A3R Rulesrewrite v3

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33. BRP CALCULATIONS ...........................................

67
34. INDUSTRIAL CENTERS (ICs) ...............................70
Contents 35. BRP SPENDING LIMITS .......................................71
Table of Contents 36. BRP GRANTS ........................................................72
INTRODUCTION ...........................................................2 37. MURMANSK CONVOYS .......................................73
1. OUTLINE OF PLAY ...................................................2 38. BRP GRANTS THROUGH PERSIA ........................76
COMPONENTS AND CONCEPTS .................................2 39. BRP GRANTS THROUGH TURKEY ......................77
2. GAME TERMS ...........................................................2 40. KEY ECONOMIC AREAS .......................................77
3. GAME COMPONENTS ..............................................4 41. ECONOMIC WARFARE .........................................78
4. TERRAIN AND THE MAPBOARD ............................4 42. STRATEGIC WARFARE (SW) ...............................78
5. MAPBOARD CHANGES ............................................6 43. GERMAN BOMBING OF BRITAIN ........................83
6. COUNTERS ...............................................................6 44. RAIDERS................................................................83
7. SCENARIOS................................................................7 POLITICS ....................................................................85
8. TABLES .....................................................................9 46. DECLARATIONS OF WAR (DoWs) .......................85
9. SEQUENCE OF PLAY ................................................9 47. SURRENDER OF MAJOR POWERS .......................87
MECHANICS OF PLAY ...............................................10 48. RESTRICTIONS ON FRENCH FORCES .................90
10. STACKING ............................................................10 49. ANGLO-FRENCH COOPERATION ........................91
11. HEX CONTROL .....................................................11 50. RUSSO-ALLIED COOPERATION ...........................92
12. ZONES OF CONTROL (ZoCs) ................................12 51. GERMAN-ITALIAN COOPERATION ....................93
13. OPTION SELECTIONS ...........................................12 52. MINOR COUNTRIES .............................................93
14. THE OFFENSIVE OPTION - MOVEMENT ............13 53. MINOR COUNTRY OPERATIONS ........................93
15. THE OFFENSIVE OPTION - COMBAT ..................15 54. CONQUEST OF MINOR COUNTRIES ...................95
16. THE ATTRITION OPTION ....................................21 55. INTERVENTION IN MINOR COUNTRIES ............98
17. LIMITED OFFENSIVES .........................................23 56. MINOR ALLIES .....................................................99
18. THE PASS OPTION ...............................................24 57. GERMAN ECONOMIC PENETRATION OF MINOR
19. UNIT CONSTRUCTION ........................................24 COUNTRIES ..............................................................103
20. STRATEGIC REDEPLOYMENT (SR) .....................25 58. POLAND AND EASTERN EUROPE .....................104
UNIT COUNTERS .......................................................30 59. DIPLOMACY .......................................................107
21. INFANTRY ............................................................30 MISCELLANEOUS RULES ........................................112
22. REPLACEMENTS ..................................................30 VARIANTS ................................................................119
23. ARMOR .................................................................30 71. VARIANTS ..........................................................119
24. AIRBORNE ............................................................31 OPTIONAL RULES ....................................................119
25. PARTISANS ..........................................................32 72. OPTIONAL RULES ..............................................119
26. AIR UNITS ............................................................34 MULTI-PLAYER GAMES ..........................................121
27. NAVAL WARFARE ................................................44 73. THE MULTI-PLAYER GAME ..............................121
28. BRIDGEHEADS .....................................................57 74. RUSSIAN SURRENDER RULES ..........................122
LOGISTICS ..................................................................58 75. BRITISH SURRENDER RULES ...........................124
29. SUPPLY .................................................................58 76. U.S. - AXIS TENSIONS........................................128
30. OIL .........................................................................65
31. WEATHER .............................................................66
ECONOMICS ...............................................................67
32. THE YEAR START SEQUENCE (YSS) ...................67

1 A3R rules rewrite v.3


INTRODUCTION “A”: Attacker eliminated. An offensive operation
ground combat result (15.4).
1. OUTLINE OF PLAY “Allies”: The Allies consist of Britain, France,
1.1 ADVANCED THIRD REICH may be played by two Poland and whichever major powers and minor
to six players. Each player controls one or more countries go to war with the Axis. Russia and the
major powers. The number of major powers U.S. are not considered Allied until they are at war
involved varies in each scenario. with the Axis.
1.11 In ADVANCED THIRD REICH, players may play a “associated minor countries”: A minor country
two-sided game, in which the Axis and Allies are which is attacked by a major power becomes
treated as immutable coalitions, a three sided game, associated with any major power which intervenes
in which the Axis, Western Allies and Russia each on behalf of the minor country against the invading
have their own victory conditions, or a multi-player major power (55). Association may also be triggered
game, in which each major power has distinct by a diplomatic result.
victory conditions and players may negotiate
directly with both enemy and allied major powers. “ASW”: Anti-submarine warfare. This term is used
to refer both to Allied SW units which operate
1.12 In all ADVANCED THIRD REICH games, the against German submarines and Allied fleets
diplomatic rules (59, Appendices I - III) may be used assigned to anti-submarine duties.
to simulate major power efforts to influence other
major powers and minor countries. Players who do “Axis”: The Axis consist of Germany, Italy (even
not wish to use the diplomatic rules should consult while neutral) and whichever minor countries join
the optional rules (72), which set out the dates at them in their war with the Allies.
which certain diplomatic results are implemented
when the full diplomatic rules are not used. “BRP”: Basic Resource Point. BRPs are the
fundamental currency of the game, and are used to
1.2 ADVANCED THIRD REICH is played in game measure the economic strength of each country.
turns of three months each.
“CA”, “CA1”, “CA2”, “CA3”: Counterattacks by
1.3 Each ADVANCED THIRD REICH game turn defending units. An offensive operation ground
consists of two player turns, during which players combat result (15.4).
declare war, move their forces, attack enemy
forces, construct unbuilt units and redeploy forces “colonies”: Minor countries which are controlled by
behind friendly lines. a major power at the start of the Campaign Game.
Colonies do not have independent military forces
1.4 Many activities in ADVANCED THIRD REICH except after a diplomatic result.
involve the expenditure of economic resources.
These resources are measured in terms of Basic “combat phase”: The portion of a player turn in
Resource Points (BRPs). The acquisition of BRPs which combat is resolved.
through diplomacy and conquest and the
“covert operations”: , Starting in 1940, some major
destruction of enemy BRPs are two of the key powers may engage in covert ops to negate
elements of the game. activated enemy DPs (59.43).
COMPONENTS AND CONCEPTS “CRT”: Combat Results Table. The CRT is used to
resolve ground combat during offensive operations.
2. GAME TERMS
“D”: Defender eliminated. An offensive operation
2.1 In ADVANCED THIRD REICH, some terms have ground combat result (15.4).
exact meanings as defined in the rules. In addition,
conventions have developed concerning the use of “DM”: Defense Multiplier. The defensive strength of
acronyms, both in conversation and in the rules a ground unit during offensive operations is
themselves. The following list sets out the calculated by multiplying its combat factor times
definitions and acronyms used in these rules:

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the net DM. DMs can be both positive and negative, “major powers”: The six countries which have
and are always cumulative (15.22). independent BRP levels and force pools: Germany,
Italy, Russia, Britain, France and the U.S.
“DP”: Diplomatic Point. DPs are used to represent
the diplomatic influence of the various major “minor allies”: A minor country may become allied
powers (59.1). with a major power as a result of a diplomatic die
roll (56).
“DRM”: Die (Dice) Roll Modifier(s). This term refers
to the modifications to a die or dice roll. The result “minor countries”: All countries, including
of the roll is determined by the result after all DRMs colonies, other than the six major powers.
are taken into account.
“movement phase”: The portion of a player turn in
“DoW”: Declaration of War. A neutral country may which units are moved.
not be attacked without a DoW. DoWs against minor
countries cost 10 BRPs. DoWs against major powers “objectives”: Cities printed in red. Objectives are
normally cost 35 BRPs (46), but this may change due often used for victory determination. There are
to some diplomatic results. fourteen objectives on each front.

“Ex”: Exchange - both the attacker and defender “options”: Each player turn, each major power must
suffer losses. An offensive operation ground combat select an offensive, attrition or pass option for each
result (15.4). front (13).

“force pool”: All units, built and unbuilt, available “player turns”: Each game turn is divided into an
to each major power. A major power may not Axis and an Allied player turn.
construct more units of a given type than are in its
“SAC”: Strategic Air Command. SAC factors are used
force pool.
to represent Western Allied heavy bombers, and are
“fronts”: The mapboard is divided into three fronts used in offensive SW operations against Germany.
- the Western, Eastern and Mediterranean. At the
“SR”, “SRed”: Strategic Redeployment(s),
start of each player turn, the moving major powers
Strategically Redeploy(ed). SR takes place at the
must select the option they wish to carry out on
end of each player’s turn, and allows a limited
each front.
number of units to move long distances behind
“game turns”: Each year consists of four game friendly lines (20).
turns. These are identified by the seasons: Spring,
“SW”: Strategic Warfare. SW involves ASW,
Summer, Fall and Winter.
submarines, SAC and interceptors. Successful SW
“IC”: Industrial Center(s). ICs represent areas of eliminates enemy BRPs and limits enemy SRs (42) at
Russian industrial production. The BRPs derived the end of each game turn.
from ICs make up a considerable portion of the
“unit construction phase”: The portion of a player
Russian BRP total. ICs may be moved, captured and
turn in which unbuilt units are brought into play
destroyed (34).
(19).
“initiative”: In each game turn, the order in which
“USAT”: U.S. Axis Tension level (76).
the player turns occur is determined according to
which side has the greater number of BRPs (9.1). “Western Allies”: All Allied major powers and minor
“limited offensive”: Some units on a front on which countries except for Russia and its minor allies and
associated minor countries.
an attrition option has been selected may carry out
offensive operations. This is termed a limited “YSS”: Year Start Sequence. The YSS takes place at
offensive (17). the start of each year, before the first game turn of
the year. During the YSS, the BRP levels of all major
powers are determined and SW expenditures for
the upcoming year are made (32).

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“ZOC”: Zone(s) of Control. A fully supplied armor 4.4 LAND/SEA HEXES: Land terrain is defined as the
unit exerts a ZoC into adjacent hexes. ZoCs area inside the shoreline bordering all bodies of
influence enemy movement, unit construction and water. Hexsides must contain land on both sides to
supply (12.3). allow normal ground movement or combat across
them. Similarly, sea hexsides are defined as any
3. GAME COMPONENTS hexside containing blue on both sides of the
hexside, provided the blue is not solely attributable
3.1 ADVANCED THIRD REICH consists of the
to a river. Naval movement is allowed only across
following components:
sea hexsides (EXCEPTION: The Suez canal (67.1)).
A. Two unmounted 22' x 30' mapsheets. Where the red front boundary follows a coastline it
B. Four counter sheets. is treated as sea for the purposes of this rule. Lakes
C. 64-page rulebook. which do not completely cover a hexside have no
D. 36-page appendices. effect on play and are included on the mapboard for
E. Six table and player aid cards. aesthetic purposes only.
F. Six scenario cards.
4.41 Hexsides which are partially sea and partially
G. Two dice.
land are considered both land and sea for all
H. A complimentary copy of ULTRA.
purposes.
4. TERRAIN AND THE MAPBOARD 4.42 Any completely gray land mass is impassable to
4.1 The mapboard consists of a map of Europe, ground units. Such areas are included on the
North Africa and the Middle East. Superimposed mapboard for aesthetic purposes only. Thus areas
over the mapboard is a hexagonal grid, which is such as the islands east of Athens (DD28 and CC28)
used to determine movement. do not exist for game purposes. Similarly, the
extended northernmost peninsula on the Caspian
4.11 FRONT BOUNDARIES: Solid red front Sea in W52 does not exist for game purposes. Any
boundaries separate the mapboard into three ground unit in W52 would be considered to be on
fronts: Eastern, Western and Mediterranean. Fronts the southernmost peninsula. F33 is not considered a
are significant with respect to a variety of one hex island (4.72), even though the G32 portion
situations, such as option choices (13), weather (31) of the island is unplayable.
and oil effects (30).
4.43 LAND MOVEMENT: Terrain never slows ground
4.2 GRID COORDINATES: Each mapboard hex may be units. Ocean and lake hexsides may not be crossed
identified by a specific grid coordinate reference. by ground units without naval assistance except at
Each row of hexes running east-west has been given a crossing arrow (4.46).
a specific letter designation, while a second
reference is composed of numbers running 4.44 ALL-WATER HEXES: Units are not “adjacent”
diagonally northwest to southeast. Thus Lisbon is for the purposes of pass option movement,
V8, Marrakesh is EE2, Dublin H22, Rome Y22, Berlin exploitation (15.62) or SR when they are separated
L31, Helsinki D41, Moscow H47 and Perma D61. by all water hexsides, including those containing
crossing arrows (EXCEPTION: Units are adjacent
4.3 PLAYABLE HEXES: National borders (black across river hexsides).
dashed lines) and geographical features have been
rationalized to conform to the hexagonal grid. Solid 4.45 The ZoC of armor units (12) does not extend
gray hexes (Switzerland and the edges of the board) across all-water hexsides, including those
are not playable and are impassable to all units, containing crossing arrows. ZoCs do extend across
including air and naval units. All other hexes are rivers.
playable.
4.46 CROSSING ARROWS: Red crossing arrows
4.31 QATTARA: Ground movement, combat, SR and permit ground units to move or engage in offensive
the tracing of supply lines is not allowed across all- or attrition combat across all-water hexsides in
Qattara hexsides (NN25-NN26 and MM25- NN26). either direction. Crossing arrows occur only in
This prohibition does not apply to air operations.

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Denmark (3), Scotland (1), the Turkish Straits (2), 1944, and then only if they are under Axis control.
the strait of Kerch (1) and the strait of Messina (1). Allied occupation of a West Wall hex prior to 1944
does not prevent the hex from becoming a fortress,
4.5 CITIES: provided the Axis recapture the hex prior to the
start of 1944.
4.51 The term “city” includes capitals, objectives
and ports. 4.64 Units defending in Malta, Gibraltar, and, while
fortress hexes (4.61), Leningrad, Sevastopol,
4.52 Capitals (any city designated by a star,
Berchtesgaden (Axis variant 25) and Moscow and
including those in colonies) and objectives (any city
Stalingrad (Allied variant 13) receive a +2 DM when
printed in red) may not be selected for attrition attacked from any direction (15.23E). Units
occupation (16.5). Infantry and replacement units
defending in Maginot and West Wall hexes receive a
defending against exploiting armor in such cities
+2 DM only if attacked from hexes faced by their
are not subject to an adverse DM (15.24). See 29.2
fortifications or by airborne units airdropped on
for details of capitals as supply sources. them. If attacked from any other direction, the
CLARIFICATION: Vichy and Kiev are considered to be fortifications in such hexes are disregarded.
capitals only so long as Vichy France and Ukraine have
4.65 Fortress hexes act as supply sources only
an independent political existence. Otherwise they are
where specified (29.2).
normal cities.
4.66 Fortress hexes may not be selected for attrition
4.53 Ports (any city designated by an open, non- occupation. This prohibition does not extend to
solid black or red circle) may base naval units
hexes which have lost (4.61) or not yet obtained
(27.1). Capital-ports (Algiers, Athens, Helsinki,
(4.63) their fortress status, or to Maginot or West
Lisbon, Oslo, Stockholm, Tripoli) function as both a
Wall hexes which are attacked from a hex which is
port and a capital. Brindisi is on the east coast of not faced by their fortifications.
AA25; naval units may traverse it only via the
easternmost of the two water areas within the hex. 4.67 The ZoCs of armor units (12) do not extend into
Similarly, Rosyth (F26) is on the east coast of fortress hexes, nor into Maginot and West Wall
Scotland, Plymouth (K21) is on the southern coast hexes across the sides marked with fortifications.
of its peninsula, Lorient (N19) is on the southwest ZoCs do extend out of fortress hexes. (EXCEPTION:
coast of its peninsula and Famagusta (GG34) is on Where armor units in the Maginot Line are facing
the southeast coast of Cyprus. West Wall fortifications, or vice versa. This may
only occur if France survives until 1944).
4.54 Other cities, designated only by black dots,
have no military significance except for their ability 4.68 Leningrad is a fortress under Russian control at
to base air units (26.11). Such cities have no effect the start of all scenarios.
on combat.
4.681 Sevastopol is a fortress under Russian control
4.6 FORTRESSES: at the start of the Campaign Game and the 1939,
1941, 1942 and Barbarossa scenarios. Sevastopol is
4.61 Malta and Gibraltar are always fortress hexes.
not a fortress in the 1944 scenario, because it has
All other fortress hexes permanently lose their
been occupied by the Axis, then recaptured by the
fortress status as soon as they are occupied by an
Russians, before the start of the scenario (4.61).
enemy unit.
4.7 ISLANDS: Islands which have beach hexes may
4.62 Maginot hexes lose their status upon the fall of
be invaded only at those beach hexes.
France, and are not treated as fortress hexes in the
1941, 1942 and 1944 scenarios. 4.71 Islands shown in gray are included on the
board for aesthetic purposes only. Such islands are
4.63 The German West Wall (Q25, Stuttgart,
not playable.
Frankfurt, Bonn and Essen) is shown with gray
fortress symbols on the board. West Wall hexes do 4.72 One hex islands, including Scapa Flow, I32 (the
not become actual fortress hexes until the start of Danish island containing Copenhagen) and I31

5 A3R rules rewrite v.3


(27.431), but not the island at the northern tip of 4.92 STRATEGIC WARFARE (SW) BOX: The SW box
Denmark, may be invaded, provided they do not represents the Atlantic shipping lanes and the air
contain an enemy 9-factor fleet at the moment the war over Germany. ASW, interceptors, SAC and
invasion is resolved (27.432). submarines in the SW box are inverted to conceal
their true number. German air factors and Allied 9-
4.73 Supply may be traced to one hex islands even if factor fleets assigned to SW are openly placed in the
they do not contain a port or bridgehead (29.331). SW box. SW units are deployed to various SW tasks
Units may also be SRed in and out of such islands during the SW deployment phase of each turn
(27.67). (42.41). German raiders may attempt to enter the
SW box prior to SW resolution in order to disrupt
4.8 TERRAIN EFFECTS ON GROUND COMBAT: The Allied convoys (44.21).
Terrain Effects Chart summarizes the effects of
terrain features on ground combat. 4.93 MURMANSK BOX: The Murmansk box
represents the northern ports in Norway and the
4.81 The defensive strength of a ground unit equals Murmansk convoy route. German air and naval
its printed combat strength times its net DM
units in Bergen may either move or SR into the
(15.22).
Murmansk box, both to oppose Allied convoys to
4.82 All defending ground units receive a +2 DM Russia and to facilitate raider movement to the SW
regardless of terrain (15.23A). box. Allied fleets may enter the Murmansk box
during the SR phase to protect convoys to Russia.
4.83 Ground units defending against a seaborne German submarine and Allied ASW factors may be
invasion receive a +1 DM (15.23B). Beach hexes do deployed to the Murmansk box during a SW
not otherwise benefit the defender. deployment phase (42.44).

4.84 Defending ground units receive a +1 DM when 4.94 SOUTH AFRICA BOX: Allied units which SR
behind a river or a hexside crossing arrow. This DM between the Western front and Suez, Basra, Bushire
may be negated (15.23C). or India (20.511, 20.512) incur a one turn delay and
are placed in the South Africa box while in transit.
4.85 Defending ground units receive a +1 DM when Similarly, during the first turn of Allied BRP grants
in a mountain or swamp hex (15.23D). to Russia through Persia (38.4) a counter is placed
in the South Africa box to indicate the transit of
4.86 Defensive benefits are cumulative: a unit BRPs.
defending on a mountain behind a river is
quadrupled (a DM of +4); a unit defending in a 4.95 INDIA BOX: Allied units which have SRed to
fortress (4.64) against seaborne invasion is India (20.512) are placed in the India box.
quintupled (a DM of +5).
4.96 SIBERIA BOX: Russian units in transit to or
4.9 MAPBOARD BOXES: from Siberia (20.514) are placed in the western
portion of the Siberia box (the Urals). Units actually
4.91 U.S. BOX: The U.S. box represents North in Siberia are placed in the eastern portion of the
America, including Canada. British units may not be Siberia box.
constructed in Canada except for British fleet
factors (27.82), or after a British surrender (75). 5. MAPBOARD CHANGES
Newly constructed American units are placed in the
U.S. box, as are British fleet factors rebuilt in [Deleted section comparing A3R maps to 3R maps]
Canada. Naval units may intercept from the U.S.
5.1 (OPTIONAL) The Finnish border hexes are
box and may be moved into the SW box, but
considered mountain terrain. (This change prevents
otherwise may only leave the U.S. box by initially
Russia from easily crushing the entire Finnish army
deploying to Europe during the SR phase
during a border war, and requires them to work
(EXCEPTION: 20.73). Units in the U.S. box may not
hard at getting those hexes. It is a completely
be taken as attrition losses (16.41).
optional suggestion based on personal experience
and may be ignored if desired.)

