1 in favour of the Japanese player.
iii. Continental and Overseas Supply. Commonwealth ground forces operating in India are regarded as being on the
Continental system. If British or ANZAC units draw supply from an ST that is using a Low Volume rail line then rail
capacity in India can be used for supply only and no other purposes. Commonwealth air forces operating in India are on the
Overseas system and require LPs to be expended to keep them operational.
iv. Indian Rail Net. There are two rail nets in India. The Eastern India rail net is a narrow gauge, ramshackle, low capacity
network that includes all the low volume rail lines on the eastern/southern side of the Brahmaputra River and outside
Dhaka. Dhaka itself is connected to the main broad gauge Indian rail net via a rail ferry and high volume rail lines to
Calcutta. The Allied player can double the capacity of the Eastern India rail net by committing 5SP of Engineers to the task
of rail net improvement for 24 turns (1 year). Capacity can be increased by a further 2SP provided 5SP of Engineers,

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including at least 1SP of RR Engineer, spend another 24 turns improving the network. No further improvements can be
made. Engineers employed on network improvement can perform no other tasks.
v. Burmese Rail Net. This may be upgraded in the same manner as the Eastern India net above.
vi. Lend Lease. The US may provide up to, but not more than, five Population Points to support the British economy if it has
either enacted Lend Lease or has entered the War on the Allied side.
vii. Supply Effects: If the UK receives fewer than 216 NSP calculate the % shortfall, and deduct that shortfall from all British
Production rounding fractions down. Also:
1 For each US SP deployed to the UK, or on the continent of Europe in the ETO, 1 NSP must sail to the UK per turn.
2 If there is a short fall in this additional supply, a number of SPs of US units equal to the NSP shortfall are permanently
eliminated. These units are selected at the enemy player’s discretion. .
viii. Free Allied Nations. Nations conquered by the Axis may become Free Allied per the Political rules.
1 All Free Allied naval assets that survive the conquest by the Axis are immediately transferred to British control.
2 All Free Allied Colonies which have not been affected by Axis conquest immediately become British Controlled.
3 All resources in Free Allied Colonies immediately become available to the British/Allied player at no cost in foreign
aid, and may be shipped freely to relevant destinations.
4 On liberation of Free Allied national territory (e.g. the liberation of Holland) the Free Allied forces become a subsidiary
Ally, whose forces remain under the control of the British/Allied Player.
a. Exception: Free French forces may be designated as a separate national contingent per the P&E Rules.
e. Economic Status. The UK is an Island nation, which is not self-sufficient, and must be supported by resources imported from
overseas.
i. A minimum of 216 NSPs must arrive in British ports from key raw material sources (North America, South America, and
the Dominions) per turn for basic production to be unaffected.
ii. In addition, double the base load (for factories and air units) of FPs must arrive every turn to maintain the British economy.
iii. Up to (but not more than) six months’ supply of FPs and CPs may be stockpiled in Britain.
f. Nation Specific Effects.
i. Pursuit Phase. All British units except parachute, glider, and commando are treated as Motorised.
ii. Zones of Influence. All British Commonwealth units pay the special MP cost for EZOIs, as shown on the ZOI movement
point cost chart from Jan I 1942.
iii. Combined Arms Effects
1 Neutral. All British units listed on the UIC as having no AT are considered to be 1/4 AT beginning on the JAN I 1943
Turn, and 1/2 AT beginning on the JAN I 1944 turn.
2 Infantry Division AT battalions. British infantry divisions are considered to be 1/10 AT capable during 1939-41, ¼ AT
capable from Jan I 1942 to Dec II 1944.
iv. Retreats.
1 British units may retreat into unoccupied hexes in a reduced EZOI at any time.
2 British units may retreat into a full EZOI if the hex is occupied by either British or US units.
v. Required Losses.
1 British units taking losses as a result of combat must first lose any armour or engineer factors as required by the general
rules. The remaining losses that must be taken as a result of the combat must be at least half infantry if possible (if
infantry is available to take losses).
For Example: A British stack with a 9-8 Infantry Div. and two 4-8 Art Bgd. is required to take losses of four SPs. The
division must be reduced to meet the requirement since a minimum of two of the SPs lost must be infantry, and there is
no other way to break the stack apart.
vi. Special Unit Types
1 Mixed Type Units. The mixed type unit was an experimental grouping of infantry and tanks. It is considered to be non-
Motorised for combat, but Motorised for pursuit phase movement, has one SP of Armour and the remainder of the unit
is infantry for ASE.
2 OPTIONAL RULE: The tank regiments 2RTR, 7RTR, 1T and 32T are heavy tanks. Treat as heavy tanks until the first
German Mot Hv AA unit is engaged by one of these units in North Africa.
3 Commonwealth West African Units. Both divisions and brigades are air mobile as they were structured without
significant heavy equipment.
4 Mulberry Harbours. To build the Mulberry Harbours the British player must commit to their placement when
construction begins - June 1943. Once committed to this plan the Mulberry Harbours can only be emplaced within five
Sea Zones of the port that they depart from.
a. Placement. The Mulberry Harbours can be placed in any hex with friendly owned land, up to 12 hexes away from a
general or larger port in the UK.
b. Capacity. Each Mulberry is treated as a general port for handling cargo.
c. Storm Damage. Roll 1D10 for each deployed mulberry in every heavy storm weather turn:
i. 1-3 no damage
ii. 4-7 3 hits on the Mulberry