6 A3R rules rewrite v.3


6. COUNTERS Campaign Game scenario (Winter 1945), using the
Campaign Game victory conditions.
6.1 Ground unit counters show a combat factor as
the first (left) number on the counter, followed by a 7.22 SITUATION: This indicates which nations are at
movement factor (EXCEPTION: Replacement war and which diplomatic results are in effect at
counters, which may not move, show only a combat the start of the scenario. No BRPs are expended to
factor). attain these states of war.
6.2 Air unit counters also show a combat factor and 7.23 ORDER OF DEPLOYMENT: Prior to play, each
a movement factor. Fleet unit counters show only a nation involved in the scenario sets up its forces in
combat factor; their range is unlimited within their the indicated order.
front. Each country is provided with partial fleet
counters (27.7). British submarines may only base 7.24 ORDER OF MOVEMENT: Once play begins, the
in Malta (64.4). indicated order of movement is followed.
6.3 SW counters (submarines, ASW, SAC and 7.25 VICTORY CONDITIONS: In each scenario, the
interceptors) show only a number representing the victory conditions for both two-player and multi-
strength of the unit. player games are indicated.
6.4 BRP counters are used on the BRP track on each 7.251 The winner of the scenario is determined only
major power’s scenario card. Year and season at the end of the scenario, unless one side concedes.
counters are used on the Time Track on the If both sides fulfill their victory conditions, the
mapboard. A marker has been provided to help winner is determined by comparing the level of
keep track of the U.S. - Axis Tension level (USAT, victory conditions achieved. Similarly, in a multi-
76). IC counters are used to represent player game, more than one major power may
concentrations of industry in Russia (34). Each achieve its victory conditions.
major power has a limited number of airbase (26.12)
and bridgehead (28) counters. EXAMPLE: In a two-player Campaign Game, the Axis
control 28 objective hexes at the end of the Winter 1943
6.5 Numbered counters are used to select variants game turn, giving the Axis a marginal victory. The Allies
(71). Rocket bases may be built by Germany only if then conquer the Axis by Winter 1944, giving them a
it selects Axis variant 24. Commandos may be used tactical victory. The Allies would win the game. Had the
by the British only if Allied variant 16 is played. Allies conquered the Axis in Spring 1945, the Allies would
also achieve a marginal victory and the game would be
7. SCENARIOS drawn.
7.1 When beginning a game of ADVANCED THIRD EXAMPLE: In a multi-player Campaign Game, France
REICH, players must choose the scenario they wish survives until Summer 1941, achieving a tactical victory.
to play. Players may select from the Campaign If Italy held seven objective hexes at the end of the game,
Game, 1939, 1940, 1941, 1942, 1944 and Barbarossa it would achieve a decisive victory and would win the
scenarios. The details of each scenario are found in game.
Appendices VI - XII. In each case, the historical
situation at the starting date of the scenario is set 7.252 Britain and Russia are considered to be
out, along with other information and rules conquered for the purpose of the Axis two-player
applicable to the scenario. Campaign Game victory conditions only if their
surrenders are in effect at the end of the game
7.2 The information contained in each scenario (Winter 1945).
consists of the following:
7.253 To fulfill their victory conditions in a two-
7.21 DURATION: This defines the length of the player Campaign Game, the Allies must only
scenario. Players playing the 1941 or 1942 scenarios conquer Germany. Major powers are conquered as
may, if they agree beforehand, continue past the described in 47. Italy surrenders when Germany is
end of the scenario and play to the end of the conquered (47.411).

7 A3R rules rewrite v.3


7.254 When victory is determined by the possession each year, is listed below each major power’s BRP
of objective hexes, objectives in neutral minor level.
countries are not credited to either side unless one
side or the other has gained control over them as a 7.27 SR LEVEL: The basic SR capacity for each major
consequence of a diplomatic result. If Italy or Russia power (20.1) and any possible reductions are listed.
remains neutral, objective hexes under its control
are credited to the Axis/Allied totals in a two- 7.28 DP ALLOCATION: The basic number of DPs for
each major power (59.1) is listed, together with
player game and to the Italian/Russian totals in a
additional DPs which may be available at the start
multi-player game. If British (75) and/or Russian
of the scenario.
surrenders (74) are in effect at the end of the game,
all objective hexes under British or Russian control 7.29 FORCE POOL: “At Start” forces are placed on
at the end of the game are counted in the Allied the mapboard during the initial setup of the
total. scenario. Other forces become available as
7.255 Where one player controls two or more major “allowable builds” as indicated. The total number of
units of each type available to each major power is
powers in a game governed by multi-player victory
indicated in brackets (“[]”). The number which
conditions, that player must abide by the victory
precedes the brackets indicates units added to or, in
conditions of the nation under his control which
controls the most objective hexes at the start of the the Barbarossa scenario, subtracted from, each
major power’s force pool at a given time.
scenario. Although the player controls the forces of
one or more other major powers, those major 7.291 Available builds may be constructed during a
powers are not considered for victory player’s unit construction phase. Units eliminated
determination purposes except to the extent that during the game are returned to the owning major
they influence the victory conditions achieved by power’s force pool as allowable builds.
other, determinant major powers. (EXCEPTIONS: airborne units during the game turn
they are eliminated (24.4), minor country armor
7.256 In a multi-player game, a player may
and air units (53.5), minor country naval units
withdraw from the game at any time by assigning
(27.85), and “free Russian” units given by Axis
play of his major power(s) to another player
variant 18).
participating in his alliance. When a player acquires
a second or third major power, that player must EXAMPLE: Germany begins the Campaign Game with
abide by the victory conditions of the nation under eight 3-3 infantry units, four 4-6 armor units, four 5-4 air
his control which controls the most objective hexes units and two 9- factor fleets. During the Fall 1939 unit
at the time he takes control of the additional major construction phase, twenty 3- 3 infantry units, eight 4-6
powers. The acquiring player may choose a major armor units, two 5-4 air units and one 9- factor fleet are
power for victory determination purposes only if added to the German force pool. These may be
the additional major powers have the same number constructed during the Fall 1939 unit construction phase.
of objective hexes as his original major power when Germany’s third 9-factor fleet and its two 5-6 armor
he acquires control over them. units may not be constructed until they are added to
Germany’s force pool later.
7.257 As players withdraw, the game may ultimately
become a two-player game in which normal two- 7.292 AIRBASE COUNTERS: The number of airbase
player victory conditions apply. counters (26.12) available to each major power is
indicated.
7.258 If a scenario is played where there are
separate British and American players, they play as 7.3 DEPLOYMENT LIMITS: A major power may be
partners, winning or losing jointly. required to place specific minimum forces in a
given location or area. Additional forces may be
7.26 BRP LEVEL AND GROWTH RATE: The starting
placed in such areas, subject to stacking limits.
BRP level for each major power is indicated. The
Deployment limits apply only to the opening setups
source of these BRPs, including each major power’s
of scenarios. Forces may move freely once the
BRP base, is set out in parentheses. The growth rate
scenario begins.
(33.2), which determines the rate of BRP increase

8 A3R rules rewrite v.3


EXAMPLE: Britain must begin the Campaign Game with 7.52 Once DPs have been allocated, play begins as
at least one air factor and one 1-3 infantry unit in Malta. indicated by the order of movement for the
Additional ground or air units may be placed in Malta, scenario.
but a 3-4 infantry unit could not substitute for the 1-3
infantry unit. Similarly, a 4-5 armor unit could not 8. TABLES
substitute for the 2-5 armor unit which must be placed in
8.1 The following tables are set out on separate
Egypt.
sheets to facilitate reference during play:
7.31 CONTROL: The indicated areas are controlled
A. Combat Results Table.
by the major power at the start of the scenario.
B. Attrition Table.
Units may only be placed during opening setup in
C. Air Defense Table.
controlled areas. In the Campaign Game, a player
D. Air Attack Table.
may not set up units in areas controlled by another
E. Air Force Nationality DRM Chart.
major power, even if that major power is an ally.
F. Naval Interception Table.
Thus Britain could not begin the Campaign Game
G. Fleet Combat Table.
with units in France, although it could, with French
H. Naval Nationality DRM Chart.
permission, move units into France during the
I. Fleet Staying Power Table.
Allied Fall 1939 player turn. Similarly, Germany
J. Naval Reconstruction Table.
could not begin the Campaign Game with units in
K. Winter Table.
Rumania.
L. SW Ratio Table.
7.32 SURPLUS SW: The 1941, 1942 and 1944 M. SW Effects Table.
scenarios begin with one side or the other having N. British Resistance Table.
some SW factors already in play. This amount may O. Russian Resistance Table.
be increased by SW construction during the YSS at P. Year Start Sequence of Play.
the start of those scenarios. SW construction has Q. BRP Costs Chart.
already occurred in the 1940 scenario. R. Minor Country Forces Chart.
S. US Tensions.
7.4 SCENARIO CARDS: Each scenario card contains a
summary of the information set out in the
Appendices for each major power. In addition, each 9. SEQUENCE OF PLAY
scenario card has a BRP track which players may 9.1 BRP LEVEL DETERMINATION AND ORDER OF
use to record BRP levels by moving each major PLAY:
power’s three BRP counters along the 100’s, 10’s,
and 1’s line. Players may wish to keep a written 9.11 At the beginning of each game turn, the Axis
record of BRPs, as such a record is immune from and Allies each total their remaining BRPs to
table jostling and is useful in providing reliable determine which side holds the initiative. The side
answers to questions such as “Did you subtract 15 with the higher total has the initiative and moves
BRPs for that offensive option?” first in the coming game turn. If the BRP totals are
equal, the order of play from the previous turn
7.5 BEGINNING A GAME: Each player places his at prevails. For the purpose of determining the
start forces on the mapboard, following the order of initiative, a major power which has incurred a BRP
deployment, and places his allowable builds on the deficit is considered to have a BRP total of zero.
force pool section of his scenario card. Each major
power’s BRP counters are placed on its BRP track, 9.111 The Axis move first in the first turn of the
and each major power’s airbase, bridgehead and Campaign Game and the 1939, 1940, 1941 and 1942
substitute air and naval counters are kept available. scenarios.
7.51 Once all at start forces have been set up, SW 9.12 The side which went last in a game turn may
construction takes place in the 1941, 1942 and 1944 find that it will move first in the next game turn,
scenarios. In the Campaign Game and 1939 thus obtaining a “double move”. The opportunities
scenarios this step is omitted. Players then allocate offered by such a development are exceptional, and
their DPs (59.2). may warrant the limiting of BRP expenditures in

9 A3R rules rewrite v.3


order to keep a higher BRP level than the opponent. 9.23 OPTION DECLARATIONS: Each major power
On the other hand, there are hazards connected then announces its option for each front. Each
with a double move, because the other side may major power immediately pays 15 BRPs for each
later regain the initiative and thereby obtain a offensive option it selects.
double move itself. The side with the initiative may
never obtain a double move. 9.231 SW DEPLOYMENT: Germany may select
limited or unlimited submarine warfare (42.411).
9.13 Italian BRPs are always included in the Axis SW forces available for this turn are then deployed
total, whether or not Italy has entered the war, and (42.41).
Germany and Italy conduct their turns at the same
time. Russian and American BRPs are not included 9.24 MOVEMENT: Once options have been declared,
in the Allied total until they are at war with units are moved. Supply is determined during the
Germany. However, Russia and the Western Allies movement phase (29.42).
conduct their turns at the same time throughout
the game, whether or not Russia is at war with 9.25 COMBAT: Combat takes place after all
movement is completed. Limited offensive
Germany, and even if a neutral Russia has a larger
operations and regular offensive combat are
BRP total than the Axis and the Axis have the
resolved before attrition combat. Exploitation
initiative.
movement and combat takes place after the
9.14 American BRPs are included in the Allied total resolution of attrition combat. Supply status is
only after the turn in which the U.S. enters the war, determined again after combat (29.43).
because a DoW by or against the U.S. would take
9.26 UNIT CONSTRUCTION: After post-combat
place after the initiative has been determined for
adjustments, including the removal of unsupplied
that turn.
units, unbuilt units may be constructed (19).
9.15 The BRPs for newly activated minor allies
9.27 STRATEGIC REDEPLOYMENT (SR): During the
(56.3F) and minor countries subject to German
SR phase, units may be SRed (20) and BRPs granted
economic penetration (57.1) are added to the
(36).
appropriate major power’s BRP level at the start of
the player turn following the diplomatic die roll 9.3 MINOR COUNTRY TURNS: Minor countries
which triggered the activation of the minor ally or which have been attacked, but not conquered,
the economic penetration. The BRPs for minor conduct their turn immediately following the
allies which switch sides (56.92) are added player turn of the major power which attacked
immediately after the diplomatic phase. The them, even if the invader has obtained a double
addition of these BRPs does not affect the move and will thus move first in the coming game
determination of the initiative for that game turn. turn. A minor country player turn consists of
9.16 BRPs in the South Africa box are included in movement, combat and unit construction only.
Minor country units may only be SRed if the minor
the Allied total (38.42).
country is allied to a major power. Minor countries
9.2 SEQUENCE OF PLAY: do not take independent turns once a major power
has intervened to assist them (55).
9.21 A detailed Sequence of Play is included with
this rule set. The highlights of each player turn are 9.4 SECOND PLAYER TURN: The opposing coalition
summarized below. then moves, repeating the steps outlined above.

9.22 DECLARATIONS OF WAR (DoWs): Each major 9.5 SW RESOLUTION AND ALLOCATION: Once both
power announces any DoWs it is making at the start sides have completed their player turns, German
of its player turn and immediately pays the BRP raiders may be sent into the Atlantic (44). SW is
cost associated with each DoW. The forces of minor then resolved (42.5).
countries which have been subject to a DoW are
then set up by an opponent of the major power
which made the DoW (53.1).

10 A3R rules rewrite v.3


MECHANICS OF PLAY 11.2 Once play begins, the control of land hexes is
determined as follows:
10. STACKING 11.21 Control of enemy and neutral hexes is gained
10.1 The basic stacking limit is two ground units per by occupying or moving through such hexes. Each
hex, regardless of their combat strength. There are land hex is controlled by the last nation to have
several exceptions to this general rule: ground units in it or to pass ground units through it
(EXCEPTIONS: 11.22, 11.23 and 11.5).
10.11 Three ground units may stack in London, but
only if all three are British. 11.22 The initial conquest of a minor country gives
the conqueror control of all hexes in the conquered
10.12 Airborne units do not count against the country (see 54.2 for details and exceptions).
stacking limit and may be added to any legal stack.
This exception applies even if an airborne unit 11.221 If two or more major powers cooperate in
moves like a normal infantry unit, without the conquest of a country or colony (54.7), the
dropping. It does not apply to an airborne unit conquerors must decide, at the moment of
employed in a seaborne invasion (24.5). conquest, which of them controls which hexes in
the conquest. The conquerors may assign the
10.13 Up to five ground units may stack on a control of hexes in any manner they choose.
bridgehead counter (28.5). There is no increase in (EXCEPTION: The capital of a conquest is always
the stacking capacity of a bridgehead in London controlled by the conquering major power which
(10.11). first occupies it (15.5, 54.8).) If, in a multi-player
game, conquerors are unable to agree on hex
10.14 Armor units may overstack on a breakthrough
control after a cooperative conquest, hexes are
hex (15.7). Such overstacking must be remedied by
controlled by whichever power has units closest to
the end of the attacker’s SR phase, or excess units
them. Ties are resolved by a die roll.
of his choice are eliminated.
11.23 Hex control of a conquered major power is
10.15 A defender may temporarily overstack if
determined according to the rules which apply to
forced to do so when retreating during an enemy
the specific major power in question (47).
attrition option (16.54). The defender must remedy
the overstacking during his next movement phase. 11.24 Hex control may not be transferred from a
If he is unable to do so, excess units of his choice major power to an ally. The movement of friendly
are eliminated (16.56). ground units through hexes controlled by a major
power ally does not change the control of those
10.2 Stacking limits do not apply to ground units
hexes. A major power may move or SR into (20.2)
while moving, nor while they are embarked on
and place airbases (26.122) in hexes controlled by
fleets. A ground unit may not end its combat phase
its allies, but only with their consent (73.4). A major
or its turn embarked on a fleet.
power may trace supply through such hexes any
10.3 Stacking of air and naval units is unlimited time (29.322).
while in the air or at sea. There are limits to the
11.25 If the U.S. is at war with the Axis, all British-
number of air and naval factors which may base at
controlled hexes are jointly controlled by Britain
air bases (26.1) and ports (27.1).
and the U.S.
10.4 There are some restrictions on units of allied
11.3 When an “Ex” result occurs in combat and the
nations stacking together in the same hex (49.4,
attacker loses his entire ground force, or for any
50.1, 51.1). Stacking which is not expressly
other reason fails to occupy an attacked hex with at
prohibited is allowed.
least one ground unit (15.5), the attacked hex
remains in control of the defender. A hex thus does
11. HEX CONTROL not necessarily pass to the control of the attacker
11.1 The areas controlled by each major power at when its defenders are eliminated. An attacker
the start of each scenario are set out in the must advance a ground unit into the hex in order to
Appendix relating to that scenario. gain control of it (EXCEPTION: Hexes defended by

11 A3R rules rewrite v.3


partisans (25.5)). Similarly, if an airborne unit drops 12.2 ZoCs adversely affect enemy movement (14.63),
on enemy defenders and both forces are eliminated, unit construction (19.3), airdrops (24.1) and supply
the defender retains control of the hex. lines (29.32).

11.4 Placing an enemy-controlled hex in the ZoC of 12.3 An armor unit which has its mechanized
a friendly armor unit does not change the status of component temporarily negated acts as an infantry
the hex. unit and has no ZOC until its mechanized
component is restored (23.2).
11.5 Isolated hexes controlled by the non-moving
player which are neither occupied by nor adjacent 13. OPTION SELECTIONS
to any of the non-moving player’s units at the start
of the moving player’s turn pass to the moving 13.1 OFFENSIVE OPTIONS: A major power must pay
player’s control at the end of his post-combat 15 BRPs for each offensive option it selects. A major
supply determination phase, provided they are power could thus spend as many as 45 BRPs on
adjacent to a supplied hex controlled by the moving offensive options in a single turn if it selected an
player. Such hexes also immediately receive supply offensive option for all three fronts.
if a land supply line can be traced to them, although
13.11 A major power selecting an offensive option
supply may not be traced through such newly-
for a front must either make at least one ground
acquired hexes until the following turn. Thus, hexes
combat attack or conduct at least one offensive air
acquired in this manner may not be used by the
or naval mission against enemy forces on that
moving player’s air or naval units during
front. This requirement is met even if enemy forces
movement and combat, but come under the control
intercept and prevent the mission from being
of the moving player and receive supply prior to his
completed.
SR phase.
CLARIFICATION: This list of activities is not exhaustive.
EXAMPLE: In Summer 1941, German armor units
Any activity that allows a major power do something on
encircle a large pocket of Russian infantry units. The
a front which it would otherwise not be able to do
Russian player is unable to break the encirclement, and
without selecting an offensive option (such as a
the Russian infantry units are eliminated at the end of
paradrop) satisfies the requirement.
the Russian Summer 1941 post-combat supply
determination phase. During the Fall 1941 German 13.2 ATTRITION OPTIONS: Attrition options require
movement phase, no German airbases may be built in no BRP expenditure. A major power may select an
these hexes, as they are still controlled by Russia. The attrition option even if none of its forces will
German player doesn’t bother to move units through the engage in attrition combat on that front, or even if
pocket. At the end of the German Fall 1941 post-combat none of his units will be in contact with adjacent
supply determination phase, all of the encircled hexes enemy ground units at the end of the movement
adjacent to supplied German hexes come under German phase. A player may select an attrition option
control, and the German player may SR units into or rather than a pass option in order to enter
through these hexes. Were the pocket several hexes deep, uncontrolled hexes during his movement phase.
the innermost hexes would not come under German
control for another turn or two. 13.3 LIMITED OFFENSIVES: Limited offensive
operations may only be carried out on a front
12. ZONES OF CONTROL (ZoCs) where an attrition option has been selected.
Limited offensive operations require BRP
12.1 Armor units exert a ZoC into the six hexes
expenditures according to the forces used. No more
adjacent to the hex they occupy, subject to the
qualifications set out in 12.12. than 14 BRPs may be expended for limited offensive
operations on a single front.
12.11 ZoCs extend across rivers, the Suez Canal and
13.4 PASS OPTIONS: No BRPs are required to
friendly fortress hexsides into adjacent hexes.
conduct a pass option.
12.12 ZoCs do not extend across all-water hexsides,
13.41 A pass option must be selected on a front in
hexsides containing crossing arrows, or into neutral
countries or enemy fortresses. the following situations:

12 A3R rules rewrite v.3


A. An allied major power wishes to conduct an mission at Marseilles, even if Britain selected a pass
offensive option on a front and other major powers option in the Mediterranean, provided that the British
are unwilling or unable to do so themselves. If one option for the Western front allows for such missions.
allied major power selects an offensive option on a Similarly, air units based in northern Italy could attack
front, others must do so as well or select a pass targets in southern France. If a pass option were selected
option. in the Mediterranean, the sea transport mission
B. If a major power finds itself unable to comply described above could not land ground units in Genoa,
with the requirements of an already announced even if they then moved by land and attacked a Western
offensive option (13.11), it must pass instead and front hex. The restrictions on invasions in winter
forfeit the 15 BRPs it paid for the offensive option. (27.4322) apply only to the front through which the
C. After the play of Allied variant 19 (Hitler naval units move, so the invasion described above would
assassinated) or Allied variant 23 (Italian general be permitted even in winter.
strike).
EXAMPLE: Italian ground units in Turin and U21 could
13.5 If one major power selects an offensive option attack adjacent units in France during an Italian
on a given front, its major power allies must join in Western front offensive option, even if Italy selected an
the offensive option or pass. A major power may attrition or a pass option in the Mediterranean.
not select an attrition option on a front where Similarly, the Italian units could be counted as part of a
another major power has selected an offensive Western front attrition, even if Italy selected an offensive
option. In multi-player games, if allies cannot agree or pass option in the Mediterranean. In both cases, the
on the option to be used on a front, the player restrictions on movement during a pass option would not
wishing to select an offensive option prevails. His prevent the Italian units from moving to the border.
allies must then also select an offensive option or
pass on that front (EXCEPTION: Once it is at war 13.72 A unit may only participate in an action on
with the Axis, Russia always determines the option two fronts by conducting a single attack against
to be used on the Eastern front). This restriction units in several hexes on different fronts (15.33) or
does not apply until an alliance is activated. by exploiting from a combat on one front into
another attack on another front. A unit at a front
EXAMPLE: If Italy is not at war with the Allies it could boundary may not make separate attacks against
select an attrition option on a front where Germany has defending units on both fronts, be counted in the
selected an offensive option. attrition total for both fronts or attrition on one
front and make an offensive attack on the other.
13.51 When two or more major power allies join in
conducting an offensive option, each major power 13.73 Exploiting armor units from one front may
must pay 15 BRPs. engage in offensive combat on another front only if
an offensive option is in effect on both fronts.
13.6 If two major powers are conducting attrition Exploiting armor units may enter a front for which
options on a front, and both wish to conduct limited an attrition option is in effect, but may not engage
offensive operations as well, no more than 14 BRPs in attrition or limited offensive combat on that
may be expended in total. In a multi-player game, if front (15.658).
two major powers cannot agree on how to limit the
forces involved in limited offensive operations to 14. THE OFFENSIVE OPTION - MOVEMENT
comply with this restriction, neither major power
may spend more than seven BRPs. If three major 14.1 During an offensive option, a player may move
powers cannot agree, none may spend more than all, some or none of his units. A player first moves
four BRPs. his air units, then his naval units, then his ground
units.
13.7 OPERATIONS ACROSS FRONT BOUNDARIES:
14.11 VOLUNTARY ELIMINATION OF UNITS:
13.71 The hex which receives the action determines Immediately before beginning his movement phase,
the option required. a player may voluntarily eliminate any of his own
units and return them to his force pool
EXAMPLE: British naval units in the Mediterranean (EXCEPTION: French units (48.3)). Forces of inactive
could invade southern France or land a sea transport minor allies, including Vichy France, may not be

13 A3R rules rewrite v.3


voluntarily eliminated prior to activation. ICs may 14.64 Ground units must expend one additional
also be destroyed at this time (34.43). Units which movement factor to execute an overrun (14.81).
are voluntarily eliminated may not be
reconstructed during the game turn in which they 14.65 Ground units may be moved together, both
were eliminated. for convenience and to execute overruns (14.8). A
ground unit may also defer part of its movement in
14.12 Airbase counters may not be voluntarily order to wait for another ground unit to move, then
eliminated, but one airbase may be “recycled” each continue its movement, alone or in conjunction
turn (26.123). with the other unit, up to the limit of its movement
factor.
14.2 Terrain does not affect movement except for
certain impassable hexsides (4.31, 4.43). Otherwise, 14.7 Ground units may not move onto or through
all movement costs one movement factor per hex hexes occupied by hostile ground units except
traversed. Movement factors may not be when conducting overruns. (EXCEPTION: Airborne
transferred from one unit to another, nor may they units may airdrop on hostile ground units (24.14).)
be accumulated from one turn to the next.
14.8 OVERRUNS: Overruns may be conducted only
14.3 AIR UNITS: Air units may stage (change base) during offensive options. Overruns may take place
during the movement phase (26.2). German air during the movement phase of both regular and
units may move in or out of the Murmansk box exploitation movement or following sea transport.
(37.4). Counterair missions (26.43) may be Units being overrun are subject to both positive and
conducted after the staging of air units and before negative DMs (15.25).
the movement of naval units and supply
determination. 14.81 Overruns are conducted by moving no more
than two units (EXCEPTION: Overstacked airborne
14.4 NAVAL UNITS: Naval units may change base units (24.5)), one of which must be armor, together
during the movement phase. Such base changes through the same hexside onto the attacked unit(s)
may be intercepted by enemy air and naval units at odds of 6-1 or greater. Each overrunning unit
(27.21). German fleets may move in or out of the must expend one additional movement point to
Murmansk box (37.4). occupy the overrun hex. If the overrunning units do
not have sufficient movement points, the overrun
14.5 SUPPLY: Supply is determined after air and may not take place.
naval movement, but before ground movement
(29.4). EXAMPLE: It would cost four movement points to
overrun an armor unit. One to move one hex, plus one for
14.6 GROUND UNITS: Ground units may move up to the overrun, plus two for leaving a hex in a ZoC.
the limit of their movement factor, subject to the
following: CLARIFICATION: A unit moving by sea transport may
only combine with another ground unit sea transported
14.61 Ground units which are out of supply may not by the same naval mission to conduct an overrun.
move (29.531).
14.82 An overrun may be assisted by available
14.62 Armor units and motorized infantry units offensive air for ground support. Such air support is
which are in limited supply have their movement declared and committed at the start of the combat
factor reduced to three (23.2, 29.521B). phase, at the same time as all other air and naval
missions. The defender may provide defensive air
14.63 ZoCs of hostile armor units affect movement.
support to units being overrun. This defensive air
A ground unit in the ZoC of hostile armor pays two
support may be intercepted by uncommitted
additional movement factors, for a total of three, to offensive air units within range at the time of the
leave its hex. There is no extra cost to enter a ZoC.
overrun. Such air combat is resolved immediately.
ZoCs have no effect on the movement of air and
naval units. 14.821 If defensive air support reduces the overrun
odds to less than 6:1, the overrun may not take
place. The ground units which attempted the

14 A3R rules rewrite v.3


overrun are placed in the hex from which they 14.871 Units moving by sea transport may overrun,
entered the overrun hex. They may not move from but a unit moving by sea transport may only
that hex during the remainder of movement phase, combine with another sea transported ground unit
and any overstacking which results must be to conduct an overrun.
remedied either by moving other units out of the
hex, or by eliminating units from the hex at the end 14.88 Units in capitals, objective hexes, ICs and
of the movement phase. Any offensive and/or bridgeheads may be overrun, if all other
defensive air support committed to the overrun requirements are met.
remains in place until the end of the combat phase.
EXAMPLE: A German 4-6 armor unit and 3-3 infantry
The attacker may not attempt to overrun the target
hex again with other units. unit supported by five German air factors overrun a
Russian 1-3 infantry unit. The German player wishes to
14.822 During the following combat phase, the units overrun a second Russian 1-3 infantry unit, but can no
which unsuccessfully attempted the overrun, longer use the 3-3 infantry unit for this purpose because
including any air units which provided ground it would not have sufficient movement factors. The
support, must conduct a normal attack against the German player may move a second 4-6 armor unit (14.85)
defending unit(s). They may be assisted in this through the hex which contained the first Russian 1-3
attack by other units. infantry unit, then execute the second overrun using
both 4-6 armor units and four additional German air
14.823 Airborne drops may not be used to assist factors.
overruns.
14.9 MOVEMENT FROM ONE FRONT TO ANOTHER:
14.83 Units which are overrun are eliminated. At Ground and air units which move from one front to
the moment of overrun, a die is rolled to determine another must abide by all rules pertaining to the
whether the attacker suffers any casualties. On a front they enter, including restrictions arising out
die roll of “1” the moving player suffers an Ex result of the option selected on that front. Units which
(15.41). These losses may be taken from any ground move to a front boundary to attack an enemy unit
or air units which contributed to the overrun. On across the front boundary, whether by offensive or
all other rolls, the moving player suffers no losses. attrition combat, are moved according to the option
Both sides remove losses immediately. that is in effect on the front in which the enemy
unit is located.
14.84 After an overrun, surviving overrunning units
may continue moving up to their movement 15. THE OFFENSIVE OPTION - COMBAT
allowance, may overrun other enemy units, conduct
normal combat, and, if otherwise permitted, may 15.1 GENERAL: During the combat phase of an
conduct exploitation movement and combat that offensive option, the following sequence is
turn. Air units which provided ground support for a followed:
successful overrun are inverted at the end of the
15.11 The attacker announces all air and naval
movement phase.
missions, except for air missions which may take
14.85 Other units which have not yet moved may place during exploitation, and places his air and
enter a hex which was the scene of an earlier naval units accordingly. Counter-interceptions of
overrun without paying the additional movement defensive naval interceptions by the attacker’s
cost required by 14.81. uncommitted air and naval units are not offensive
missions, and are not announced at this time.
14.86 Overruns are prohibited on the Eastern front
during Spring turns (31.1) and may be prohibited as 15.12 Counterair missions (26.43) and air attacks on
a result of the winter die roll (31.2). naval units in port (26.452) are resolved. Some
counterair missions may already have been
14.87 Overruns may not take place during seaborne resolved during the movement phase (14.3). At this
invasions (27.43), which are resolved after regular stage, the attacker is not committed to any specific
movement and combat and before exploitation. ground attacks.

15 A3R rules rewrite v.3


15.13 The defender announces any allocation of 15.22 DEFENSE MULTIPLIERS (DMs): The attacking
defensive air support (26.51) to ground units and strength of a unit is always equal to its printed
any air (26.453) or naval (27.5) interceptions of the combat factor. The defensive strength of a unit
attacker’s naval missions. equals its printed combat strength times its net DM.
All positive and negative DMs are taken into
15.14 The attacker announces any air interception account in determining the net DM for defending
of defensive air support (26.44) and any air or fleet units (15.26). While the defensive strength of units
counter-interceptions of the defender’s naval may be increased (15.23) or decreased (15.24),
interceptions. Counter-interceptions, then according to terrain and other factors, units never
interceptions, are resolved. defend at less than face value. In other words, a net
DM of less than +1 is always treated as +1.
15.15 Successful sea transport missions (27.42) are
concluded and the naval units employed returned 15.23 POSITIVE DMs: Units receive a positive DM
to port. (their defensive strength is increased) as follows:
15.16 The attacker carries out any airborne drops A. All defending units receive a basic +2 DM.
(24) he wishes to make.
B. Units defending against seaborne invasion
15.17 The attacker announces and resolves all receive a +1 DM, even if some of the attacking units
ground attacks he wishes to make, in whatever are attacking from adjacent land hexes or are
order he chooses. The attacker resolves each attack dropped airborne units.
sequentially, using the Combat Results Table (CRT).
Victorious units may advance into hexes previously C. Units defending against attack from across a
occupied by enemy units (15.5), before the attacker river or crossing arrow receive a + 1 DM. This is
announces and resolves his next attack. Seaborne negated if some of the attacking units attack from a
invasions (27.43) are completed after all regular hex which is not across a river or crossing arrow.
ground combat has been resolved. Once all attacks An airborne drop onto the defending units similarly
have been resolved, exploiting armor units may negates the DM.
move to breakthrough hexes (15.62).
D. Units defending in a mountain or swamp hex
15.18 Exploiting armor may conduct exploitation receive a +1 DM.
movement (15.65). Airborne drops and offensive
and defensive air activity by uncommitted air units E. Units defending in a fortress hex or behind a
may again take place. Exploitation attacks are fortification line receive a +2 DM. This is negated if
resolved (15.66). No naval activities are allowed some of the attacking units attack from an adjacent
during the exploitation phase. hex which is not across a fortification line. This may
only occur in attacks against Maginot and West
15.19 The combat capabilities of air, naval and Wall hexes. In contrast to rivers and crossing
airborne units are dealt with in greater detail in the arrows, airborne drops do not negate this DM.
rules relating to those units.
15.24 NEGATIVE DMs: Ground units incur a -1 DM as
15.2 DETAILS OF GROUND COMBAT: follows:

15.21 The attacker may attack with all, some or A. Infantry and replacement units attacked by
none of his ground units which are adjacent to or, exploiting armor, unless defending in a capital,
in the case of airborne units, on top of, enemy objective hex, IC or bridgehead. Partisans, airborne
ground units (EXCEPTION: Replacement counters, units and armor (subject to 15.242) do not incur a -1
even when adjacent to the enemy, may not attack DM when attacked by exploiting armor.
except as part of a “CA” result). An attacker is never
forced to attack except when he has made an B. Minor country infantry units defending in any
airdrop on top of an enemy ground unit or has type of hex outside their home country
received a “CA” result from a defender’s (EXCEPTION: Finnish and Swedish units defend
counterattack. normally anywhere on the map, and Vichy French
units defend normally in France (70.33)).

16 A3R rules rewrite v.3


C. As specified by certain weather (31.2), diplomatic 15.33 Attacking units in a single hex may attack
and variant results. enemy units located in two or more hexes in a
single attack. All the attacking units must be
15.241 Partisans never incur negative DMs. adjacent to all the defending units involved in the
attack. In such an attack, air units conducting
15.242 Armor treated as infantry (23.2) because of a
ground support or defensive air support may be
winter die roll of “5” or more (31.2), supply placed on any of the hexes being attacked.
problems (29.521B, 29.531) or an oil shortage (30.2E)
Similarly, an airborne unit may airdrop on any one
is subject to negative DMs.
of the enemy hexes and participate in such an
15.25 DMs, both positive and negative, also apply to attack (24.2).
units which are being overrun (14.8).
15.331 Similarly, units from two different hexes
15.26 CUMULATIVE EFFECTS OF DMs: Units may be may make a single attack against units defending
subject to positive and negative DMs for more than on two different hexes, provided that all the
one reason in a single turn. Such effects are attacking units are adjacent to all the defending
cumulative (15.22). units.

EXAMPLES: An Italian 2-5 armor unit is attacked on 15.34 Attacking units in a single hex may attack
clear terrain. It receives a +2 DM (15.23A). Its defensive defending units on hexes which are on different
strength is four. Its strength would be still be four even if fronts in a single attack, provided the attacker has
it was attacked by exploiting armor (15.24A). paid the BRP cost of the attack for both fronts,
either by declaring an offensive option or paying
A German 3-3 infantry unit on clear terrain is attacked for a limited offensive operation for each front that
across a river by exploiting armor. It receives a +2 DM included the attacking units. It is conceivable the
(15.23A), a +1 DM (15.23C) and a -1 DM (15.24A), for a net BRP cost for the attacking units would have to be
DM of +2. Its defensive strength is six. paid twice.

A 2-3 Rumanian infantry unit on clear terrain near the 15.35 A ground unit may only be attacked once
outskirts of Stalingrad is attacked by exploiting armor. It during the regular combat phase (EXCEPTIONS: A
receives a +2 DM (15.23A), a -1 DM (15.24A) and a -1 DM counterattack dictated by the CRT or a Western
(15.24B), for a net DM of zero. Its defensive strength is Allied/Russian attack against the same hex (50.3)).
two (15.22). This does not preclude a second attack against a
defending unit during exploitation.
15.3 All defending ground units in a hex must be
attacked collectively. The combat factors of all 15.36 If, following an attrition option retreat, the
defending units are added together. defender has more than two units stacked on an
attacked hex in excess of the normal stacking limit
EXAMPLE: A 4-5 Russian armor unit and a 3-3 Russian (10.1), only two of those units may defend. The
infantry unit on clear terrain are attacked by exploiting defender determines which two. The excess units,
armor. Both Russian units receive a +2 DM (15.23A), but while they are not counted for defense, are
the 3-3 infantry unit receives a -1 DM (15.24A), so the eliminated along with the defending unit on a “D”
total defensive strength of the Russian units is eleven. result, and, unless the attacker had the smaller
force and at least one defending unit survived, are
15.31 If the attacker has more than one ground unit eliminated by an “Ex” result. The excess units are
in a hex, they need not all attack the same enemy disregarded in determining the attacker’s losses
hex. For example, one ground unit could attack in a after an “Ex” result and the odds of a counterattack.
northeasterly direction while another attacked to
the southeast, or did not attack at all. 15.361 The above does not apply where excess
stacking is explicitly permitted (bridgeheads,
15.32 An attacking ground unit may not split its airborne units, three British units in London).
combat factor and make two or more separate
attacks. The entire combat factor must be applied 15.37 Only two ground units may attack from any
to one attack. one hex (EXCEPTIONS: Armor units on a

17 A3R rules rewrite v.3


breakthrough hex (15.663), overstacked airborne EXAMPLE: The defending force is a 3-3 infantry unit
units, British units in London). receiving a +2 DM, together with one air factor of
defensive air support. The attacking force consists of 11
15.38 When all preparations for attack and defense factors. The combat odds are 1:1 and an “Ex” result
are complete, each attack is resolved. The attacker occurs. The attacker must remove at least seven number
calculates the strength of his attacking force, of factors to match the defender’s losses. The attacker
including air factors from ground support air would remove more than seven number of factors if he
missions and fleet factors from shore could not exactly match the defender’s losses, or if he
bombardment. The defender calculates the strength wished to do so in order to preserve certain attacking
of his defending force, including defensive air units (for example where the attacking force consisted of
support, taking into account the net DM (15.23, two 4-6 armor units and a 3-3 airborne unit and the
15.24). The total attacking and defending strengths attacker wanted to preserve the airborne).
are expressed as a ratio (fractions are ignored), one
die is rolled and the appropriate odds column on CA: COUNTERATTACK: All of the defender’s units
the CRT consulted. The attacker may not select a must immediately attack all units which originally
column on the CRT which is lower than the actual attacked them. The basic combat factors involved
odds. Attacks greater than 5-1 are allowed, but the are compared, the die rolled and the appropriate
5-1 column is used to resolve the attack. Similarly, odds column on the CRT consulted. During
attacks at less than 1-4 are allowed, but these counterattacks, DM is disregarded, and all units
automatically result in the elimination of the employ their basic combat strength. If the die roll
attacker without loss to the defender. for the counterattack yields another “CA” result,
the original attacker attacks again and all DMs
EXAMPLES: 10 factors attacking 10 is a 1-1 attack; 19 again apply (i.e., the original attack is repeated).
factors attacking 10 is still only a 1-1 attack; five factors When the defender counterattacks, an “A” result
attacking 13 is a 1-3 attack. eliminates the original defender and a “D” result
eliminates the original attacker. If the defender is
15.4 COMBAT RESULTS TABLE (CRT) forced to counterattack at less than 1-4 odds he is
15.41 COMBAT RESULTS: automatically eliminated without the need for a die
roll.
A: ATTACKER ELIMINATED: All attacking ground
and air units are eliminated. Fleets conducting CA1: COUNTERATTACK AT 1:1 ODDS: The defender
shore bombardment are eliminated at the rate of counterattacks as above, but rolls on the 1:1 column
one fleet factor for every three fleet factors used of the CRT regardless of the relative strength of the
(27.415). Fleets carrying ground units for a failed forces involved.
invasion are unaffected and return to port.
CA2: COUNTERATTACK AT 1:2 ODDS: The defender
D: DEFENDER ELIMINATED: All defending units, counterattacks as above, but rolls on the 1:2 column
including air units flying defensive air support, are of the CRT regardless of the relative strength of the
eliminated. forces involved.

Ex: EXCHANGE: The side with fewer combat factors CA3: COUNTERATTACK AT 1:3 ODDS: The defender
loses its entire force. The larger side removes at counterattacks as above, but rolls on the 1:3 column
least an equal number of factors. The attacker must of the CRT regardless of the relative strength of the
match the value of the defender’s units as reflected forces involved.
by their net DM if the exchange occurs during the
15.42 Neither side may bring additional forces to
attacker’s combat die roll. If the exchange arises
bear during counterattacks, even if unused forces
out of a counterattack, DMs are disregarded, as the
are adjacent to the attacked hex.
defender no longer receives any advantage for
defending. Fleet factors which are conducting shore 15.43 No battle may end with a counterattack
bombardment are eliminated at the rate of one fleet result. Each battle must ultimately end with an “A”,
factor for every three fleet factors used (27.415). “D” or “Ex” result.

18 A3R rules rewrite v.3


15.44 If a 2-1 attack results in a “D” result on a 1-1 advances into the defender’s hex (EXCEPTION: an
“CA” (a die roll of 4 followed by a die roll of 6), the airborne unit dropped on the defender’s hex does
original attacker’s losses are limited to the modified not meet this requirement), a breakthrough results.
value of the defender’s units. The defender does not The defender’s hex becomes a “breakthrough hex”.
suffer any losses (i.e., an “Ex” result, but without A single attack against more than one defending
any defender losses, occurs). hex may create two or more breakthrough hexes.