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iii. 8-10 5 hits on the Mulberry


d. Loss to the Enemy. If the enemy gains ownership of every hex adjacent to a deployed Mulberry, the Mulberry is
removed from play and may not be rebuilt.
5 Partisans.
a. British partisans appear in any enemy controlled hexes of the United Kingdom subject to the usual restrictions in
the Partisan Rule. The British begin receiving partisans as soon as there is enemy owned territory within the United
Kingdom or any other colonial possession.
b. UK Partisans must be placed in separate hexes when recruited.
6 RN I Class CVs (Illustrious, Formidable, Victorious and Indomitable). Due to armoured decks bombing and kamikaze
hits achieved are halved unless the attacker is a Ju88.
vii. Unit Breakdowns Procedure. British Commonwealth forces have the following special rules for breaking down and
reassembling divisions:
1 Infantry Divisions.
a. Indian and Colonial Infantry Divisions. When assembling a broken down division, one brigade of the division can
be a British brigade.
b. New Zealand 2d Infantry Div. When this unit is being reassembled, one brigade used can be a British brigade.
2 Armoured Divisions (W/Support Groups).
a. In the early part of the war, British armoured divisions were based on a 'support group' and two tank brigades. To
reflect this when reassembling the divisions, the appropriate ID support group must be in the units used to
reassemble it.
b. In the later part of the war, some British armoured divisions (in Italy) consisted of 3 brigades, one armoured, two
infantry, reflecting the difficult terrain in Italy for armoured operations. One of the infantry brigades may be of a
different Commonwealth or Empire nationality to the remainder of the division.
viii. RAF Limitations. Unless Axis ground troops gain un-isolated ownership of any hex within the 1939 borders of mainland
Britain, excluding the Channel Islands, the following limitations apply:
1 Spitfires. Due to RAF aircraft and air crew shortages, Spitfires (of any type) may only operate from the UK mainland
(including The Orkneys, Western Isles, and Shetland) until January 1942. They may not fly any missions other than
interception, transfer or escort until November 1940.
2 Hurricanes. At least 15 ARPs of Hurricanes must be dedicated to the air defence of the United Kingdom until both
France has surrendered and Italy has declared war on the United Kingdom. Hurricanes allocated to air defence of the
United Kingdom may only fly transfer, interception or escort missions until November 1940, and may only operate
from the UK mainland (including The Orkneys, Western Isles, and Shetland) until the first severe weather turn in any
sea zone adjacent to the UK, or the end of Oct II 1940 game turn whichever is first.
3 Medium and Heavy Bombers. RAF bombers must attack Northern German ports every turn from the start of the game
until at least 4 ARPs of losses have been inflicted on the bombers by enemy fighter defences. Following those losses all
Wellington, Hampden, Manchester, Whitley and Type HB aircraft convert to Type N, and may operate without
restriction, either as day or night bombers However, RAF policy was to operate at night, and day operations with Type
NHB are limited to not more than 4 ARPs unless the Allies have a +1 DRM for Type F Theatre Air Superiority (see
Rule 5.B.8.a), and the NHBs can be escorted 1 for 1 by fighters to their targets.
4 Naval Co-operation. Coastal Command aircraft (essentially all naval coded aircraft) may only operate against naval
targets.
ix. Airbase Capture and Air Unit Escape.
1 British Commonwealth units modify their escape Die roll as follows:
a. 1939 – 1941 : +1
b. 1942 – 1943 : -1
c. 1944 – 1945 : -2
x. Replacement Points.
1 All major members of the Commonwealth generate replacement points (mainly Infantry). Infantry points generated by
these members can only be used to rebuild units of their own nationality.
a. UK Infantry SPs can be used for up to 1/3 of the total infantry requirement for Indian army, or British colonial
forces.
b. Any commonwealth nation’s armour and artillery replacement points are available to any of the nations of the
British Commonwealth.
2 Combat Replacements.
a. Commonwealth forces receive combat replacements at the rate of 1 SRP for every 4 SPs lost.
b. Commonwealth SRPs are recorded by nationality of the unit lost (UK, Australian, Indian, etc).
c. The British Commonwealth maintains separate national branch pools for replacements.
3 Replacement Limits:
a. 1 SP of Air droppable units in India per month
b. 1 SP of Air droppable units in Europe (ETO, MTO) per turn