EXAMPLE: Four 3-3 infantry units attack a 3-3 infantry EXCEPTION: No breakthroughs may be created by an
unit on clear terrain at odds of 2:1. The attacker rolls a 4 overrun or as a result of exploitation combat.
and the defender rolls a 6. The attacker loses two
infantry units; the defender loses none. EXCEPTION: Breakthroughs may not be created on the
Eastern front during spring turns (31.1), or depending on
15.441 The rule in 15.44 also applies to all CRT the Russian die roll, during winter turns (31.2).
required counterattacks made at 2-1 odds.
15.62 EXPLOITATION: Armor units which were, at
EXAMPLE: An exploiting 3-5 armor unit attacks two 3-3 the moment of combat, adjacent to or stacked with
infantry units on clear terrain (1:2 odds). The attacker any unit which attacked a breakthrough hex are
rolls a 3 (a “CA” result), which requires the defender to eligible to exploit and may be placed on that
counterattack at 6:3, i.e. 2:1 odds. If the defender now breakthrough hex after all normal ground combat
rolls a 4, followed by a 6 (a “D” result), the defender has been resolved. Exploiting armor units are
would lose only one 3-3 infantry unit. placed on a breakthrough hex without regard to
available movement factors or stacking limits.
15.5 ADVANCE AFTER COMBAT: Whenever combat
results in the elimination of the original defender’s 15.63 To be eligible for exploitation, an armor unit
ground units, the original attacker’s surviving must have been supplied from an unlimited supply
ground units may advance, subject to stacking source during the initial supply determination
limits, into the hex(es) previously occupied by the phase of the current player turn and may not have
defender. The attacker decides which units, if any, attacked during the combat phase in which the
he wishes to advance immediately after resolving breakthrough is created. Armored units which
the attack, before he resolves any other attacks. attacked the breakthrough hex to create the
breakthrough are ineligible for exploitation and
15.51 Unsupplied ground units may not advance may not move or attack during exploitation.
after combat. Exploiting armor units may be
prohibited from advancing after combat in certain 15.631 AIRBORNE DROPS: Airborne units may
situations (15.67). Airborne units which have been conduct airdrops during exploitation even if no
airdropped may not advance after combat (24.2). breakthroughs occurred and no armor units
exploit. An airborne unit may thus airdrop into a
15.52 The attacker may place a bridgehead in a hex hex which has been cleared by regular ground
occupied after combat, if otherwise allowed to do so attacks (EXCEPTION: During spring (31.1), or
(28). possibly winter (31.2) on the Eastern front).
15.53 If two or more allies had ground forces 15.64 Units belonging to a major power which
participating in an attack and they are unable to selected a pass option on a front in which an ally
agree as to which of them will control the vacated created a breakthrough may not exploit their ally’s
hex, neither may advance units into the vacated breakthrough, even if the units would only move
hex. over controlled hexes and would not move adjacent
to enemy units.
15.54 The original defender may never advance
after combat, even if he wins a counterattack. 15.65 MOVEMENT OF EXPLOITING ARMOR UNITS:
Once all regular combat has been resolved on all
15.61 CREATING A BREAKTHROUGH: Whenever the
fronts, exploiting armor units may remain in a
attacker’s ground units include at least one
breakthrough hex or move from a breakthrough
supplied armor unit, and any attacking ground unit hex as set out below. Exploiting armor units may
survives (it need not be an armor unit) and
enter enemy-controlled hexes, move backwards

19 A3R rules rewrite v.3


through friendly hexes, or both, subject to the chain. While the movement of armor units during
following restrictions: exploitation is flexible, the chain of exploiting
armor units must always be preserved and armor
15.651 The first exploiting armor unit may move units may never exceed their movement factors.
into a hex adjacent to the breakthrough hex, then
into one additional hex adjacent to the first hex 15.657 The chain created by the movement of
entered. In addition to any limits on movement exploiting armor may not be broken by advances
relating to its movement factor, the first exploiting after exploitation combat (15.67). The elimination
armor unit may not enter more than two hexes. of exploiting armor units in combat, after the
completion of exploitation movement, has no
15.652 A second exploiting armor unit may move adverse effect on other exploiting armor units, even
one or two hexes from the breakthrough hex, using if the chain is broken.
a different route from that used by the first
exploiting armor unit. Alternatively, it may exactly 15.658 EXPLOITATION INTO OTHER FRONTS:
duplicate the route of the first exploiting armor Exploiting armor units may cross a front boundary,
unit and then, if it is able to do so, move one or two but their movement after crossing the front
additional hexes. boundary must conform to the option selected for
that front. If a pass option had been selected, the
15.653 A third exploiting armor unit may move one exploiting armor units could only move into hexes
or two hexes from the breakthrough hex, using a controlled at the start of the turn and could not
different route from that used by the first two move adjacent to enemy units. If an attrition option
exploiting armor units. Alternatively, it may had been selected, exploiting armor units could not
duplicate the route of the previous exploiting participate in attrition or limited offensive combat
armor units and then, if it is able to do so, move one on that front. Exploiting armor units may only
or two additional hexes. make attacks on a front for which an offensive
option has been declared, and only after all regular
15.654 This process is repeated until all exploiting
combat had been resolved on that front.
armor units have moved. Movement from the
location of other exploiting armor units follows the 15.659 Exploiting armor units which move up to,
same rules as movement from the breakthrough but not across, a front boundary are subject to
hex itself. An exploiting armor unit is effected by similar restrictions. They may make exploitation
enemy ZoCs in the same manner as during regular attacks across the front boundary only if an
movement. No exploiting unit may exceed its offensive option had been selected in the other
movement factor. front, and could not engage in attrition or limited
offensive combat on the other front.
15.655 CHAIN OF ARMOR UNITS: At the end of all
exploitation movement, a chain of exploiting armor 15.66 EXPLOITATION ATTACKS: The only units
units must exist. Each exploiting armor unit must which may engage in exploitation attacks are
be within two hexes of the breakthrough hex or exploiting armor units, airborne units which
another exploiting armor unit. airdrop during exploitation (whether or not armor
units are exploiting on that front) and air units
15.656 A player is not required to move exploiting which provide ground support for such attacks.
armor units in sequence, as long as a chain of
Other units, even if they did not attack earlier in
exploiting armor units is formed at the end of
the turn, may not attack during exploitation. Air
exploitation movement. Two exploiting armor units
units which provide ground support for
may thus be moved together in order to execute an exploitation attacks may not have flown previously
overrun (14.8). An exploiting armor unit may move
during the game turn, and airborne units which
several hexes, wait to be joined by another
airdrop may not have airdropped, moved or
exploiting armor unit, then complete its movement
engaged in combat previously during the player
(14.65). Two exploiting armor units may execute an turn.
overrun, wait for a third armor unit to move to the
hex they occupy, then continue movement, leaving 15.661 All exploitation movement must be
the third armor unit to form the first link in the completed before exploitation attacks are

20 A3R rules rewrite v.3


announced and resolved. After movement, the 15.8 EXPLOITATION SUPPLY: In the game turn
attacker announces his ground support missions. following exploitation, and only in that game turn,
The defender then elects to commit unused air exploiting armor units are automatically in supply
units for defensive air support. The attacker decides and need not trace a supply line (29.552). This
whether to intercept the defensive air support with special supply status is lost if the armor unit is SRed
unused air units, and any air combat which results (29.554).
is resolved. The attacker then makes his airdrops
and exploitation ground combat is resolved. 15.9 BREAKTHROUGHS AGAINST VACANT HEXES:
Breakthrough and exploitation may occur without a
15.662 No naval missions and no air missions, other defending ground unit being eliminated from the
than ground support, defensive air support and breakthrough hex only as a result of a seaborne
interceptions, may be conducted during invasion (27.43) of a hex by more than one armor
exploitation. unit. One armor unit is required to “attack” and
occupy the undefended hex in order to create a
15.663 ATTACKS FROM THE BREAKTHROUGH HEX: breakthrough. Armor units held in reserve during
All exploiting armor units which remain in a the invasion may then exploit from the
breakthrough hex may attack out of the breakthrough hex. This procedure is permitted
breakthrough hex into adjacent hexes. The normal even if the invasion hex was under friendly control,
limit of two ground units attacking out of a hex and even if enemy units were adjacent to the hex.
does not apply in this situation. Breakthroughs against vacant hexes are otherwise
prohibited.
15.67 ADVANCE AFTER COMBAT DURING
EXPLOITATION: Exploiting armor units which are
16. THE ATTRITION OPTION
victorious in exploitation combat may advance to
occupy the defender’s hex, provided this does not 16.1 ATTRITION MOVEMENT: During attrition
break the chain of exploiting armor units (15.655). options, ground units move in the same manner as
Advance after exploitation combat is permitted if during offensive options (EXCEPTION: Overruns
the defender’s hex is either adjacent to the previous (14.8) are not permitted).
unit in the chain or separated from it by a hex
through which an exploiting armor unit has already 16.11 ATTRITION COMBAT: Attrition combat differs
passed. Advance after combat may not leave a more from offensive option combat. At the end of the
distant unit disconnected from the chain. The chain regular combat phase, the attacker totals the
may thus be reconstituted by a lateral advance after number of ground factors he has in contact (if any)
combat, but at the end of exploitation the attacker with adjacent enemy ground units on the front in
must still be able to trace a chain in the same question. Unsupplied units are included, as are
manner as after exploitation movement. units on other fronts which are in contact with
enemy units on the attritioned front, unless those
15.7 STACKING LIMITS: Overstacking is permitted units are participating in attrition or offensive
only on breakthrough hexes, and only during combat on their own front. Units which took part in
exploitation movement and combat. After combat limited offensive attacks (17) or offensive or
resolution, post-combat advance and SR, normal attrition attacks on another front are not included
stacking limits apply to all exploiting armor units, in the attrition total. Replacements or units which
including those still in a breakthrough hex. If a are only in contact with enemy units on another
breakthrough hex is overstacked after SR is front or across all-water hexsides (unless across a
completed, the attacker must eliminate excess units crossing arrow) are also not included. The attacker
of his choice. Exploiting armor units that move must count all eligible ground units in his total.
from the breakthrough hex are subject to normal
stacking limits on other hexes, including other 16.2 Units of all allies participating in an attrition
breakthrough hexes, and may not be overstacked at are totaled together for one attrition die roll. A
the end of exploitation movement (EXCEPTION: major power at war with another major power and
Bridgeheads (28)). one or more unconquered minor countries makes a
single attrition die roll for that front, provided the
minor countries are associated with or allied to the

21 A3R rules rewrite v.3


enemy major power. A separate attrition die roll is if any, coming from the nation with the larger
made against minor countries for which association number of ground factors in contact with the
or alliance has not occurred. Similarly, a major enemy on the attritioned front. Ties are resolved by
power may be subject to several attrition die rolls if a die roll.
unconquered minor countries attrition during their
independent turns (53.4). 16.5 ATTRITION COMBAT RESULTS - HEXES: After
the defender has eliminated the required units, the
16.3 ATTRITION TABLE: The attacker rolls one die attacker selects one or more hexes for occupation
and consults the appropriate column on the as allowed by the attrition die roll. The attacker
Attrition Table. The result indicates the number of need not select all, or any, of the hexes to which he
ground unit counters (“C”) which the defender is entitled by an “H” result. His forces may remain
must lose and the number of hexes (“H”) which he in their positions. The attacker may not occupy a
must give up to the attacker. capital, objective, bridgehead, fortress, IC or a hex
which may only be occupied through a hexside
16.4 ATTRITION COMBAT RESULTS - COUNTERS: containing a crossing arrow. (EXCEPTION: A
The defender first chooses which unit counters he Maginot or West Wall hex may be occupied if
will lose and returns them to his force pool. He may attacked from a hex not faced by their fortifications
not choose to lose more units than the number (4.66)). Luxembourg, which has no capital for game
called for. If he does not have enough ground units purposes, may be occupied unless it contains a
on the attritioned front to satisfy the losses, he bridgehead.
loses what ground units he has and disregards the
remainder. Air and naval units may not be taken as 16.51 If attacking allies cannot agree on which
attrition losses. hexes are to be gained, they split the rewards with
the nation having the larger number of ground
CLARIFICATION: A unit that survived a limited factors in contact with the enemy on the attritioned
offensive attack may be later removed by the defender to front getting first choice. Ties are resolved by a die
satisfy his attrition losses. roll.
16.41 Ground units removed to satisfy attrition 16.52 Hexes selected for attrition occupation must
losses must belong to a defending country which contain an enemy ground unit and must be adjacent
has at least one ground unit in contact with the to an attacking ground unit which is eligible to
enemy somewhere on the attritioned front, advance. Replacements and units which are
although the eliminated units themselves need not unsupplied at the start of their turn are not eligible
be in contact with enemy units. Ground units of to advance.
minor countries associated with or allied to a
defending major power may be taken as losses, 16.53 A hex from which the defender has taken all
provided the minor country in question has at least the attrition losses inflicted on him by the
one ground unit in contact with the enemy. attacker’s attrition die roll for that front may not be
Partisans are considered to belong to the major selected by the attacker for attrition occupation,
power which paid for their construction and may be even if the defender has units remaining in the hex
taken as losses. Attrition losses resulting from an after taking the losses.
attrition directed solely against partisans may be
taken from units belonging to the partisans’ EXAMPLE: The Axis player has two 3-3 infantry units in
constructing major power. Units in a offmap box a key hex. The Allies make an attrition die roll in the “11-
(4.9) may not be taken as attrition losses. 20” column. If the die roll is a “1”, the Axis player retains
control of the key hex by eliminating both units on the
CLARIFICATION: A defending country may not take hex. If the die roll had been a “3”, the Axis player could
attrition losses if its units are only in contact with enemy still retain control of the hex by eliminating one of the
replacements and/or with enemy units engaged in a infantry units.
limited offensive attack.
16.54 The attacker must advance at least one
16.42 If defending allies cannot agree on which adjacent ground unit into each selected hex. If the
units to lose, they split the losses with the odd unit, attacker is unable or unwilling to advance into an

22 A3R rules rewrite v.3


enemy-occupied hex, he may not select that hex for on that front (27.26). Displaced naval units may be
attrition occupation. The defender retreats his intercepted (27.51).
unit(s) one hex from the selected hex(es). The
defender may not retreat into a hex which the 17. LIMITED OFFENSIVES
attacker will vacate to make his advance, nor into a
17.1 A major power taking an attrition option on a
hex occupied by any enemy ground, air, naval or
front may conduct one or more of the following
airbase counter, nor into a hex which his units may
offensive operations at the indicated BRP cost:
not enter, nor into another hex selected by the
attacker for attrition occupation. If forced to do so, 17.2 GROUND COMBAT: Engage in offensive ground
the defender may overstack, enter an enemy ZoC or combat, at a cost of one BRP per attacking ground
enter an enemy-controlled hex. The defender must, factor.
if possible, overstack rather than enter an enemy
ZoC; and must, if possible, enter an enemy ZoC 17.3 AIR MISSIONS: Counterair enemy air units,
rather than an enemy-controlled hex. provide ground support for ground attacks,
intercept enemy defensive air support, attack
CLARIFICATION: Defending units may not retreat into a enemy naval bases or provide air cover, at a cost of
hex that contains any enemy counter, not even an one BRP per attacking air factor.
unoccupied IC, bridgehead or airbase.
17.31 If Axis variant 16 has been played, German air
16.55 Once the attacker has designated all the hexes units may provide air supply, at a cost of one BRP
he wishes to occupy as a result of the attrition die per air factor.
roll, the defender vacates all the designated hexes
simultaneously. The attacker then simultaneously 17.4 NAVAL MISSIONS: Conduct sea transport,
occupies all the designated hexes. This process is invasions and shore bombardment missions, or
not carried out one hex at a time; all hexes must be escort fleets on such missions, at a cost of one BRP
vacated before the attacker advances to occupy any per three fleet factors used (round fractions up).
of the vacated hexes.
17.5 If an invasion is conducted against an
CLARIFICATION: Once the attacker has selected target undefended beach hex, the attacker pays only the
hexes, he must advance into all of them. He may not BRP cost of the fleets he employs. If the beach hex is
change his mind after seeing the enemy’s retreats. defended and combat occurs, the attacker must also
pay the BRP cost of the units which attack the
16.56 If the defender overstacks when retreating, he defenders.
has until the end of his next movement phase to
meet stacking limits. If he fails to remedy the 17.6 No more than 14 BRPs may be spent on limited
overstacking, he must eliminate excess units of his offensive operations on any one front, whether by
choice. one or more major powers. Operations beyond this
limit require a normal offensive option.
16.57 Defending units are eliminated if they are
required to retreat by attrition combat and are 17.61 If two major powers cannot agree on how to
unable to do so because they are totally surrounded limit the forces involved in limited offensive
by enemy units, friendly units with which they may operations, neither major power may spend more
not stack, prohibited hexes, including other hexes than seven BRPs. If three major powers cannot
selected for attrition occupation, or impassable agree, none may spend more than four BRPs.
hexsides.
17.7 A player indicates which units will be
16.58 Air or naval units which are based in hexes employed in limited offensive operations and pays
occupied by enemy units as a result of attrition the BRP cost for such operations when he actually
combat are displaced to the nearest friendly base. carries out the operation in question. Attrition
Air units are eliminated only if no other friendly air combat is resolved at the end of the regular combat
bases exist within eight hexes (26.24); naval units phase, after all limited offensive operations have
are eliminated only if no other friendly ports exist been carried out.

23 A3R rules rewrite v.3


EXAMPLE: A player wishes to carry out an invasion 18.22 Ground units belonging to a major power
against an undefended beach hex (using a 9-factor fleet taking a pass option may be sea transported or
and a 1-3 infantry unit) and a ground attack (using six invade a friendly hex if the required naval units are
ground factors) on a front on which he selected an provided by an ally taking an offensive or limited
attrition option. During the combat phase, the player offensive option.
announces his naval mission and pays three BRPs. Before
any limited offensive ground attacks are announced, the 18.3 AIR UNITS: Air units may only stage over
defender decides whether to fly defensive air support, already controlled ground, water or part water,
just as in an offensive option. If he does, the attacker may part neutral land hexes (26.21).
intercept with available air units. He immediately pays
the required BRP cost for those units that intercept. After 18.4 NAVAL UNITS: Naval units may change base
only if no enemy air or naval units are capable of
air combat, the attacker announces his ground attack
intercepting them (27.21).
and pays six BRPs. If the attacker intercepted defensive
air support with more than five air factors, the number 18.5 OPERATIONS ON OTHER FRONTS: The above
of ground factors which could attack would be reduced restrictions do not apply to ground or air units
accordingly, as a total of no more than 14 BRPs could be which change fronts during movement or which
spent on limited offensive operations. attack enemy units across a front boundary. The
17.8 A limited offensive operation may not be option selected on the front entered or attacked
governs. A naval unit based on a front where a pass
conducted on a front where an active ally has
option has been selected may change base to a two-
selected an offensive option (13.5).
front port in order to carry out a mission from that
17.9 Contested invasions are permitted during port on another front, even if it were subject to
limited offensives, but overruns, breakthroughs, interception during its base change. Similarly,
exploitation and airborne drops are not. Ground during the combat phase, a naval unit may move
units which engage in combat during a limited through sea hexes on a pass option front to conduct
offensive or are adjacent only to enemy units a sea transport, invasion or shore bombardment
subject to such attack are not counted toward the mission on another front. The hex receiving the
attrition level for that front and may not may make naval action, including the port of debarkation for
attrition advances. sea transport, must be on the front where a limited
or full offensive was selected.
18. THE PASS OPTION
19. UNIT CONSTRUCTION
18.1 During a pass option, all offensive operations
are prohibited. Only defensive air and naval 19.1 Each major power may construct units which
operations are allowed. Movement is restricted as are in its force pool as allowable builds, subject to
follows: its BRP spending limit (35) (EXCEPTIONS: Airborne
units eliminated in the current game turn (24.4),
18.2 GROUND UNITS: Ground units may only move and units voluntarily eliminated (14.11) or
over already controlled hexes. Ground units may eliminated due to lack of supply (29.543) in the
not move into enemy-controlled hexes, even if current player turn).
vacant and in a friendly ZoC. Ground units which
are adjacent to an enemy unit may not move, even 19.2 The construction costs for units in BRPs per
if the enemy unit is on another front. Ground units combat factor are as follows:
may not move into or through any hex which is
A. One BRP per factor: Infantry, replacements,
adjacent to an enemy unit (4.44). “Enemy unit”
includes ground, air and naval units, as well as submarines.
B. Two BRPs per factor: Armor, partisans, ASW,
partisans, airbase counters and ICs.
interceptors.
18.21 Ground units of a major power taking a pass C. Three BRPs per two factors: SAC (Additionally,
option may enter hexes captured by an ally during one SAC factor may be built for two BRPs in order
the same movement phase, provided no other to maximize SW expenditure in the YSS).
restrictions apply. C. Three BRPs per factor: Air, naval, airborne,
commandos (Allied variant 16).

24 A3R rules rewrite v.3


19.3 Units must be constructed and placed in their 19.5 Free Siberian transfer, while it involves the
home country, on fully supplied hexes, not in an placement of units on the board, takes place prior
enemy ZoC, which were controlled by the to the movement phase and does not require any
constructing major power at the beginning of the BRP expenditure (see 65).
player turn of construction (EXCEPTIONS: British
units in Egypt, Iraq or India (19.35); Russian units in 20. STRATEGIC REDEPLOYMENT (SR)
Siberia (19.36); British submarines in Malta (64.4)).
20.1 After unit construction, each major power may
Units may not be constructed on hexes which were
redeploy a number of its and its active minor allies’
recaptured from the enemy until the turn following
(56.33) units, moving them any distance. BRPs may
their recapture. Stacking limits must be observed
also be SRed from one major power to another
during placement.
(20.6). Partisans and units belonging to associated
minor countries may not be SRed. Each unit or 20
19.31 If two countries are not at war, units may be
BRPs SRed costs one SR. The SR capacity of each
placed in a border hex despite the presence of a ZoC
major power is set out below. The number after the
from a potential enemy's armor unit deployed
major power’s name is the basic SR capacity of that
across the border.
major power. Possible reductions in the basic SR
capacity are then detailed. The SR capacity of each
19.32 Russian units may not be constructed in a city
major power is recalculated each turn.
containing an IC, including Leningrad, unless a
supply line can be traced from that city to Moscow
20.11 GERMANY: 9. For every three BRPs lost to SW
or the east edge of the board. Limited supply from
during the previous game turn, the German SR
an IC is not sufficient for unit construction
capacity is reduced by one, to a maximum per turn
purposes.
reduction of four. In addition, each turn oil supplies
are interrupted, the German SR capacity drops by
19.33 For unit construction purposes, East Prussia is
one (30.4). During winters, German ability to SR
an integral part of Germany, Sicily is an integral
inside Russia is reduced by the modified winter die
part of Italy and Ulster is an integral part of Britain.
roll, although the overall German SR capacity is
Italy may not construct units in Sardinia, France
unchanged.
may not construct units in Corsica and Russia may
not construct units in eastern Europe.
20.12 ITALY: 5. Each turn oil supplies are
interrupted, the Italian SR capacity drops by one
19.34 American units are constructed in the U.S.
(30.4). During winters, Italian ability to SR inside
box.
Russia is reduced by the modified winter die roll,
although the overall Italian SR capacity is
19.35 Britain may construct up to three BRPs worth
unchanged.
of British infantry and replacement units (only) in
Suez, Basra, or the India box each turn (in total -
20.13 FRANCE: 5.
not three BRPs in each location).
20.14 RUSSIA: 6. If Moscow is controlled by the Axis,
19.36 Russia may construct up to three BRPs worth
the Russian SR capacity decreases by two. In
of Russian infantry units (only) each turn in Siberia.
addition, a maximum of three Russian SRs may be
used to send units to or from Siberia (20.514).
19.4 VOLUNTARY ELIMINATION OF BRPs: During
the unit construction phase a player may
20.15 BRITAIN: 9. For every three British BRPs lost
voluntarily eliminate BRPs, usually to avoid an
to submarines, raiders, German bombing of Britain
unwanted double move (9.12). Such voluntary
(43.6), or V-weapons (Axis variant 24) during the
elimination of BRPs does not count as spending in
previous Axis player turn, the British SR capacity is
relation to that nation’s spending limit (35). A
reduced by one, to a maximum per turn reduction
major power belonging to the side which held the
of four.
initiative may not voluntarily eliminate BRPs. Also
see: Scorched Earth (33.62).