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c. 0.5 SP of Chindit units per month


d. 1 SP of Commando units globally per month

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18. Winning the Game


A. Victory Conditions.
1. Principle. Victory is determined by a comparison of player performance based on capturing or retaining possession of
objectives worth victory points at the end of the module. These are set down by module, and can be found on the victory
chart.
2. Determination. Victory is determined by the following process:
a. The Charts award VPs to a player for cities owned by that player at the end of a Module (or at any time during a
module if the module instructions for VP awards so state).
b. The players then total the VPs for each nation.
c. The players then subtract the Allied VP total from the Axis total.
d. Players then determine who won and how large the victory by finding the result of (c) above in the victory chart for
that module.
e. In all cases, if players disagree with the manner in which victory points or victory levels are determined, players
may ignore the victory rules and charts, and are free to agree on any type of victory between them that they desire. In
doing this players may want to take into account losses on both sides, how long it took to end the module, as well as
how many objectives or how much territory they hold.
B. National Surrender.
1. The National “Seat of Government” Marker:
a. Evading capture.
i. Evasion. The owning player can move the government marker to avoid it being captured by enemy forces.
ii. During the opposing player turn: Should the government marker be in a hex that is attacked, and lost, or in a
hex that is being overrun by enemy forces, it can be immediately moved by the owner before its capture by the
enemy, to any size city or town in the country (excluding overseas possessions). The hex moved to must be in
general supply, and outside of enemy zones of influence. (The presence of friendly units in the hex nullifies the
EZOI for this rule.)
iii. During the owning player’s turn: The owning player can move the government marker to any size city or
town in general supply, and either occupied by friendly forces, or not in an EZOI.
iv. Effects of evasion. If the government moves to evade capture, there is no appreciable effect on the national
forces. The government still is functioning, so its command and control of the nation’s military remains intact.
v. Being unable to evade. If there is no place in the country the government can evade to, then it must go into
exile or surrender (see the Political and Economic Rules for more details.)
b. Going into Exile.
i. Exile. When the military situation is adjudged untenable, the government can go into exile in either:
1 One of its own overseas possessions.
2 In any nation allied to the country whose capital is at least 15 hexes from enemy forces at the time of going
into exile, or is separated from the location of withdrawal by a body of water.
ii. During the opposing player turn: If during the opposing player turn the government is forced to 'evade
capture', but there is no city that meets the standards to evade, then the government must go into exile.
iii. During the owning player’s turn: The owner may decide to take the government into exile as a result of
reasons laid down in the specific Political and Economic Rules.
c. Effect of going into exile. When the government goes into exile, it triggers the surrender of the nation’s military
forces. See the Political and Economic Rules for details.
d. Being unable to go into exile. See the Political and Economic Rules for details, but if the government cannot go into
exile it surrenders unconditionally. All ground and air forces are removed from play, roll 1 die for each naval vessel,
SSF, or NSP/LC. On a roll of 1-9, naval forces move to the nearest enemy owned port, and are captured on arrival.
On a roll of 10, naval forces move using the “extended” rules to a neutral nation that remains friendly to the defeated
force. If no neutral nation remains friendly then the unit moves to the nearest neutral Port and are scuttled on arrival
(removed from play).

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19. Designer’s Notes


Welcome to the TSWW game system. Firstly I would like to thank you all for buying the game, and having bought it, I hope
that you will all enjoy the experience. The game that you have here is the first game in a series that will fully cover The Second
World War at a consistent operational level, taking in Air, Land, and Naval operations in a way never before done.

The concept is simple, the player gains the opportunity to fight the war with historic goals and objectives as a guide, and can
experiment with whatever operations he sees fit within the framework of the game. It also opens an admittedly small window
initially, but with growing consequences for the player’s forces, into the economic and political decisions that in many cases
provided the impetus for the campaigns fought during the war.

The design of the games take into account the essential nature of combined arms operations at all levels within the war, and
highlights the crucial importance of the war of supply to enable successful operations in all theatres of the globe. Indeed,
without the sinews of war, logistics, war cannot be prosecuted at all with any hope of success.

At the operational scale, the design team have researched every army, air force, and navy whilst examining the capabilities of
the systems involved in the actual combat that decides battles. We are confident that, within reason, we have created unit
strengths and capabilities that reflected those of the main combatants, and have filled in many holes that we are aware of in
other game systems. The reliability of our data enables us to say that the at start locations for the main ground forces in all
cases are very reliable. However, the relative shortage of good information has adversely affected our ability to precisely
determine, for example, the exact capabilities of some minor neutral nations.

That said, we are continuing our efforts to fill in those details with a view to correcting or amending any errors that come to
light as the main Order of Battle files are expanded. We are also expanding our research into the political and, more crucially,
the economic imperatives that dictated war time production and policies, although I would be the first to admit that my
understanding of China in The Second World War is currently lacking! Our air and naval research highlights the fast moving
nature of the campaigns in the air and on the seas – and the huge scale of the forces deployed. We have tried and hopefully
succeeded in showing the massive scale, for example, not just of the Royal Navy, but of the British Merchant Navy (some 17.5
million tonnes of shipping). We have used known air loss rates to determine the combat resolution systems and the costs of
maintaining the air forces in operation, even before they flew a combat mission.

We as a team have spent a great deal of time working out how forces interacted on the battlefield, and have tried to follow
known doctrines to show the impact of supply, air power, and tactical ability on the results of combat, not forgetting the
influence of mother nature on the battlefields of the world. Meantime, we have also worked incredibly hard to bring you
bespoke counters, maps, rules, charts, orders of battle, and box art, which we hope will add to the pleasure of ownership.

Clearly, we are always open to suggestion, and offers of help. We have done our best to bring you an exciting game. If you
have any questions relating to the game, cannot understand a part of the rules, or find errors of omission or information, please
do not hesitate to contact us at:

john-bannerman@tsww-online.com

You can also join our web groups at:

etsww@yahoogroups.com

and

https://www.tsww-online.com/forum/

We will be placing updates regularly on the web group as the game develops, and we look forward to hearing from you about
your experiences of playing the game.

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20. Game Credits


Design Team: John Bannerman, Cory Manka, Matthew Manka, Martyn Potts.

Design Support: Ashley Barclay, Larry Frost, Tom Johnson, Mike Kaspar, Wolf, Tom Davidson, Robert Borries, Daniel
Tebbutt, Sam Douglas, Robert MacDonald, Robin Sillem, Rob Brown, Chris, Alex Tennant, Andrew Gibson, John Soper,
Craig Petersen, Melanie Johnson, Alan Philson, Richard Duval, Darby McDonald, Una Bannerman, Trevor Holman, Troy
Kenily, Alan Conrad, Tim Erickson, Samuel Manka, Simon Tett, David Hughes, Mike Tapner, Douglas Clouston and members
of the Axis History Forum.

Map Art, Design, and Creation: Andrew Gibson, John Bannerman, David Tebbutt, Daniel Tebbutt, Sam Douglas, Robert
MacDonald.

Computer Software Design: David Tebbutt, Daniel Tebbutt, Sam Douglas, Robert MacDonald.

Order of Battle Research: Cory Manka, Darby, Robert Borries, Matthew Manka, David Glantz, John Bannerman, David
Tebbutt, David Hughes, Mike Tapner, Lars Neilsen, Dennis Dubberley.

Political and Economic Research: John Bannerman, Cory Manka, David Tebbutt, Tom Davidson.

Game Art and Design: John Bannerman, Alex Tennant, Daniel Tebbutt, Sam Douglas, Robert MacDonald, Cory Manka.

Game Production Team: John Bannerman, David Tebbutt, Cory Manka, Matthew Manka.