25 A3R rules rewrite v.3


20.16 UNITED STATES: The U.S. basic SR capacity hexes containing enemy units, although they may
equals one for every 20 BRPs in the U.S. current BRP not begin or end the sea portion of their SR in a
base. For every three American BRPs lost to SW and port adjacent to an enemy unit (27.66). Air units
raiders during the previous game turn, the U.S. SR may not SR over land hexes which are under enemy
capacity is reduced by one. U.S. SR capacity may not control.
be reduced below half its basic value (rounded up).
20.23 Units may be SRed in any order to avoid
EXAMPLE: In Summer 1942, the U.S. BRP base is 220. overstacking at the end of the SR phase.
This would give the U.S. an SR capacity of 11, but during (EXCEPTION: Naval SRs take place before all other
the Spring 1942 SW resolution phase, German SRs. Non-naval SRs are only declared after naval
submarines and raiders eliminated 21 American BRPs, SRs are resolved.) Naval SRs may be intercepted by
for a possible SR reduction of seven. But the U.S. SR enemy units (20.8) and must be indicated to the
capacity may not drop below half its basic value opponent before any SRs are made, after which
(rounded up), so it will be six in Summer 1942. they may be attempted in any order. Naval SRs to
the same destination port may be made together for
20.17 SRs are not transferable from one nation to protection against enemy interception. A unit
another and may not be accumulated from one turn which is itself SRed may not be used to cover the SR
to the next. When a unit is sea escorted by an ally’s of other units in the same SR phase (20.86).
fleet factors, the SR is charged against the nation
owning the unit, not the nation providing the sea 20.3 Ground units and BRP grants may not cross all-
escort. water hexsides during SR without sea escort (27.6)
(EXCEPTION: Crossing arrows; American initial
20.2 RESTRICTIONS ON SRs: Units SRed by land may deployments and BRP grants to Britain or France
move only over controlled, fully or partially (20.611)).
supplied hexes (including hexes controlled by an
ally, with that ally’s permission). Ports must 20.31 AIR UNITS: Air units may SR over water only
similarly be supplied before units may SR into or by sea escort or by tracing a path of no more than
through them. Subject to the restrictions of 20.22, eight hexes from a controlled air base to another
units may SR into and through hexes acquired supplied, controlled air base on the far shore. They
during the preceding movement or combat phases may cross a total of more than eight water hexes in
if those hexes are fully or partially supplied during this manner by using a chain of air bases no more
the post-combat adjustment phase. than eight hexes apart. (EXCEPTION: Air units may
SR from the U.S. to Scapa Flow without sea escort).
20.21 Air units may SR from an unsupplied airbase, British and French air units may use each other's
but only to a fully supplied airbase. The SR of air airbases for SR even if they could not use the
units is not considered an “SR by land” airbases for other purposes (49). Air units may
(20.2), and therefore there is no requirement that combine sea SR (to cover longer distances) with SR
the hexes between the air bases be supplied. by flight in the same phase. Air units may SR over
Similarly, naval units may SR from an unsupplied partial land-sea hexes unless the land portion of the
port, but only to a fully supplied port. In either hexes is enemy-controlled.
case, the new base must be controlled by the SRing
major power or an ally. 20.32 Airborne units SR as ground units. Their
airdrop ability may not be used during SR.
20.22 ENEMY UNITS OR CONTROL PROHIBITS SR: No
SRed unit (ground, air, naval, airbase counter or IC) 20.4 Naval units moving by SR may only cross one
may pass adjacent to any enemy unit, including a front boundary. Fleets performing sea escort may
ground, air, naval, or partisan unit, an airbase not cross a front boundary.
counter, unoccupied bridgehead or an IC. Nor may a
unit begin or end its SR adjacent to an enemy unit. 20.41 SR THROUGH STRAITS: Naval units may SR
A unit is not “adjacent to an enemy unit” if the through the strait of Gibraltar only if Gibraltar is
enemy is a potential enemy, not yet at war (4.44). controlled by their side. Hostile forces in any other
Units being SRed by sea may pass by or through hex adjacent to the strait (including AA9 and BB8)

26 A3R rules rewrite v.3


do not prevent SR into or through Gibraltar, so long one. This reduction does not affect the overall
as Gibraltar itself is controlled. Sea escort into and Russian SR capacity (20.52).
out of Gibraltar is similarly permitted. Naval SR
may not pass through the Turkish straits if any one CLARIFICATION: Only the SR of a Russian unit from the
of the four hexes adjacent to the crossing arrows is Siberia box to the eastern edge of the mapboard (or
controlled by hostile or neutral forces. placement by Free Siberian transfer) counts as a Siberian
SR. To continue the SR once on the board would cost
20.5 OFF-BOARD SRs: Russia another SR, but would not decrease the number of
allowed Siberian SRs any further.
20.51 Units may SR off the board only as follows:
20.515 MURMANSK: Britain, the U.S., if at war with
20.511 MIDDLE EAST: Allied units may SR between the Axis, and France may SR fleets to the Murmansk
Europe and Suez (67.5) and Europe and Basra (62.3) box to protect BRP grants to Russia (37.2). Such
or Bushire (if the Persian BRP route has been fleets are in addition to the fleets required for sea
activated - 38.2) by way of South Africa, with sea escort of such BRP grants. Fleets SRed to the
escort. The units being SRed incur a one-turn delay. Murmansk box may be based in any Western front
Units SRed by sea between Suez and Basra or port. ASW moved to the Murmansk box during the
Bushire also require sea escort, but do not incur a SW deployment phase does not count against SR
one turn delay. capacity (42.44).

20.512 INDIA: Britain may SR units to India to 20.516 If Germany can trace a supply line from an
modify the diplomatic die roll for Japan. Units SRed unlimited supply source to the Norwegian hexes
from Britain to India require sea escort and must along the northern edge of the board, German air
stop in South Africa while in transit, incurring a and naval units may SR from Bergen off the
one-turn delay. British units SRed from Suez to northern edge of the board into the Murmansk box.
India also require sea escort, but do not incur a one Air and naval units SRed to the Murmansk box must
turn delay. British units coming from India may be begin the SR phase in Bergen. Similarly, air and
placed in Suez, Basra, Bushire (if the Persian BRP naval units SRed from the Murmansk box must end
route (38.2) has been activated), or South Africa on the SR phase in Bergen. If the Allies capture Bergen
the turn they leave India. while German units are in the Murmansk box, those
units must move out of the Murmansk box during
20.513 FINLAND: If the northern hexes of both the next Axis movement phase (37.41).
Finland and Sweden are controlled by the same
major power, that major power may SR one unit per 20.517 THE U.S. BOX: Western Allied units may SR
turn off the northern edge of the board from one to the U.S. box. (EXCEPTION: French units may not).
country to the other. A diplomatic result of “7” for
Sweden allows Germany to SR units by land in this 20.52 Units moving off the mapboard (20.511,
manner. 20.512, 20.514) take two turns to reach their
destination: first they move to an off-board box,
20.514 SIBERIA: Russian units may SR from the then they appear at their destination during the
eastern edge of Russia to Siberia, and vice versa. A following SR phase. The SR cost for these units is
maximum of three units per turn may be moved in paid only during the initial turn. Thus, units
this manner. Units being SRed to and from Siberia returning to the mapboard from an off-board box
incur a one turn delay by going through the Urals do not decrease the owning major power’s SR
first (4.96). Continuing SRs between the Urals and capacity unless they move by SR once they have
Siberia do not decrease the number of allowed returned to the mapboard. Sea escort, if required,
Russian SRs to Siberia, nor do they require further need only be provided for the first turn of off-board
SR costs (20.52). Free Siberian transfer (65) is SRs.
distinct from SRs between Russia and Siberia, but
each unit placed on the board by free Siberian 20.53 [Combined with 20.52]
transfer reduces Russian ability to SR to Siberia by

27 A3R rules rewrite v.3


20.54 INTERCEPTION PERMITTED: Naval SRs to and 20.72 All initially deploying units must SR into a
from off-board boxes may be intercepted (20.8), but port capable of receiving SR (20.2) and must end
only in an on-board sea hex (EXCEPTION: German their SR as follows:
fleets SRing into Murmansk box may not be
intercepted (37.4)). 20.721 If Britain (only) is unconquered: in Britain,
including Ulster. (EXCEPTION: If Germany rejects a
20.6 BRP GRANTS: Each grant of 20 BRPs or fraction British surrender offer, see 75).
thereof from one major power to another counts as
one SR against the granting major power’s SR 20.722 If France (only) is unconquered: in France.
capacity. The BRPs originate in any fully supplied,
controlled hex in the granting nation and must be 20.723 If Britain and France are unconquered: in
SRed normally to a hex in the recipient nation either Britain or France.
capable of receiving SR. (EXCEPTION: This
requirement does not apply to American BRP grants 20.724 If both Britain and France are conquered, or
to Britain and France). if Germany has rejected a British surrender offer
(75): in any hex contiguous by land SR to a port in
20.61 INTERCEPTION OF BRP GRANTS: BRP grants or bordering on the Western front.
which are SRed across water may be intercepted
(20.8) (EXCEPTIONS: American grants to Britain and 20.725 If Allied variant 18 has been played, to any
France, or to Russia through Persia (38) may not be port in or bordering on the Western front or the
intercepted). U.S. grants to Russia via Murmansk South Africa box.
(37) may only be intercepted in the Murmansk box.
U.S. grants to Russia via Turkey may be intercepted 20.726 Initially deploying units may not move
while being SRed to Turkey across the Atlantic farther than the areas specified above in the turn of
(20.849) or in the Mediterranean (39). their arrival, even at the cost of an additional SR.

20.611 No sea escort is required for BRP grants from 20.73 SEA TRANSPORT AND INVASION FROM THE
the U.S. to Britain or France. Sea escort is required U.S. BOX: The restrictions set out in 20.72 do not
for BRP grants from the U.S. to Russia. apply to units in the U.S. box used for sea transport
or invasion missions. Subject to the normal rules
20.7 INITIAL DEPLOYMENTS: Special rules apply to governing such missions (27.42, 27.43), sea
units in the U.S. box: transport and invasion from the U.S. box is
permitted even if initial deployment by SR is also
20.71 SRs from the U.S. box to Europe are termed possible. For both types of missions, the U.S. box is
initial deployments. The number of initial treated as the port from which the mission is
deployments allowed is limited to half (rounded up) launched. Fleets in the SW box may not be used for
of the current U.S. SR capacity. sea transport and invasion missions from the U.S.
box, nor may they provide protection for such
20.711 Each grant of 20 BRPs or fraction thereof missions.
from the U.S. counts as one initial deployment,
whether granted to Britain, France, or to Russia via 20.731 SEA TRANSPORT: Ground and air units in the
Murmansk, Persia or Turkey. U.S. box may sea transport to any port on the
Western front controlled by the Western Allies at
20.712 All unit SRs from the U.S. box to Europe are the start of the Allied player turn. Four fleet factors
“initial deployments.” This includes naval units are required for each transported ground or air
which have initially deployed and returned to the factor.
U.S. box, as well as units which have been
eliminated and rebuilt in the U.S. Box. 20.732 SEA INVASION: Ground units in the U.S. box
may invade any beach hex in or bordering on the
20.713 No sea escort is required for units which Western front. Six fleet factors are required for
initially deploy by SR from the U.S. box to Europe. each invading ground factor.

28 A3R rules rewrite v.3


20.733 Units which sea transport or invade from the 20.83 If, as a result of fleet combat or air attack, the
U.S. box count against the American initial number of surviving undamaged fleet factors drops
deployment limit (20.71). Fleets based in the U.S. below that required to sea escort a ground or air
box which are used for sea transport or invasion do unit, that unit is eliminated. Where several units
not count against initial deployment limits, are being sea escorted, the SRing player chooses
provided the fleets end their turn in the U.S. box. which unit(s) to eliminate. Similarly, the
interception of a BRP grant may result in the loss of
20.74 Fleets based in the U.S. box which deploy to some or all of the BRPs if the number of surviving
the SW box during the SW deployment phase for fleet factors drops below the required level (27.622).
use against German submarines are not counted
against U.S. initial deployment limits. U.S. fleets 20.84 INTERCEPTION OF INITIAL DEPLOYMENTS:
which withdraw from the SW box must return to Units initially deploying by sea may be intercepted
the U.S. box, even if they previously had initially by Axis air and naval units as follows:
deployed to Europe.
20.841 Units which initially deploy by sea must
20.75 [Moved to 20.726] trace a path from the western edge of the mapboard
(A22 to EE1) to their destination port. Any Axis air
20.76 [Moved to 20.713 and 20.611] and naval interception must take place between the
western edge hex selected and the destination port.
20.77 CANADA: Initial deployment of British units
from Canada is handled in the same manner as 20.842 No sea escort is required for initially
initial deployments from the U.S. The American deploying units (20.713). For record-keeping
initial deployment limit (20.71) applies, even prior purposes only, each ground and air factor initially
to U.S. entry into the war. deployed from the U.S. box is considered to be
carried by two transport factors. These transport
20.8 INTERCEPTION OF NAVAL SRs: Units which SR factors are not represented by counters. The
by land or air may not be intercepted. Units and number of transports is considered to be exactly
BRPs SRed by sea are subject to interception as set sufficient to carry the SRing units or BRP grant. If
out below. any transports are eliminated or damaged, at least
some of the units involved in the initial deployment
20.81 SR of naval units or SR involving sea escort will be eliminated (27.622).
may be intercepted by uninverted enemy air and
naval units (26.4531, 27.5). SRs to and from off- 20.843 Fleets which are initially deploying from the
board boxes, including initial deployments, may be U.S. box may defend other initially deploying units.
intercepted in on-board sea hexes (20.54, 20.84). Allied fleets in the SW box may also defend, even if
The SRing power may counter-intercept they earlier engaged enemy forces while protecting
intercepting enemy naval units (27.56). sea supply from the U.S. American fleets in the SW
box may not defend until the U.S. is at war with
20.82 If naval units being SRed or conducting sea Germany. If units are being initially deployed to
escort win their engagement with intercepting more than one European port, the Allied player
enemy naval forces, the SR succeeds. If they lose must indicate which routes his fleets are protecting
(27.574), or if the SRing player aborts (27.575), the before the Axis announce their interceptions. After
SR fails and the naval units involved return to their combat, surviving undamaged fleets from the SW
port of origin, as do any ground or air units which box return there and are counted for SW resolution.
were being SRed. Such failed SRs count against the
SRing power’s SR capacity. The naval units involved 20.844 If Axis fleets succeed in intercepting an
end their turn in the port of origin and may not initial deployment, fleet combat occurs between the
attempt a second SR. If the failed SR results in intercepting Axis force and all Allied fleets which
overstacking in the port of origin, and excess units are defending the initial deployment. If the Allied
are eliminated (27.576). Ground and air units may fleets lose the resulting fleet combat, or if no Allied
be SRed elsewhere, at no additional SR cost. fleets were defending the initial deployment, the
initial deployment is aborted.

29 A3R rules rewrite v.3


against enemy units during the SR phase in which
CLARIFICATION: If the Axis intercept an undefended they are themselves SRed or initially deployed
initial deployment, the Axis still make a fleet combat or (20.23).
air attack dice roll to determine U.S. transport losses
before the initial deployment aborts. EXAMPLE: The Allies have the initiative. An American
air unit which initially deploys to Britain in Fall 1942
20.845 Axis air interception of initial deployment is could provide defensive air support or intercept Axis
carried out in the same manner. There is no effect fleets during the Axis Fall 1942 player turn, unless the
on the initial deployment unless all defending fleets American air unit were constructed during the Allied
are eliminated or damaged so that the transports Fall 1942 unit construction phase. It could not intercept
are affected. An initial deployment which suffers Axis fleets which intercepted the sea escort of another
losses solely from Axis air attacks may be continued Allied unit from Britain to Norway in the Fall 1942 Allied
by the Allied player or aborted, at the Allied SR phase.
player’s option.
20.9 VOLUNTARY ELIMINATION OF UNITS: At the
20.846 Allied combat losses which cannot be end of the SR phase, a player may voluntarily
absorbed by defending Allied fleet factors are taken eliminate units, usually for political or diplomatic
from the transports carrying the initially deploying reasons.
units.
UNIT COUNTERS
20.847 For each transport factor which is
eliminated, the U.S. immediately loses three BRPs. 21. INFANTRY
In addition, units being carried by transports which
are eliminated or damaged are lost (20.83). 21.1 Most infantry units have a movement factor of
three and operate without impairment even when
20.848 The rules relating to the interception of supplied from a limited supply source (29.22).
initial deployments apply only to units initially
deployed by sea. Allied air units SRing into Scapa 21.2 British and American 3-4 infantry units have a
Flow by air and are not subject to interception. mechanized component, which is reflected in their
higher movement factor. Such units have their
20.849 INTERCEPTION OF AMERICAN BRP GRANTS: movement factor reduced to three if not fully
Should a U.S. BRP grant to Russia via Turkey be supplied.
intercepted while it crosses the Atlantic, the
procedure outlined in 20.84 is followed. 21.3 Infantry units attacked by exploiting enemy
armor incur a -1 DM unless they are defending in a
20.85 INTERCEPTION OF SOUTH AFRICAN SRs: The capital, objective hex, IC or bridgehead (15.24A).
interception of SRs between the South Africa box
and the Western front is handled in the same as 22. REPLACEMENTS
manner as the interception of initial deployments 22.1 Replacement counters represent training
(20.84). Allied fleets in the SW box may defend such organizations feeding new levies into combat units.
SRs, unless they have been used to defend an SR to One of their main functions is to provide players
or from the U.S. box in the same SR phase. If the SR with cheap units which they may eliminate when
was from the South Africa box to the Western front, subjected to attrition combat. Russia, with an
sea escort would not be required (20.52), and abundance of equally cheap 1-3 infantry units, has
Britain incurs any BRP losses for lost transports no replacement counters.
(20.847).
22.2 Replacement counters, once placed on the
20.86 Air and naval units may perform defensive board, may not move except by SR or when
missions in the opponent’s portion of the game turn required to retreat by an opponent’s attrition hex
that they are SRed, including initial deployment selection.
(20.7), unless they were employed or constructed in
that game turn. Air and naval units may not be used

30 A3R rules rewrite v.3


22.3 Replacement counters defend normally against exploitation combat resolution. Airdrops may be
enemy offensive attacks. They may attack only as made whether or not any breakthrough or
part of a defender’s counterattack required by a exploitation movement by armor units occurred.
CRT result. They may not attack during their own An airborne unit that attacks during the regular
side’s offensives, are not counted toward attrition combat phase may not airdrop during exploitation.
totals and may not advance to occupy a hex gained No airdrops may be made during exploitation in
by attrition. spring turns on the Eastern front (31.1).