Play Test: John Bannerman, David Tebbutt, Tom Davidson, Cory Manka, Matthew Manka, The Waukesha Gaming Group,
Troy Kenily, Martyn Potts, the MNYC Gamers, Bob, David and those who joined the hordes at Origins and Gen Con.

Website Design: Patrick Harris

Thanks: Grateful thanks to all who supported the effort to get the game out the door. If I have omitted a name it is because I
forgot, not because we do not appreciate your huge level of help and support.

End of TSWW Game VI

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21. Appendices
A. Abbreviations

2. AA 3. Anti-Air

4. ACE 5. Air Combat Efficiency Variable 58. ESG 59. Escort Support Group

6. AGS 7. Amphibious Gunfire Support 60. EW 61. Electronic Warfare

8. AGSS 9. Amphibious Gunnery Support 62. EZOI 63. Enemy Zone of Influence
Strength
64. FoW 65. Fog of War
10. SZ 11. Security Zone
66. FP 67. Fuel Point
12. ARP 13. Air Replacement Point
68. FPF 69. Fuel Production Facility
14. ASE 15. Armour Shock Effects
70. FPP 71. Fuel Production Point
16. ASW 17. Anti-Submarine Warfare
72. FZOI 73. Friendly Zone of Influence
18. ATAC 19. Air-to-Air Combat
74. GSP 75. General Supply Point
20. ATE 21. Anti-Tank Effects
76. GUIC 77. Ground Unit ID Chart
22. BAI 23. Battlefield Air Interdiction
78. I-# 79. Out of Supply Overextended (#
24. CAS 25. Close Air Support no of turns)

26. CBG 27. Carrier Battle Group 80. LOC 81. Line of Communication

28. CBI 29. China/Burma/India 82. LOS 83. Line of Supply

30. CD 31. Coastal Defence 84. LP 85. Logistics Point

32. CDA 33. Coastal Defence Artillery 86. MP 87. Movement Point

34. CEV 35. Combat Efficiency Variable 88. MSR 89. Main Supply Route

36. CGI 37. Ground Controlled Intercept 90. NEI 91. Netherlands (Dutch) East Indies

38. CGS 39. Combat Gunnery Support 92. NEM 93. Navel Efficiency Modifier

40. CGSS 41. Combat Gunnery Support 94. NGS 95. Naval Gunfire Support
Strength
96. NIM 97. National Intelligence Means
42. CP 43. Cargo Point
98. NNCT 99. Night Naval Combat Trained
44. CRT 45. Combat Results Table
100. NRP 101. Naval Replacement Point
46. DBA 47. Determined Bombing Attack
102. NSP 103. Naval Shipping Point
48. DMW 49. Defensive Mine Warfare
104. NTF 105. Naval Task Force
50. DRM 51. Die Roll Modifier
106. NTG 107. Naval Task Group
52. DTM 53. Determined Transport Mission
108. OA 109. Order of Appearance
54. EFT 55. Eliminated Over Friendly
110. OB 111. Order of Battle
Territory

56. EHT 57. Eliminated Over Hostile Territory 112. OBF 113. Operational Bombing Factors

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TSWW General Rules Singapore!

140. SSRP 141. Synthetic Rubber Point

114. OMW 115. Offensive Mine Warfare 142. ST 143. Supply Terminal

116. ONS 117. Operational Naval System 144. ST 145. Submarine Tender

118. P&E 119. Political & Economic rules 146. TEC 147. Terrain Effects Chart

120. POL 121. Petrol, Oil and Lubricants 148. TF 149. Task Force

122. QM 123. Quarter Master 150. TG 151. Task Group

124. QM RVR 125. River Quarter Master 152. TMA 153. Tactical Movement Allowance

126. RMY 127. Rail Marshalling Yard 154. TMR 155. Tactical Movement Rating

128. RRP 129. Natural Rubber Point 156. U-# 157. Out of Supply Isolated (# no of
turns)
130. SF 131. Special Forces
158. UIT 159. Unit ID Table
132. SMA 133. Strategic Movement Allowance
160. WA 161. Wing Allowance
134. SP 135. Stacking Point
162. ZOI 163. Zone of Influence
136. SRM 137. Stacking Replacement Marker

138. SRP 139. Stacking Replacement Point

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TSWW General Rules Singapore!

B. List of Charts

The page numbers below refer to the pages of the game charts distributed with the game Singapore. Page numbers will
differ if using game charts from other games in the series.

164. AA CRT 165. p6 222. National Organic AA Chart 223. p25-6

166. AA DRMs 167. p6 224. National Technical Means (AA) 225. p13

168. Air ASW Attack Chart 169. p21 226. Naval Combat Range Display 227. p35

170. Air ASW Results Chart 171. p21 228. Naval Efficiency Modifier 229. p19

172. Air Base Capacity 173. p28 230. Naval Facilities Chart 231. p9

174. Air CRT 175. p5 232. Naval Gunnery CRT 233. p22

176. Air CRT DRM 177. p5 234. Naval Gunnery Resolution 235. p23
Methodology
178. Anti-Tank Effects 179. p13
236. Naval Gunnery Results Table 237. p22
180. Armour Shock Effects Chart 181. p13
238. Naval Gunnery Split Chart 239. p23
182. ASW/Air ASW Conversion 183. p21
Chart 240. Naval Repair Cost Chart 241. p22

184. CEV Charts 185. p11 242. Naval Success & Spotting Table 243. p19

186. City Types 187. p9 244. Night Bombing Accuracy Chart 245. p29

188. Concentric Attack Effect 189. p4 246. Night Bombing Methodology 247. p29

190. Critical Hit Table 191. p22 248. NIM Spotting Table 249. p20

192. Engineer Modifier Table 193. p13 250. NIM (Ground) Table 251. p15

194. Engineer Repair Costs Table 195. p13 252. NIM (Sea) Table 253. p20

196. Fortification Types (TEC) 197. p8 254. Optional Going Chart 255. p9

198. Fuelling Costs 199. p23 256. Order of Play 257. p1

200. Generic Unit Replacement Cost 201. p 258. Overrun Costs 259. p10

202. Generic Unit SP Size 203. p 260. Port Capacity Chart 261. p9

204. Ground Combat Results 205. p4 262. Port Demolition Table 263. p22

206. Ground Control Intercept Table 207. p27-8 264. Port Fuel Transfer Chart 265. p23

208. Ground CRT 209. p3 266. Radar Modifier Chart 267. p19

210. Inaccessible Terrain 211. p9 268. Rail LOC Supply Element 269. p14

212. Interdiction Zone Effects Chart 213. p10 270. Rail Movement 271. p14

214. Landing Craft Damage 215. p19 272. Rail Movement Cost 273. p14

216. Mission Range Modifiers 217. 274. Railroad Network Capacity 275. p14

218. MSR Chart 219. p14 276. Sea Conditions Chart 277. p31

220. MSR Modifiers 221. p14 278. Sea Effects Chart 279. p19

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TSWW General Rules Singapore!

280. Shadowing Table 281. p20

282. Ship Protection Chart 283. p23

284. SMA Table 285. p24

286. Spotting Modifiers Table 287. p20

288. Stacking Limit Chart 289. p9

290. Stacking Point Size Chart 291. p4

292. Strategic Bombing Accuracy 293. p29


Chart

294. Success Table 295. p10

296. Supply Effects 297. p2

298. Temperature Chart 299. p31

300. Terrain Effects Chart 301. p7

302. Terrain Hexsides (TEC) 303. p8

304. Torpedo Resolution 305. p23


Methodology

306. Transportation Lines 307. p9

308. Turn Record Chart 309. p33

310. Unit Abilities Information 311. p17-8

312. Unit Replacement Charts 313. p12

314. Weather Conditions Charts 315. p32

316. Weather Chart Climate Zone 317. p32


DRM

318. Weather Display 319. p33

320. ZOI Chart (Mountain) 321. p10

322. ZOI Chart (Non-Mountain) 323. p10

324. ZOI Movement Cost Chart 325. p10

326. 327.

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TSWW Designer’s Notes JMB

Conclusions.

In the final element I will now briefly let you in on a secret or two, tell you a bit about myself, and
hopefully sum up this mammoth task. It is incomplete, but like all projects is expanding slowly.

A Secret or Two.

Some time ago I and the team tried to take over ALL Europa ™ copyright, trademark and product
elemnents. We were very politely rebuffed by the long term GDW people (with their blessing we
went to press with TSWW) and rudely rebuffed by the current Europa owners. We have no idea why
that would be as we believe in an open and fair market. That involves competition. No matter,
TSWW is in print, will be in print, and should be completed subject to some disaster none of us can
forsee.