23. ARMOR 24.14 Subject to 24.15, an airborne unit may airdrop


on any hex within six hexes of its base, including a
23.1 Armor units consist of an infantry component
hex containing enemy units. Like air units, an
and a mechanized component. This mechanized
airdropping airborne unit may not cross over land
component gives armor units unique abilities, such
hexes which are completely neutral, but may cross
as a ZoC (12), a greater movement factor and the
over hexes which are part water, part neutral land.
ability to conduct overruns (14.8), create
breakthroughs and move and attack during the
24.15 An airborne unit may only drop on a hex over
exploitation phase (15.6).
which the moving player has air superiority, which
means that the moving player must have at least as
23.2 An armor unit may have its mechanized
many uninverted air factors capable of flying
component temporarily negated because of supply
offensive air missions within range of the target
problems (29.521B), an oil shortage (30.2E), or a
hex as the defender. This determination is made
winter die roll (31.2). When this occurs, the armor
after the attacker and defender have committed air
unit acts as an infantry unit, with a movement
units to ground support and defensive air support,
factor of three, has no ZoC, and loses the other
and the attacker has intercepted any defensive air
abilities associated with armor units until its
support. Air units used for these purposes do not
mechanized component is restored. Its combat
count in determining air superiority. Air units
factor is unaffected, although armor units attacked
belonging to a major power that took a pass option
by exploiting enemy armor incur a -1 DM in the
are also not counted (18.1). Defending air factors
same manner as infantry units (21.3).
may not intercept airdrops. Air combat may take
place as a result of an airdrop only if defending air
24. AIRBORNE
factors fly defensive air support in the drop hex and
24.1 To airdrop, an airborne unit must begin its are intercepted by attacking air factors.
player turn on a supplied city or airbase which is
not in an enemy ZoC. The presence of a neutral CLARIFICATION: Anglo-French cooperation restrictions
enemy armor unit next to an airborne unit at the (49) do not prevent British and French air units from
start of its player turn does not prevent an airdrop, being counted together when determining whether a
even if the moving player declares war on that German airdrop on Paris is permitted, nor do Russo-
neutral that turn. An airborne unit may not airdrop Allied cooperation restrictions (50) prevent Western
if it moves during the movement phase, or if it Allied and Russian air units from being counted together
moves by sea transport or invades during the for determining the legality of airdrops.
combat phase. An airborne unit which begins its
player turn in a hex which does not contain a city CLARIFICATION: Air units belonging to enemy major
or airbase may not airdrop, even if an airbase is powers that have not yet intervened are not taken into
placed in its hex during that player turn. account when determining the legality of an airdrop into
a minor country.
24.12 An airborne unit may only airdrop during an
offensive option. Airdrops are prohibited during 24.16 The Italian airborne unit may not airdrop
limited offensives. unless lent to Germany (51.26).

24.13 An airborne unit may only airdrop during the 24.2 An airborne unit which airdrops may only
combat phase, either immediately prior to ground attack units in the drop hex itself. It may not attack
combat resolution or immediately prior to units in adjacent hexes, either alone or in

31 A3R rules rewrite v.3


conjunction with other attacking units, even if the
airborne unit drops on an empty hex or a hex 25.21 Partisans may be constructed and placed on
occupied by friendly units. If defending units in two the board by Britain, the U.S., Russia and Germany
or more hexes are being attacked in a single attack during their unit construction phase, at a cost of
(15.33), an airborne unit may participate in the two BRPs per partisan. Only Russia may construct
attack by airdropping on any of the attacked hexes. partisans in Russia. No more than one partisan may
be constructed in the same country each turn
24.3 An airborne unit may not voluntarily move (EXCEPTION: Allied variant 15 allows the
from the hex on which it airdrops, except by SR, construction of two partisans in Russia each turn).
until the game turn following its airdrop. Airborne
units which airdropped may not advance after 25.22 Allied partisans may normally be constructed
combat. as follows:

24.31 Airborne units are fully supplied during the Spain, Yugoslavia, Russia: 4
game turn following an airdrop, unless moved by Greece: 3
SR (29.554), but may not airdrop again unless (After a surrender) France, Italy, Britain: 2
supplied from an unlimited supply source at the
start of their player turn. The special supply status These limits may be affected by Allied variants 15
arising out of an airdrop is not in itself sufficient to and 17 and certain diplomatic results. Partisans
allow a second airdrop. may be rebuilt once eliminated, but the number of
partisans on the board in a particular country may
24.4 Eliminated airborne units may be rebuilt, but not exceed the limit for that country. Partisans may
not in the game turn in which they were not be built in an unconquered country unless
eliminated. allowed by a diplomatic result (EXCEPTIONS: Russia
and Ireland).
24.5 Airborne units ignore all stacking limits and
are never counted in determining the number of 25.221 Germany may build three partisans in
units in a stack. They may both attack and defend in Ireland if it is attacked by the Allies. In addition, it
situations where another unit would be may build partisans in Ireland and Egypt if allowed
overstacked. This rule applies even if the airborne to do so by a diplomatic result.
unit is moved and used like infantry. It does not
apply to seaborne invasions if the airborne unit is 25.23 Partisans may only be placed in an eligible
part of the seaborne invasion force. Only two country on vacant, enemy-controlled hexes or on
embarked ground units may attack in an invasion hexes which contain another partisan constructed
and this may not be increased to three by the use of by the same major power (EXCEPTION: After an
an airborne unit. This does not prevent the use of Allied attack on Ireland, Germany may build
an airborne unit in invasion combat by way of an partisans in Irish hexes which have not yet come
airdrop. under Allied control). Partisans may not be placed
in an enemy ZoC, nor in a hex containing an
25. PARTISANS unoccupied enemy bridgehead. If no eligible hexes
exist, no partisans may be constructed that turn.
25.1 Partisans represent irregular forces which are
Allied partisans may be constructed in Ulster,
governed by special rules concerning their
Sicily, Sardinia or the Greek islands if otherwise
construction, supply, employment and effect on hex
allowed (25.22). Partisans may not be constructed in
control.
or move into Vichy France unless it has activated as
a German minor ally, has been deactivated, or is
25.2 CONSTRUCTION: The Allies may not construct
independently at war with the Allies. Russian
partisans in any country until Russia is at war with
partisans may not be constructed in eastern
the Axis, nor may they construct partisans while
Europe. Russia may construct partisans in
Russia has surrendered (74.5). Germany may
ungarrisoned captured ICs.
construct partisans only after an Allied declaration
of war on Ireland or as a result of a successful
diplomatic die roll for Ireland or Egypt.

32 A3R rules rewrite v.3


25.24 If two major powers both wish to construct a
partisan in the same country in the same turn and 25.34 Partisans attack in the same manner as
cannot resolve their disagreement, the major power infantry, and may combine with non-partisan units
controlling the smaller number of partisans in that to eliminate the positive DM of a defender attacked
country builds the partisan. If both major powers across a river or crossing arrow (15.23C).
control the same number of partisans, the partisan
is built by the major power with ground forces 25.35 Partisans are counted in attrition totals, may
closer, as the crow flies, to the capital of the be taken as attrition losses and may advance to
country in question (a die roll if tied). occupy hexes after attrition combat, subject to
25.31.
25.25 Partisans are eliminated if the major power
which constructed them surrenders. A major power 25.4 SUPPLY: Partisans are always in supply and do
may not build partisans after it has surrendered. not need to trace a supply line (29.551).

25.26 Subject to 25.23, partisans may be constructed 25.5 HEX CONTROL: A partisan only temporarily
after their country is recaptured by friendly, non- controls the hex it occupies. As soon as a partisan
partisan forces. Partisans remain in play after the moves to another hex the hex reverts to the control
liberation of their country, although the of the major power which previously controlled it.
restrictions of 25.3 remain in effect.
25.51 A partisan-controlled hex is controlled only
25.3 MOVEMENT AND COMBAT: Partisans are by the partisan itself. It is not controlled by either
controlled and moved by the major power which the major power which controls the partisan or by
constructed them and must conform to that major the major power which previously controlled the
power’s option selection on their front during the hex. Thus a partisan-controlled port could not
combat phase. Partisans may always move without receive sea transport or SR, nor could a partisan-
regard for hex control or option selection. controlled city base air units.

25.31 Partisans may not leave their country and 25.52 A partisan-controlled objective is not counted
may not attack across its borders, except as in the total for either side for victory determination
required by a CRT dictated counterattack or any other purpose. A Wafdist controlled Suez has
(EXCEPTION: Irish partisans may move and attack no effect on the British surrender level (75.2), hex
into Ulster). Partisans are not counted for attrition control after a British surrender (75.423), or the
if in contact with enemy forces across a national USAT (76).
border. Russian partisans may not enter any part of
eastern Europe. 25.53 A partisan may force air or naval units to
change base by moving or advancing into a base
25.32 Partisans may not move by sea and may not hex.
be SRed.
25.54 A partisan-controlled capital yields no BRPs to
25.33 While partisans may stack and attack with the major power which controls the partisan,
friendly units, they are limited by Russo-Allied although the major power which previously
cooperation restrictions (50.4). Thus a partisan built controlled the capital loses BRPs for the capital if it
by the Western Allies may not cooperate with fails to regain control of the capital during its next
another partisan built by Russia, even if they are player turn and it had received those BRPs during
both in the same country. the previous YSS, or, in the case of a recently
activated minor ally, during the current year.
25.36 Partisans may not receive air support. This Control of a capital at the start of a scenario meets
does not preclude non-partisan ground units this requirement. Because partisans only control
engaged in combat alongside partisans from hexes while they occupy them (25.5), the
receiving air support. The allowable amount of air elimination of the partisan would be sufficient to
support (26.422) depends on the number of non- prevent BRP loss. It is not necessary to advance into
partisan factors involved. the capital itself to reclaim it.

33 A3R rules rewrite v.3


26.12 AIR BASE COUNTERS: Each major power is
25.55 If Russian partisans gain control of a captured also provided with airbase counters as follows:
IC, the Axis immediately lose any BRPs they
received for that IC during the previous YSS. Axis Germany: 4
recapture of the IC does not prevent this BRP loss. U.S., Britain, Russia: 3
Russia would not be considered to have recaptured Italy, France: 2
the IC until regular Russian ground units gained
control of the IC. 26.121 Each major power may place one airbase
counter on the board during the initial setup of the
25.6 ECONOMIC EFFECT OF PARTISANS: For each Campaign Game and 1939 scenarios. For all other
partisan in territory controlled by an enemy major scenarios, each major power may place all its
power, that major power loses one BRP each turn available airbase counters on the board during
(EXCEPTION: After a cooperative conquest (54.7), initial setup. Once play begins, each major power
the major power receiving the most BRPs from the may place no more than one airbase counter each
conquest incurs the BRP loss, regardless of hex turn and only during the movement, unit
control. If several major powers shared equally in a construction and strategic redeployment phases of
conquest, BRP losses from partisans are also shared that power’s turn. Airbases are never placed during
equally each turn, with a die roll being made for the opponent’s turn.
any remnant). These BRPs are deducted at the end
of the enemy major power’s combat phase. To 26.122 Airbase counters may be placed in any
inflict BRP damage on an enemy major power, supplied hex controlled by the placing major power
partisans must be in enemy or partisan-controlled or an ally, if permitted by the ally, even if the hex is
hexes and be adjacent only to such hexes, water or in the ZoC of enemy armor. No more than one
neutral land (EXCEPTION: This requirement does airbase counter may occupy a single hex.
not apply to Irish partisans, which always inflict a
BRP penalty on Britain). Partisans behind friendly 26.123 Once all of a nation’s available airbase
lines, adjacent to friendly nonpartisan units or on counters are on the board, a player may only place
islands do not count. This BRP penalty does not an additional airbase counter by simultaneously
apply to a minor country which has been removing an existing airbase counter from another
reconquered from the enemy major power, either hex, so that the total number on the board does not
by partisans themselves or another major power. exceed the limit set out in 26.12. This process is
unrelated to SR and does not count against a
CLARIFICATION: Partisans in a minor country may nation’s SR capacity, but is subject to the
eliminate more BRPs during the course of a year than the prohibition against placing more than one airbase
minor country is worth. The major power controlling the counter each turn (26.121).
minor country may avoid such losses by invoking
Scorched Earth (33.62). CLARIFICATION: An air unit may stage from an airbase
placed in a previous turn (airbase A) to a newly-placed
EXAMPLE: Germany conquers Greece in Spring 1941. airbase (airbase B) even if the placement of airbase B
The Allies build a partisan in Greece in their Spring 1941 results in the elimination of airbase A.
unit construction phase. If the Axis fail to eliminate the
partisan, Germany loses a BRP in Summer 1941, even 26.124 After initial placement, airbase counters may
though it has not yet received any BRPs for Greece. only be moved by SR. Each airbase counter so
moved counts as one unit against the owning
26. AIR UNITS nation’s SR capacity and requires sea escort by a 9-
factor fleet to cross water. SR of airbase counters is
26.1 AIR BASES:
unrelated to the recycling of one airbase counter
each turn (26.123).
26.11 Each city, including ports, may base five air
factors. A hex containing two cities may therefore
26.13 An airbase counter may base five air factors. A
base ten factors.
hex containing an airbase counter and a city may

34 A3R rules rewrite v.3


base ten air factors; a hex containing an airbase (including intervention by a staging air unit) or a
counter and two cities may base 15 air factors. successful Axis diplomatic die roll for Denmark or
Belgium Luxembourg (Appendix II) results in the
26.14 British air units may not base on French acquisition of bases which may be used
airbase counters and vice versa until Anglo-French immediately. An air unit may stage to a base which
cooperation restrictions are lifted (49.44). Russian is not fully supplied, but it may not carry out any
air units may not base on Western Allied airbase activities from the new base unless supply is later
counters and vice versa. Germany and Italy and the provided to it (29.61B). Staging may not be
Western Allies may use each other’s airbase intercepted. During a pass option, air units may
counters, but airbase counters may be used only by stage only over controlled, water or part water,
air units belonging to the placing major power part neutral land hexes (18.3).
during the phase in which they are placed
(EXCEPTION: Lent Italian air units may use both 26.211 German air units in Bergen may stage to the
German and Italian airbase counters any time). Murmansk box. If the Allies capture Bergen while
German air units are in the Murmansk box, they
EXAMPLES: A German air unit may SR using an airbase must stage to an Axis-controlled air base within
placed by Italy during the unit construction phase. eight hexes of hex A34 during the next Axis
movement phase or be eliminated.
Britain builds an airbase in London in the Winter 1944
unit construction phase, then SRs it to Paris. Ten 26.22 Air units have an operational radius of four
American air factors may SR to Paris in the same SR hexes. An air unit may fly four hexes from its base
phase. to perform air missions. This operational range is in
addition to staging. An air unit may stage eight
A minor ally air unit may not stage to an airbase placed hexes during the movement phase, then fly up to
by its controlling major power in that movement phase. four additional hexes to a target hex during the
combat phase, then return to its new base. The
26.15 An airbase counter is removed from the board defender’s air units may also fly four hexes to
if the hex it occupies comes under enemy control. perform defensive tasks. Surviving air factors
Unsupplied airbase counters are removed from the always return to the same base in which they began
board in the same manner as ground units (29.541). the combat phase (EXCEPTION: 26.25).
In either case, the airbase counters may be placed
on the board again in accordance with 26.121. 26.221 Air units may be sea transported from one
port to another (27.424). Air units may not stage
26.16 If the recycling (26.123), removal or SR of an during a turn in which they are sea transported.
airbase counter reduces the basing capacity of a hex The destination port becomes the air units’ new
below the number of air factors in that hex, the air base. Only ground support and interceptions may
factors must be moved or SRed to another air base be flown from the new base (29.61B), subject to
in the same phase or be eliminated. If these factors supply requirements (27.4241).
are lost in the unit construction phase, they may
not be rebuilt in the same phase. When an airbase 26.23 Air units may not stage over neutral land
counter is overrun, the provisions of 26.24 apply. hexes. Air units may fly over hexes which are part
water, part neutral land, provided they do not cross
26.2 STAGING: a hexside containing exclusively neutral land. Air
units may stage over enemy-controlled territory,
26.21 An air unit may stage (change bases) up to except during pass options.
eight hexes at the beginning of the movement
phase. The new base hex need not be on the same 26.24 Air units on bases which are overrun by
front as the old base. It must have been controlled enemy units are displaced to the nearest controlled
by the staging side at the start of its player turn. Air air base at the instant enemy units enter their hex,
units thus may not stage to new bases acquired by regardless of whether that airbase is in supply or
ground units during the same movement phase. not. Should two such bases be equidistant, the
Intervention in an attacked minor country owning player chooses. The new base must be

35 A3R rules rewrite v.3


within eight hexes of the original base and must of which side moved first, all air units could fly missions.
have room for the displaced air units. Should no During the Spring game turn, all air units could stage
such air base exist, the air units are eliminated. and SR, which is allowed regardless of offensive or
defensive missions flown, provided all other criteria are
26.241 An air unit in the same hex as a friendly met.
ground unit is not displaced from its base when an
enemy airborne unit airdrops on its base until the 26.33 Any air unit which performs a mission, is
resolution of ground combat in favor of the enemy counteraired (subject to 26.4331) or is newly
airborne unit. constructed is inverted until the end of the current
game turn.
26.242 The movement of dislodged air units may
not be intercepted. An air unit forced to move in 26.34 The restrictions of 26.23 governing the
this manner may still perform missions from its movement of air units over neutral hexes also apply
new base, if not counteraired (26.43). to air units which fly offensive and defensive
missions or SR.
CLARIFICATION: If enemy ground units enter a port hex
containing enemy air and fleet factors, displacing them, 26.4 OFFENSIVE AIR MISSIONS:
the displaced air factors may not fly air cover for the
displaced fleets from their new base. 26.41 Offensive air missions may only be flown from
supplied cities or airbases during an offensive
26.25 Should a base be captured while its air units option or a limited offensive operation. Most
are absent on a defensive air mission, the offensive air missions (ground support, counterair,
provisions of 26.24 are applied at the end of the interception, attacks on naval units, air cover and
combat phase. At that time, the defender’s German bombing of Britain (43)) are flown during
surviving air units are placed at their new base. The the combat phase. Three types of offensive air
new base must be as close to the original base as missions may be flown during the movement phase:
possible, and must be within eight hexes of the counterair missions may be flown immediately
original base. after the staging of air units; German air supply
missions (Axis variant 16)) may be flown prior to
26.3 EMPLOYMENT: initial supply determination (29.42); and ground
support may be flown during overruns (14.8). Air
26.31 During any game turn air units may perform cover for sea supply and naval SRs are not
one, and only one, offensive or defensive mission. considered to be missions and may be flown
regardless of option selection (26.462, 29.344).
26.32 Defending survivors of a counterair mission
may not perform any mission, offensive or 26.42 GROUND SUPPORT:
defensive, for the remainder of the game turn,
unless the attacker counteraired the defender with 26.421 Air units within four hexes of a hex capable
fewer factors and lost the ensuing air combat of being attacked by ground units may fly to that
(26.4331). Newly constructed air units may not fly hex and add their combat factor to that attack.
any offensive or defensive missions during the Overruns and exploitation attacks may be similarly
game turn in which they are constructed. supported by air units. Air units which provide
ground support for exploitation attacks may not
EXAMPLE: In Spring, the Axis move first. Axis air units have provided ground support for overruns or
which flew offensive missions during the Axis Spring attacks during the regular combat phase, even
player turn and newly constructed Axis air units may against the same hex.
not fly defensive missions during the Allied Spring player
turn. Allied survivors of Axis counterair attacks (subject 26.422 The total number of air factors providing
to the exception in 26.4331) and Allied air units which ground support for an attack may not exceed three
flew defensive missions during the Axis Spring player times the total number of attacking ground factors
turn could not fly offensive missions during the Allied involved.
Spring player turn. In the Summer game turn, regardless

36 A3R rules rewrite v.3


26.4221 Once ground support has been committed be taken from inverted air factors in the attacked
to a hex, the attacking player may decide not to hex (26.62).
attack that hex, but the air units providing ground
support may not then be withdrawn. If the attacker 26.432 If the attacker counterairs a hex containing
chooses not to attack the enemy units in that hex, only inverted enemy air units, the size of the
the air units providing the ground support are defending force is considered to be zero when
eliminated. Air units providing ground support are calculating the size DRM. In addition, nationality
not eliminated where the attacker is unable to modifiers are only applied if they favor the attacker
attack as a result of enemy action (26.4222, (26.6).
26.4223), but a voluntary decision not to attack, or a
decision to attack with fewer ground factors than EXAMPLE: Two Russian air factors counterair four
required to comply with 26.422, results in the inverted German air factors. The Russian player receives
elimination of the excess air units providing ground a +2 DRM for size. There is no nationality modifier. If the
support. four German air factors had counteraired two inverted
Russian air factors, the German player would receive a +4
26.4222 Ground support may be provided for sea DRM for size and an additional +1 DRM for nationality.
invasions. If the invasion is successfully intercepted
by enemy action and turned back, or is voluntarily 26.433 After counterair combat is resolved, the
aborted by the attacking player, air units providing surviving factors for both sides return to base, are
ground support are not eliminated. They return to inverted and may not be used for the remainder of
base and are inverted. the game turn (EXCEPTION: 26.4331).

26.4223 If the interception of a portion of an 26.4331 If a counteraired defender had the larger
invasion force or the sea transport of ground units force and won the resulting air combat, the
results in more ground support than is allowed surviving defending air factors are not inverted and
(26.422), the excess air factors are not eliminated. are available for further use during the game turn.
They return to base and are inverted. Such factors are not considered to have been
counteraired, and the restrictions on counteraired
26.4224 If Axis units are occupying Paris, British air air units do not apply to them. For multiple air
factors allocated to ground support in anticipation combat (26.66) where the defender had the initially
of ground attacks by French units are eliminated if larger force, this exception is applied separately to
the Allies fail to recapture Paris and the anticipated each air combat.
ground attacks are aborted (48.4).
CLARIFICATION: Where a large number of air factors
26.423 Air units which provide ground support are intercepts an even larger defending force such that
eliminated by an “A” result in ground combat. If the multiple air battles are fought (26.66), the determination
attacker suffers an “Ex” result he may elect to take of which side “won the air combat” is made separately
his losses from ground, air or bombarding fleet for each combat.
units in any combination, so long as he eliminates
sufficient factors. 26.4332 When air attacks are being made against
naval units in port, counterair combat may occur
26.424 If a ground attack against more than one during each attacking sortie (26.4524).
enemy hex is being conducted (15.33), the attacker
may add ground support to his attack if his air units 26.434 Air units based in Malta may decline combat
are able to reach any one of the attacked hexes. when counteraired (64.2). No air combat occurs,
and both the attacking and defending air units are
26.43 COUNTERAIR: inverted. For the effect of this rule on air attacks
against naval units based at Malta, see 26.4527.
26.431 Air units within range of enemy air bases
may attack enemy air units at those air bases. Only 26.44 INTERCEPTION OF DEFENSIVE AIR SUPPORT:
uninverted defending air factors participate in the
ensuing air combat, although air combat losses may

37 A3R rules rewrite v.3


26.441 After the defender has committed his air 26.4521 Uninverted air units within range of an
units to defensive air support missions (26.51) enemy port may attack enemy naval units in that
whether during an overrun, regular combat or port. Such attacks are offensive air missions, and
exploitation, the attacker may use uninverted air are resolved during the combat phase, immediately
units to intercept such support. after the resolution of counterair missions, prior to
any interception of naval missions.
26.442 Interception takes place in the hex in which
the defender has placed his defensive air support. 26.4522 If uninverted enemy air units are present in
The intercepting air must be based within four the attacked hex, they must be counteraired by at
hexes of the target hex. least an equal number of attacking air factors
before the naval units may be attacked. After air
26.443 The attacker may intercept with any number combat is resolved, any surviving defending air
of air factors. All surviving intercepting air factors units are added to the air defense factors for the
are inverted after the resolution of air combat with attacked hex. The effects of the first air sortie are
the defending air factors, regardless of the then determined (26.454).
outcome.
26.4523 After the first air sortie is completed, the
26.444 If at least an equal number of attacking air attacker may launch a second air sortie with his
factors intercept air factors flying defensive air surviving air factors, including air factors which
support, the surviving defending air factors are also counteraired enemy air units during the first sortie,
inverted after the resulting air combat, regardless provided at least one enemy naval factor was either
of the outcome. However, if the defender had more sunk or damaged in the first sortie. If the first sortie
air factors and won the resulting air combat, the was ineffective, no further air sorties may be flown
survivors may continue their defensive air support by those air units that turn.
mission or return to base and invert, at the
26.4524 The defender has the option of committing
defender’s option. The survivors must remain or
abort as a group. Some may not stay while others any surviving air factors in the port hex to the
defense of the naval units in that port hex against
abort. Where interception results in multiple air
the second air sortie (EXCEPTION: Malta (26.4527)).
battles (26.6), these are resolved exactly as in
If the defender commits his surviving air factors to
26.4331.
the defense of the port, the attacker must again
26.45 AIR ATTACKS ON NAVAL UNITS: counterair the defending air factors with at least an
equal number of attacking air factors, and the
26.451 GENERAL: defending air factors which survive the ensuing air
combat are again added to the air defense of the
26.4511 Uninverted air units within range of enemy port. If the defender chooses not to commit his
naval units may attack them while they are in port surviving air factors to the defense of the port, they
or at sea. are inverted, are not subject to further counterair
attacks and do not contribute to the defense of the
26.4512 When air units attack naval units, the
port.
defender determines the defensive strength of his
naval units, rolls two dice and consults the Air 26.4525 Air factors which attacked enemy naval
Defense Table (26.4542). The attacker then units during the first sortie may be used for
determines the strength of his surviving attacking counterair during the second sortie, and air units
air units, rolls two dice and consults the Air Attack which counteraired enemy air during the first
Table (26.4543). sortie may be used to attack enemy naval units
during subsequent sorties. Air units which change
26.4513 After the results of the first air sortie have
targets in this manner are still considered to be
been determined, surviving attacking air units may,
performing a single mission (26.31).
if the attacker wishes, make further air sorties
against the same enemy naval units, subject to 26.4526 After the effects of the second sortie are
26.4523, 26.4533 and 26.4534. determined, the attacker may fly additional sorties,
following the procedure outlined above. Any
26.452 AIR ATTACKS ON NAVAL UNITS IN PORT:

38 A3R rules rewrite v.3


number of sorties may be flown, subject to 26.4523. another air sortie against the naval force. This
After all sorties are flown, all surviving attacking process continues until the attacker runs out of air
air units return to base and are inverted, as are all units or calls off his attack, or until the naval force
surviving defending air units. completes its naval activity, withdraws, moves out
of range or is eliminated. The attacking air units
26.4527 Air units in Malta have the option to then return to base and are inverted.
decline counterair combat (26.434, 64.2). If they do,
no air combat takes place, even during the first 26.45331 Air units need not attack an enemy naval
sortie. The defending air units are inverted and do force at every opportunity. They may fly an air
not take part in the defense of naval units in Malta sortie against the enemy naval force, decline to fly a
for the remainder of the turn. The attacking air sortie as it enters the next hex, then resume their
units which neutralized the defending air units may attacks as the naval force enters a third hex.
be used in subsequent sorties against Malta. Similarly, a naval force which comes within range
of air units, passes out of range, then again comes
26.4528 Defending air units in range of, but not in, a within range may be attacked as it enters each hex
port under air attack may not assist in the air within range of the air units, provided the naval
defense of the port. The attacker need only concern force is still engaged in the same activity.
himself with air units based in the port itself.
EXAMPLE: Britain has ground units in Gibraltar it
26.453 AIR ATTACKS ON NAVAL UNITS AT SEA: wishes to use in an invasion of France. A British naval
force based in Britain changes base to Gibraltar during
26.4531 Naval units moving within range of
the movement phase, moving down the western edge of
uninverted enemy air units during any naval
the mapboard. It may be attacked by an uninverted
activity may be attacked by them. Naval units may
German air unit based in Vigo as it enters R8, S7, and T7,
be attacked while protecting supply lines, during
one air sortie per hex. If the German air unit attacks, it
naval movement, interception, counter-
would be inverted after the completion of the base
interception, performing naval missions, SR, raider
change. If the German air unit did not attack during the
movement into the SW box, or while engaged in
movement phase, it could attack the British naval force
fleet combat. Air attacks against enemy naval units
during the combat phase as it carried out its invasion
at sea may be made by either side, regardless of
mission. Once this new naval activity is complete, the
option selection.
German air unit would be inverted. Finally, if the
26.4532 Naval units always move along a specified German air unit still did not attack the British naval
path of hexes. If a naval force moves into a hex force during its base change or invasion mission, it could
within range of uninverted enemy air units, that attack as the naval force SRed back to Britain. Each
force is subject to an air attack in that hex. The air naval activity gives the German air unit an opportunity
attack consists of a single air sortie (EXCEPTION: If to attack the British naval force, but the air unit can only
the naval force engages in fleet combat (26.4534)). attack during a single naval activity. The German air
After the results of the sortie are determined, the unit could not attack any other enemy naval forces
surviving attacking air units return to base (but are during the same turn, even if they were engaged in the
not yet inverted), and the naval force moves to the same type of naval activity as the naval force actually
next hex along its chosen path. attacked. If two separate British naval forces base
changed to Gibraltar, only one could be attacked by that
CLARIFICATION: If several naval activities are being air unit. Of course, if the air unit consisted of more than
conducted separately in the same phase, the moving one air factor, it could reconstitute itself as two air units,
player determines the order in which air and naval and each could attack a different British naval force.
interception of his naval forces is resolved. All air and
naval combat involving the first force is resolved before 26.45332 Each air factor may attack only one enemy
air and naval combat involving the next force is resolved, naval force each turn. Air units which are attacking
and so on, until all air and naval combat is completed. a naval force may continue their attacks even if
that naval force combines with other naval forces
26.4533 All uninverted air units within range of the to form a larger naval force.
new hex, including survivors of a previous attack
against the same naval force, may then make

39 A3R rules rewrite v.3


26.4534 AIR ATTACKS DURING FLEET COMBAT: If 26.4538 Air attacks alone cannot prevent the
the defending naval force engages in fleet combat completion of a naval activity (EXCEPTION:
in a hex in which it is also subject to air attack, one Disruption of sea supply (29.361)), unless the losses
sortie may be flown against the defending naval inflicted on the naval force reduce its size below
force immediately before each round of fleet that required for the activity.
combat. This reflects the fact that the movement of
the defending naval force through the exposed EXAMPLE: 18 fleet factors sea escort a 5-6 armor unit.
hexes is impeded because of the fleet combat. This Air attacks on the escorting fleets would not prevent the
is the only situation, other than air attacks against SR unless at least nine fleet factors were eliminated and
naval units in port, in which naval units may be damaged (10 fleet factors being required for sea escort of
attacked by more than one air sortie in the same a 5-6 armor unit - 27.62). Of course, the loss of six or
hex. seven fleet factors to air attack might cause the SRing
player to abandon the SR rather than face further air
CLARIFICATION: When a naval force enters a hex in attacks.
which fleet combat is to occur, it is subject to a single
sortie air attack, then the first round of fleet combat is 26.454 RESOLUTION OF AIR ATTACKS AGAINST
resolved. NAVAL UNITS:

CLARIFICATION: If naval units are attacked by air units 26.4541 Air attacks against naval units are resolved
in a naval interception hex, they may only abort after the according to the Air Defense and Air Attack Tables.
air attack and one round of fleet combat are resolved
26.4542 AIR DEFENSE TABLE: Before an air sortie is
(27.57). If they elect to continue the fleet combat, they
resolved, the defender rolls two dice to determine
may again be subject to both an air attack and another
how many attacking air factors are either
round of fleet combat.
eliminated or abort their attacks. The number of air
26.4535 After air combat between attacking air defense factors is calculated as indicated in the Air
units and defending air units flying air cover (26.46, Defense Table. The number before the “/” indicates
26.52) is resolved, the effects of the air sortie are the number of attacking air factors which are
determined (26.454). All defending fleet factors are eliminated. The number after the “/” indicates the
taken into account in determining the air defense number of attacking air factors which must abort.
of the naval force, and all surviving attacking air Air factors which abort return to their base without
factors attack together. loss and do not take part in that air sortie, but may
attack in subsequent sorties.
26.4536 AIR ATTACKS AGAINST RETURNING FLEETS
PROHIBITED: Air attacks may not be made against 26.4543 AIR ATTACK TABLE: Once the air defense
naval units which have completed their activity, dice roll is made, the attacker rolls two dice and
abort their activity, or are damaged and forced to consults the Air Attack Table. Only those air factors
return to port. which have not been eliminated or aborted are
considered. The number before the “/” indicates
EXAMPLE: Five German air factors attack 18 British the number of defending fleet factors which are
fleet factors. One British fleet factor is eliminated and eliminated. The number after the “/” indicates the
three are damaged. The 14 remaining British fleet factors number of defending fleet factors which are
continue their mission and the three damaged British damaged.
fleet factors return to port. The German player may
again attack the 14 undamaged British fleet factors. The CLARIFICATION: If German and Italian air units attack
three damaged fleet factors may not be attacked, nor an Allied fleet, and all the Italian air units are eliminated
could the 14 British fleet factors, had they chosen to or forced to abort, the Italian air nationality DRM would
abort their mission not apply to the ensuing air attack dice roll because only
the air units which actually attack are taken into
26.4537 Air attacks against enemy sea supply lines account.
are carried out in the same manner as air attacks
against enemy naval units. One air sortie may be 26.4544 Eliminated naval factors are immediately
flown against each hex of the sea supply line. removed from the board. Damaged naval factors are
inverted and, if at sea, immediately return to their

40 A3R rules rewrite v.3


port of origin without risk of further interception CLARIFICATION: Air units fly air cover over
(26.4536). A player may also abort the naval activity intercepting naval units only if the interception die roll
of some or all of his force at the end of each combat succeeds. If the interception fails, no air cover is
round. Naval factors which abort their activity necessary since those naval units never leave port.
similarly return to their port of origin without risk
of interception. 26.462 Air units may provide air cover for sea
supply, base changes, naval SRs and counter-
26.4545 [Redundant] intercepting naval forces at no BRP cost, regardless
of option selection.
26.4546 AIR ATTACKS AGAINST DAMAGED FLEETS
IN PORT: When naval units in port are subject to EXCEPTION: Air cover during a limited offensive costs
repeated air sorties during the same combat phase one BRP per air factor (17.3).
a naval force consists of damaged and undamaged
factors as a result of previous air sorties against 26.463 Air cover operates over any hex within range
naval forces in a port, the effects of additional air of the air unit involved. If enemy air units intercept
sorties must, if possible, be directed against the naval units or sea supply line in any hex for
undamaged naval factors. The undamaged naval which air cover is being provided, the covering air
factors bear the brunt of the air attack first. The units may engage some, all or none of the attacking
undamaged naval factors are first eliminated, then air factors. Once the covering player has decided
damaged. Damaged naval factors are eliminated what portion of the attacking force he wishes to
only when all the naval factors in the force have engage, air combat (26.6) takes place, with the
sustained damage. Damaged naval factors which covering air units receiving a +1 DRM.
then sustain additional damage are eliminated.
26.464 Once air combat between the air units
EXAMPLE: Five British air factors attack nine Italian providing air cover and the engaged attacking air
fleet factors in port, eliminating two and damaging units is resolved, all surviving attacking air factors
three. The port now contains four undamaged and three then attack the target, unless the attacking player
damaged fleet factors. A second air sortie again voluntarily aborts the air sortie. The surviving air
eliminates two and damages three fleet factors. Two of units providing air cover play no part in the
the undamaged fleet factors are eliminated and two are resolution of the air sortie, but if additional air
damaged, leaving only five damaged fleet factors. But sorties are flown by the attacker, they may again
since there is one more damaged factor to assign, one of attack some, all or none of the attacking air factors.
the damaged fleet factors is eliminated, leaving four
damaged fleet factors in port. EXAMPLE: Five German air factors attack a British
naval force. Three British air factors are providing air
26.46 AIR COVER (OFFENSIVE): cover. The British player decides to engage three of the
attacking German air factors. The British player
26.461 Air units may fly air cover over naval units narrowly wins the resulting air combat, thanks to the +1
during any naval activity, including movement, DRM he receives, and one German air factor is
offensive missions, interceptions, counter- eliminated. The remaining four German air factors may
interceptions, sea supply, naval SRs, sea escort and then continue their air sortie or abort, at the German
movement of raiders. Each air unit may provide air player’s option. The three British air factors may again
cover for only one naval force each turn, but air engage the surviving German air factors should the
units which provide air cover for a naval force German player decide to fly a second air sortie.
which is changing base may continue to provide air
cover for that naval force’s activity while the naval 26.465 Air cover does not operate against enemy
force remains within range, even if it joins with naval units. Other air units must be held back to
other naval units in its new base to form a larger intercept enemy naval units.
naval force before beginning its naval activity. Air
26.5 DEFENSIVE AIR MISSIONS:
units providing air cover during their own player
turn are performing an offensive air mission, are 26.51 DEFENSIVE AIR SUPPORT:
inverted upon completion of the mission and may
not perform any other missions that turn.

41 A3R rules rewrite v.3


26.511 During the combat phase of an enemy defensive air support, making the odds 12:7 (1:1). A “CA”
offensive or attrition option, after the attacker has is rolled on the CRT, and the French must counterattack
announced his ground support air missions, at 5:12 (1-3). They roll an “A” and both the French 2-3
uninverted defending air units within four hexes of and the three French air factors are eliminated. The
any hex containing units which may be subject to German ground units may occupy the French hex. The
ground attack, including seaborne invasions and as German air factors return to base and are inverted.
yet unannounced airdrops, may provide defensive
air support to those units. Air factors flying 26.516 Defending air units which do not fly
defensive air support are added to those of the defensive air support may not be eliminated by an
defending ground units in determining the odds of adverse ground combat result. An air unit which is
ground combat. The added air factors are not based in an attacked hex and has not been
affected by any DMs relating to the ground units committed to defensive air support does not take
they are supporting. Only their basic combat part in the ground combat and is simply displaced
strength is added to the defense. (26.24) if attacking ground units advance into the
hex after combat.
26.512 The defender may similarly commit air units
which have not yet flown during that game turn to 26.517 Air units committed to defensive air support
defensive air support of units being subject to have performed a mission even if the attacker does
overruns (14.82), or during exploitation combat not attack their hex.
(15.661). Defensive air support placed during
26.52 AIR COVER (DEFENSIVE):
movement or regular combat has no effect on
exploitation combat, even if it were not intercepted 26.521 The defender’s intercepting naval units may
and no attack were made on the hex to which it was be provided with air cover (26.46) if uninverted air
originally committed. units are available. In addition, the defender may
also provide air cover for his displaced naval units
26.513 Defensive air support may only be given to
(27.26). Defensive air cover functions in the same
ground units and may not exceed three times the
manner as air cover provided by the moving player.
number of ground factors defending in that hex. Air
units providing defensive air support may be 26.522 Air units which provide defensive air cover
intercepted by uncommitted enemy air units are inverted after completing their activity.
(26.44). A player may not commit excess defensive
air support in anticipation of enemy interception 26.6 AIR COMBAT: When air combat occurs, both
and air combat which, after losses, might reduce sides roll a die to determine combat losses. The die
the defensive air support to the legal limit. roll is subject to modification as follows:
26.514 If the attacker commits ground support and A. The larger side receives a +1 DRM for each factor
the defender commits defensive air support to the it has in excess of the smaller side.
same ground battle, there is no direct air
interaction. Each side simply adds its air factors to B. Nationality modifiers are applied as shown in the
those of its ground units. Air Force Nationality DRM Chart. When a side
consists of nationalities with different DRMs, the
26.515 Air units which provide defensive air lowest modifier is used.
support may be eliminated by adverse results in
ground combat. Should an “Ex” result leave the Air Force Nationality DRMs
defender with surviving factors, he may elect to
take his losses from either air or ground units or 0 Germany, Britain, US
both, in any combination, provided he eliminates -1 Italy, France, Russia
sufficient factors. -2 All others

EXAMPLE: Eight German ground factors attack a French CLARIFICATION: Free and Vichy French air units use
2-3 infantry unit, which receives a +2 DM. The odds are the same modifier as France.
8:4. Four German air factors provide ground support,
making the odds 12:4. Three French air factors provide

42 A3R rules rewrite v.3


26.61 The loser in air combat (the side with the involved in a counterair attack which resulted in a
lower air combat die roll after modification) must tie, these are taken into account in determining the
eliminate air factors equal to the difference size of the smaller force.
between the modified die rolls. The winner in air
combat must eliminate half as many (rounded 26.65 Air losses, as well as the number of air factors
down) air factors as were removed by the loser. If forced to abort (26.4542), from a force of mixed
the loser has eliminated inverted air factors, these nationality must be distributed equally among the
are included in the loser’s total. Thus, if the loser nationalities involved, with any remnant being
removes one factor, the winner doesn’t remove any; taken by the nationality having the most factors
if the loser removes two or three factors, the involved. If an equal number of factors were
winner removes one factor; if the loser removes involved, the remnant is taken from the nationality
four or five factors, the winner removes two with the lower DRM. Similarly, forces from
factors, and so on. different air bases must distribute losses equally
amongst each other, after first distributing equally
26.62 If the loser does not have enough air factors between the nationalities involved if the entire
to meet the required losses, he loses what he has force is mixed. The remnant is taken from an air
and there is no additional penalty (EXCEPTION: base of the owning player’s choice.
Inverted defender air factors in a counteraired hex
are used to satisfy defender air combat losses once 26.66 MULTIPLE AIR BATTLES: Air battles involving
all uninverted defender air factors are eliminated). more than five air factors on each side are resolved
Such elimination of inverted air units only occurs in by more than one air combat die roll. The smaller
air combat arising out of a counterair mission. If air force is broken down into groups consisting of five
combat happens to occur in a hex which also air factors each, with the final group consisting of
contains inverted air factors (as where defensive air less than five air factors, if necessary. The larger
support is intercepted over such a hex), the force must then engage each opposing air group
inverted air factors are not involved in the combat with at least an equal number of air factors. Surplus
and cannot incur losses. air factors belonging to the larger force are
allocated between battles as the owner wishes.
26.63 If one side in an air battle is unable to fulfill Otherwise, each player determines the composition
its loss requirements, the number of air factors of his air groups. Each air battle is then resolved
actually lost by the loser limits the number lost by separately.
the winner. Similarly, the size of the winning force
limits the number of air factors which may be lost EXAMPLE: 14 German air factors counterair 10 British
by the loser. air factors. Two air battles are fought. Each group of five
British air factors must be attacked by at least five
EXAMPLES: One British air factor counterairs five German air factors. The remaining four German air
inverted German air factors. The modified British die roll factors may be added to either battle as the German
is six, the modified German die roll is one. The Germans player sees fit. If some of the attacking air factors were
lose three air factors, not five, because of 26.63. Had the lent Italian, the German player could assign these to
British attacked with two air factors, all five German air whichever attacking group he wished.
factors could have been eliminated.
26.7 PARTIAL AIR COUNTERS:
Five British air factors counterair two German air
factors. The modified British die roll is six, the modified 26.71 Air counters may be broken down into
German die roll is two. The Germans lose only two air smaller counters of the same nationality at any
factors, not four, and the British lose only one, not two, time during play, including during an opponent’s
because the winner’s losses are calculated by halving the player turn. Similarly, smaller counters may be
defender’s actual losses. recombined into larger ones at any time.

26.64 Ties result in drawn battles. A third die roll is 26.72 A player may never have more air factors in
made and each side loses that number of air factors, play than are contained in his force pool. Subject to
but neither side loses more factors than were this limitation, a player may construct partial air
present in the smaller force. If inverted factors are counters. Such units need not be combined with

43 A3R rules rewrite v.3


other partial units into 5-4 air counters. They may as result of a failed naval SR, the excess units are
SR and operate independently. eliminated immediately (27.576).