As to the system – you do not need to understand why we did things, only how to play. That is what
the rules do. Stop worrying about it, and if we missed a reference, trust us that it’s not the end of
the world! After all, it is only a game. Inside the system there are some really advanced models that
make it work really well. Personal favourites:

1. Reasons for Declarin War. I have a warped sense of humour. Enjoy declaring war because you
don’t like Moussaka or Cuckoo Clocks. Don’t get upset. Its meant to be funny.

2. Camel Cavalry OB Optional Rule. Nowadays camel racing is boring. Machines force the camels to
do the job at hand. Once upon a time, when I were a lad, (cue wistful music), I saw real camel racing
– with wee boys on the camels. Nothing went right. It was brilliant. That is where this rule comes
from.

3. How hard can it be… famous last words. Never say that. You will be bitten by something!

4. Production is heavily researched – often from acknowledged sources. This means our numbers
are correct – no matter how controversial they may be. Sorry, we will not be amending that.

5. TSWW has taken 5 or 6 years to get to the stage it is at now. It took Europa 43 years to get to its
current stage, and 30 odd years to come up with a totally unworkable naval system. TSWW is not
too bad then is it?

Complexity Shmexity.

What is complexity?

It’s what your mind makes you believe is hard. Nothing in TSWW is rocket science, not much of it is
really more than a bit of addition and multiplication. All of that is easy to do, and should be second
nature to gamers in the Board War Gaming world. We have not gone out our way to come up with
convoluted rules – but there are many of them, after all we are dealing with an entire war… all
around the world…from Pole to Pole. No other game has ever done that.

Copyright 2001-2015 The Knowledge Company All Rights Reserved


TSWW Designer’s Notes JMB

So, rather than thinking hard, think easy. Think it works. It’s how I got pleasure from Europa and
Flat Top etc for years. It is rare that you cannot derive pleasure from TSWW – and it will be the go to
mega game in our view for the foreseeable future. As it develops, we will deal with issues.
Sometimes that may take time as we must ensure they do not corrupt the main game system.

Who Am I?

Other than something that sounds like track by The Who, I thought you may want some information
on my background:

1. Two Degrees, one in Building Design Engineerin, the other in Business Information
Technology Systems. Both are highly respected qualifications from the equivalent
(particularly the IT based on)_of an Ivy League college.
2. Retail Expert, in High Volume Retail (think supermarkets)
3. Direct Sales Expert, in face to face sales
4. Systems Analyst
5. Coffee Maker extraordinaire
6. I drink Bourbon not Scotch
7. I like nice Wines
8. Well read on history and economics relating to WW2
9. The in house expert on various military machines
10. I fly British Airways, as in my experience they are the best all round long haul airline… and
they are very safe!
11. All art, OB assembly, and game assembly is done by me
12. When I have time I enjoy good movies, model railways, and music, particularly rock music
and the classics. I used to game a lot but really do not have time these days
13. TSWW, Foxhole etc are how I earn a living
14. Get it right first time is our motto, but that is hard with a small team

So, in conclusion, I believe that TSWW is a very well thought out and designed product. It covers
most aspects of WW2, and does so in a depth not usually seen. Within that set of statements there
are of course caveats, such as development time has not been as extensive as with the other
massive games out there, and we can always do more.

Enjoy the games, comment and support our efforts and we will always do our best to make each
game better than the last, with more in it, at a fair price for the effort. TSWW and its content could
not be made without the help of:

Martyn Potts, Cory Manka, David Hughes, My Mum, Tim Stobbs etc al at the printers, David Scheel,
Aaron Leeder, Itsuju Kano and the rest of the retailer supporters, our other design and research
assistants like Matthew Manka, Robert Bories, David Tebbutt and many more. Art and Design is
mostly my fault, with input from Ashley Barclay and others. Systems design is from us all in many
respects.

Copyright 2001-2015 The Knowledge Company All Rights Reserved


TSWW Designer’s Notes JMB

Thank you for reading this. If this has not helped you learn the game, write to me at:

DE Ltd.

16 New Road

Rattray

Blairgowrie

PH10 7RA

UK

Call me on: +44 7883 148 140

I can call back to most land lines and cell phones in the UK and North America….

Email me on:

john-bannerman@hotmail.co.uk

We all wish you many painless battles….. and victory!

Copyright 2001-2015 The Knowledge Company All Rights Reserved

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