26.73 A player may begin a scenario with his air 27.12 A naval unit is considered to be based on the
units broken down into partial air counters. front which contains the ocean area on which the
port abuts, even though the port itself may be on a
26.74 Although a major power may have as many different front.
partial air counters in play as it wishes, air counters
in the same hex must be combined at the end of EXAMPLE: A fleet based on the north German (Baltic)
their owner’s player turn if the opposing player coast is based on the Eastern front, even though its port
finds the unnecessary partial air counters hex lies on the Western front. A fleet based at Marseilles
distracting. is based on the Mediterranean front, even though its port
hex lies on the Western front. In neither case would a
26.75 For SR purposes, up to five air factors of the Western front offensive option or limited offensive
same nationality in the same hex count as one unit. operation be required for the employment of the fleets on
Partial air counters on different hexes count as one the Eastern or Mediterranean fronts, respectively.
unit apiece.
27.13 TWO-FRONT PORTS: Kiel, which is connected
EXAMPLE: Germany has one air factor in Berlin and to the North Sea by a canal, is a two-front port.
four air factors in Riga. If Germany SRs the air factor Naval units based in Kiel may conduct missions on
from Berlin to Riga, then SRs all five air factors to either the Eastern or Western front. A naval unit
Leningrad, this counts as two SRs. based on the Eastern front may move to Kiel during
the movement phase, then perform a mission on
26.76 A player may conduct air missions without
the Western front during the combat phase, and
actually breaking down his air units, by announcing
vice versa. If the Allies capture Kiel, and whenever
the missions of his air factors. If the opposing Kiel changes hands thereafter, it ceases to be a two-
player wishes, however, the moving player must
front port. This simulates combat damage to the
break down his air units in order to ensure the
Kiel canal. When the canal is inoperative, naval
accuracy of his calculations.
units in Kiel may be based on either the Western or
Eastern fronts; it is up to the players to keep them
27. NAVAL WARFARE straight. Kiel resumes its status as a two-front port
27.1 NAVAL STACKING AND BASING: as soon as either side has controlled it for two
consecutive, complete game turns.
27.11 Each port may base up to 36 naval factors.
Naval bases, indicated on the mapboard by an CLARIFICATION: Russia may not intercept Kiel-based
anchor symbol, are significant only for naval German naval units from its Baltic ports when they
construction (27.8), and have the same basing perform a mission on the Western front.
capacity as other ports.
27.14 Gibraltar is also a two-front port that is
27.111 A hex containing two ports is considered to capable of sustaining missions on both the Western
contain a single port with the capacity to base up to and Mediterranean fronts and has all the other
72 naval factors. A two-port hex is treated as a advantages of a two-front port.
single port for all purposes (EXCEPTIONS: Air
defense (26.4542); raiders (44.23)). CLARIFICATION: Sea transport is an offensive mission
and the governing principle is that the front which
27.112 The capacity of a port may not be voluntarily receives the action determines the option required. In
exceeded. If overstacking occurs involuntarily, e.g., this case, Gibraltar may be treated as either a Western or
as a result of a failed attempt to change base during Mediterranean front port for purposes of a sea transport
the movement phase (27.211), excess naval units mission that debarks at Gibraltar. Thus, if Britain sea
may not be used for the remainder of the player transports units to Gibraltar from Plymouth, an offensive
turn. Any naval units still overstacked by the end of on either front may be used to pay for the operation. The
the SR phase are eliminated. If overstacking occurs same reasoning also applies to Kiel and Istanbul.

44 A3R rules rewrite v.3


27.15 Istanbul is also a two-front port that is move because their base is captured, and no legal
capable of sustaining missions in both the Black Sea French base is available on their front, they may
and the Mediterranean and has all the other temporarily move to a British-controlled port on
advantages of a two-front port. Supply and passage the same front, provided no British units are in the
between Istanbul and the Mediterranean is not port. At their first movement or SR opportunity,
allowed unless all the land hexes composing the the French fleets must return to a French-
Turkish Straits (Z33, Z34, AA31 and BB31) are controlled port or be eliminated. They may perform
controlled by friendly forces. no other activities while based in this temporary
port.
27.16 Only Russian and Axis fleets may base in
Russian ports and in the Baltic States. Russian fleets 27.2 MOVEMENT:
may base only in Russian-controlled ports. Russian
fleets may enter a Mediterranean port only if Russia 27.21 Naval units, including inverted naval units
controls the port and the Turkish Straits are under (27.313), may change base during the movement
friendly control. phase of offensive or attrition options. A naval unit
may move to a base which is not fully supplied, but
27.17 NAVAL UNITS BASED IN THE U.S. BOX: Naval may not carry out any activities from the new base
units based in the U.S. box are subject to the unless supply is later provided to it. Base changes
following restrictions: are vulnerable to interception by enemy air and
naval units (EXCEPTION: 27.213). Naval units may
27.171 Fleets based in the U.S. box may carry out change base during a pass option only if no enemy
sea transport and invasions (20.73). air or naval units are capable of intercepting them.
27.172 Fleets based in the U.S. box may carry out 27.211 Naval units which are intercepted while
shore bombardment only in conjunction with a sea trying to change base and are defeated in the
invasion from the U.S. (20.732). ensuing fleet combat must return to their original
base, even if this results in overstacking in the
CLARIFICATION: In case of multiple forces invading the
original base because of other, successful base
same target, shore bombardment provided by U.S.-based
changes (27.112). The excess naval units are
fleets is limited to three times the number of ground inverted and may not operate from their original
factors from the U.S. box actually involved in invasion
base. If the excess stacking is not remedied during
combat.
the SR phase, the excess naval units are eliminated.
27.173 American fleets based in the U.S. box may 27.212 Naval units may only move to a new base
intercept Axis fleet activity on the Western front
which is on the same front as their old base. The
only after the U.S. has entered the war. Prior to U.S.
new base must have been controlled by the moving
entry, U.S. fleets in the SW box may engage German
player’s side at the start of his player turn.
submarines, but may not pursue German raiders,
protect sea supply, or otherwise interfere with Axis 27.213 German fleets based in Bergen may move to
fleet activity or engage Axis air units. The U.S. box the Murmansk box without risk of interception.
is considered to be at maximum range on the Naval Similarly, German fleets in the Murmansk box may
Interception Table (27.565). return to Bergen without being intercepted. If the
Allies capture Bergen while German fleets are in the
27.18 FRENCH FLEETS: French fleets may base only
Murmansk box, the German fleets must move from
in France, French colonies or captured, French-
A34 to the nearest available Axis-controlled port
controlled ports until Anglo-French cooperation
during the next Axis movement phase, and may be
restrictions (49) are lifted. If France is conquered by
intercepted while they do so.
the Axis, all French fleets automatically move to
Marseilles prior to the diplomatic die roll for 27.214 If Axis units are adjacent to Suez, thereby
France. They may not be attacked by either side as prohibiting SR (20.22), Allied fleets in Suez may
they do so. change base by moving off the board (to ports
elsewhere in East Africa), after which they must SR
27.181 If, while Anglo-French cooperation to Basra, the India box or the South Africa box.
restrictions are in effect, French fleets are forced to

45 A3R rules rewrite v.3


CLARIFICATION: Developments in Ethiopia (Axis EXAMPLE: Naval units in Gibraltar en route to Britain
variant 11) do not affect such movement. may not avoid Axis air units in based in Vigo by moving
off board.
27.22 Naval base changes are made after the staging
of air units and before the movement of ground 27.24 Naval units may not move or SR directly from
units. the Black Sea to the Baltic Sea, or vice versa.

27.221 Naval units have unlimited range on the 27.25 THE U.S. BOX: Western Allied naval units may
front on which they are based during both the change base to, but not from, the U.S. box during
movement and combat phases, but they may not the movement phase. Fleets in the U.S. box may
move out of that front except by changing base to a only relocate to a new base during the combat
two-front port, or by SR during the SR phase. phase (sea transport (27.422)) or the SR phase (as an
initial deployment (20.7)). Naval units moving to
CLARIFICATION: Copenhagen may be invaded by units and from the U.S. box enter and leave the board at
based in Baltic ports (27.431). If Germany invades from any west edge hex from A22 to EE1, inclusive.
Kiel, Russia may not intercept unless the invasion force During the SW deployment phase, fleets based in
moves through at least one Eastern front sea hex. the U.S. box may enter the SW box (42.461).
27.23 Naval units may move through any water hex. 27.26 DISPLACED NAVAL UNITS: Naval units at
Naval units may move through part water hexsides, bases which are occupied by enemy ground units
without regard for whether the land portion of the are displaced to the nearest controlled port on the
hex is controlled or occupied by enemy or neutral same front with adequate basing capacity (owner’s
forces, with the following restrictions: choice if two ports are equidistant), regardless of
the supply status of that port. If no such port exists,
27.231 Movement through or into the Suez canal is
the displaced naval units are eliminated.
prohibited if any land hex adjacent to the canal is
controlled by enemy forces or if the canal is 27.261 Naval units in two-front ports (Gibraltar, Kiel
damaged (67.1, 67.3). and Istanbul) which are displaced must move to the
nearest controlled port on whichever front is
27.232 Movement through a strait containing a selected by the owning player. This selection may
crossing arrow is prohibited unless both land sides
be made regardless of which front has the nearest
of the strait are controlled by friendly (not neutral)
port. Allied naval units displaced from Suez
forces. Entry into a prohibited strait to carry out a
relocate to the South Africa box, Basra or Bushire
naval activity is permitted, provided the naval units (67.4).
leave the strait on the same side they entered and
do not pass through. 27.262 INTERCEPTION OF DISPLACED NAVAL UNITS:
The movement of displaced naval units to their
EXAMPLE: Russia may not invade D35 if it does not
destination port may be intercepted by uninverted
control Copenhagen.
enemy air and naval units. Displaced naval units
CLARIFICATION: Naval activity between southern which survive enemy air and naval interception,
Norway (including Oslo) and the Baltic is permitted only including naval units which are damaged or
if Copenhagen is under friendly control. withdraw from fleet combat, complete their
movement to their destination port, which is
27.233 Naval units may only cross the front considered their “port of origin” (since their actual
boundary at Gibraltar by SR. SR is only permitted port of origin is no longer under friendly control).
past Gibraltar if it is controlled by friendly forces. Once fleet combat has concluded, displaced naval
units are no longer subject to interception by
27.234 Naval units may not enter rivers. enemy air units.
27.235 Naval units may not move off board except CLARIFICATION: Displaced naval units may withdraw
as expressly permitted by the rules. from combat after one round (26.4536), and thus are
practically subject to a single air attack while en route to

46 A3R rules rewrite v.3


their destination (unless they do not exercise their option against German submarines must remain in the SW
to withdraw). box for the entire game turn). A naval unit which
has performed one of the above functions during
27.263 Displaced naval units may operate normally the movement or combat phase may still be SRed
from their new port after their displacement. Such during the SR phase. Fleets which provide sea
naval units may change base during their player escort may also SR to the same port as the units or
turn, and if displaced to a two-front port, may BRPs they are carrying (27.64). Fleets which escort a
operate normally from that port. Murmansk convoy may not be SRed in that player
turn.
27.27 For the purposes of air and naval
interception, naval movement through the Suez 27.33 After the movement phase, a naval unit may
canal passes through hexes MM30 and LL31. not change base again until the SR phase. Naval
units which leave their base during the combat
27.3 EMPLOYMENT:
phase must return to that same base (EXCEPTION:
27.31 During any full game turn, fleets may perform Sea transport (27.422)), as must any naval unit
any one, but no more than one, of the following which intercepts an enemy naval activity. In the
functions: course of any one combat phase, a given naval unit
may not return to its base and leave again, nor
27.311 Protect a sea supply route, regardless of enter any other port more than once (except to
option selection (29.34). debark units in case of an aborted mission), nor
enter the sea portion of more than one hex targeted
27.312 Conduct an offensive mission (shore for sea transport or invasion, (unless an alternate
bombardment, sea transport, or invasion) during an route to its destination is unavailable) even though
offensive option or limited offensive operation in a it takes no action there. Naval units which change
combat phase. base may not voluntarily return to their original
base during the same movement phase.
27.313 Intercept opposing naval units (during either
player’s turn). Unsuccessful attempts at 27.34 Naval units are inverted in their turn of
interception do not count as a naval function. construction and may not perform any of the 27.31
functions during the game turn they are placed on
27.314 Perform sea escort or provide additional the board.
protection for naval SRs (during the SR phase).
27.35 Naval units protecting sea supply (29.34)
27.315 Escort a Murmansk convoy (during the SR move with the supply line they are protecting, then
phase (37)). return to their original port. This takes place
during the movement phase, after the movement of
27.316 Move to the SW box as a raider (German
naval units, or at the end of the combat phase.
fleets only (44.2)).
Otherwise such naval units may not leave their base
27.317 Intercept raiders moving to the SW box unless they are SRed later in the turn.
(Allied fleets only (44.3)).
27.36 RANGE: When determining the range of naval
27.318 Operate in the SW box against German units, their port hex is not counted as the first hex,
submarines (Allied fleets only). While in the SW even though naval units are considered to enter the
box, Allied fleets may perform several additional water portion of their port hex for interception
roles (20.843, 20.85, 42.461, 42.525, 44.41). purposes.

27.319 After performing any of the above functions, 27.37 The restrictions of 27.23 governing the
the fleet counter is inverted until the end of the movement of naval units also apply to naval units
current game turn. carrying out other naval activities.

27.32 A naval unit may change base during the 27.41 SHORE BOMBARDMENT:
movement phase and still perform any one of the
27.411 Shore bombardment may be used during an
above functions (EXCEPTION: Allied fleets operating
offensive option or limited offensive operation to

47 A3R rules rewrite v.3


support any invasion by ground units, or to support result occurred, the attacker would lose his two infantry
a non-exploitation attack by ground units, units and 12 fleet factors. The other 24 fleet factors would
including dropped airborne units, against a coastal return to port. If an “Ex” result occurred, the attacker
fortress (Gibraltar, Malta, Leningrad, Sevastopol) or could choose to lose both 3-4 infantry units and six fleet
a one-hex island. Shore bombardment may not be factors, or one 3-4 infantry unit and nine fleet factors or
used to support attacks other than as set out above, 12 fleet factors.
or be used to support attacks across crossing arrows
unless the target hex is also a one-hex island (Scapa 27.4151 The provisions of 27.5715 (proportional
Flow, one-hex Danish islands). The presence of an losses imposed on mixed nationality fleets) only
enemy 9-factor fleet in the target hex does not apply to fleet combat and do not affect losses taken
prevent the use of shore bombardment in a non- by bombarding fleets.
invasion attack.
27.42 SEA TRANSPORT:
27.412 For every three fleet factors providing shore
bombardment, one combat factor is added to the 27.421 Fleets may sea transport ground and air
units from one controlled port to another
strength of the attacker’s ground units when
controlled port on the same front. Two fleet factors
determining the odds for ground combat.
are required to transport each ground or air factor
27.413 The total number of combat factors added to (EXCEPTION: Sea transport from the U.S. box
a ground attack by shore bombardment may not requires four fleet factors for each ground or air
exceed three times the total number of attacking factor (20.731)). A unit may not be sea transported
ground factors involved in the attack. This from one port to another, then sea transported
limitation is distinct from the limitation on ground again from the new port.
support from air units (26.422).
27.422 Fleets need not be based at the port of
27.414 The attacker may combine ground support embarkation. During the combat phase, they may
from air units with shore bombardment to assist his move from their base to the port of embarkation,
attacking ground units. then to the port of debarkation, then, if the moving
player wishes, back to their original base. A sea
EXAMPLE: A 3-4 infantry unit invades a beach hex. No transport mission may have more than one port of
more than 27 fleet factors may provide shore embarkation, but only one port of debarkation.
bombardment (adding nine combat factors to the attack Fleets carrying out sea transport may end the
(27.412)). An additional nine air factors could provide combat phase in either their original base or in the
ground support. port of debarkation. Different ports of debarkation
require independent missions.
27.415 Fleets which provide shore bombardment
may be eliminated as a result of ground combat in CLARIFICATION: Fleets may not conduct a sea transport
the same manner as any other units. However, for mission without embarking any ground or air units, in
every three fleet factors providing shore order to move to the “port of debarkation.” But
bombardment, only one is removed to satisfy undamaged, undefeated fleets may continue to the port
ground combat losses, even after an “A” result. The of debarkation even after enemy action has caused the
attacker may freely choose from among loss of all the units that they originally embarked.
participating ground, air and naval units when
satisfying ground combat loss requirements. 27.4221 If fleets on a sea transport mission are
intercepted and defeated in fleet combat before
EXAMPLE: Two invading 3-4 infantry units and 36 fleet arriving at the port of embarkation, they return to
factors providing shore bombardment (6 + 12 = 18) attack their original base. If interception and defeat in
a 2-5 armor unit on a beach hex (2x3 = 6) at 3:1 odds. If fleet combat occurs after the embarkation of the
an “Ex” result occurs, the defender loses his 2-5 armor transported ground or air units, the transporting
unit and the attacker loses both infantry units, or one fleets and the units they are carrying return to the
infantry unit and three fleet factors, or six fleet factors port of embarkation, the transported units debark,
(his choice). If the defender had a 3-3 infantry unit and a and the transporting fleets return to their original
1-3 infantry unit, the odds would be 18:12 = 1:1. If an “A” base. Subject to the normal rules of supply and

48 A3R rules rewrite v.3


front options, ground units incur the usual 27.4241 Air units which have been sea transported
movement factor cost for debarking (27.423) after a may only provide ground support or intercept
failed sea transport, but otherwise may move and enemy defensive air support during the combat
attack normally. Air units which are forced to phase in which they are transported. They may not
return to their port of embarkation after a failed counterair, attack enemy naval units or carry out
sea transport are inverted. any other missions.

27.423 GROUND UNITS: Ground units may move 27.425 All sea transport must be concluded prior to
their full movement factor during the player turn the resolution of any ground combat.
in which they are sea transported. There is no
movement cost to embark, unless the port of 27.426 Both ports of embarkation and debarkation
embarkation is in an enemy ZoC, in which case must have been under friendly control at the start
there is a movement cost of two movement factors. of the transporting player’s player turn.
This applies even if the ground unit and the
transporting fleet begin the turn in the port of 27.427 Sea transport may not be used to land forces
on a bridgehead counter unless the bridgehead hex
embarkation. Ground units may overstack in the
also contains a port (EXCEPTION: Allied variant 22).
port of embarkation. But if the sea transport
mission failed and the units did not have sufficient 27.43 SEABORNE INVASIONS:
movement capability to remedy the overstacking
after returning to the port of embarkation, some 27.431 Invasions may be directed against any beach
units would be eliminated. hex, Gibraltar or any single hex white island.
Copenhagen and I31 may be invaded only by naval
27.4231 DEBARKATION: Debarkation costs one units based in Baltic ports or Oslo. Ground units
movement factor, whether or not the port of defending against invasion receive a +1 DM, even if
debarkation is in an enemy ZoC. Therefore, ground simultaneously attacked from an adjacent land hex
units which were unsupplied at the start of their or by airborne drop (15.23B).
turn may not be sea transported. Ground units
which have not exhausted their movement factor 27.432 No invasion may be carried out if the target
may move after debarkation. Ground units may hex contains a 9-factor fleet, even if inverted, at the
engage in combat after debarkation. moment of invasion. (EXCEPTIONS: 9-factor fleets
in Lorient or Famagusta do not prevent invasion, as
EXAMPLE: A 4-5 armor starts its turn next to a port. It the beaches in those hexes are on a different
moves to the port hex (one movement factor), embarks coastline from the ports). Air attacks against such a
(no movement cost), and debarks at a distant port (one 9-factor fleet earlier in the combat phase could
movement factor). It may then spend three additional reduce the fleet and allow the invasion. If no
movement factors to move from the port of debarkation ground units were in such a hex, an airborne drop
and may also attack. It may even conduct an overrun, could drive the defending fleet out and permit
but only in conjunction with ground units sea invasion, although this would prevent the
transported with the same mission as itself (14.871). placement of a bridgehead counter because the
invader would control the invasion hex before the
27.424 AIR UNITS: Air units may be sea transported.
The air unit must begin the player turn in the port actual invasion occurred (28.112). If the airborne
drop were not actually made, the invasion would be
of embarkation. The port of debarkation is treated
aborted.
as the air unit’s new base. A transported air unit
may not stage, either before or after sea transport. 27.4321 If the target hex contains enemy naval
Air units may not be transported into a port if the factors, but not a 9-factor fleet, invasion is
transportation would result in an overstacking of permitted and the enemy naval factors are
air factors in the port of debarkation. Transported displaced to the nearest friendly port on the same
air units may fly four hexes from the port of front if the invading ground units gain control of
debarkation to conduct ground support or to the target hex (27.26). Prior to displacement, the
intercept defensive ground support. There is no enemy naval factors may attempt interception
reduction in range to reflect the movement cost of (27.5).
debarking, which only applies to ground units.

49 A3R rules rewrite v.3


27.4322 Seaborne invasions which involve naval of embarkation. The invading fleets must start the
movement on either the Western or Eastern front combat phase in the port of embarkation. Fleets
are prohibited during Winter turns. Usually this may change base to the port of embarkation during
will be the front which contains the target hex of the movement phase of the turn of invasion.
the invasion, but not always. Winter invasions of
T10 (in Portugal) and Casablanca are prohibited, 27.435 If at least one of the invading ground units is
while a winter invasion of U19 (in southern France) an armor unit that participates in invasion combat,
is allowed (since the fleets would move through the and at least one initially attacking unit survives to
Mediterranean front to reach the beach hex). occupy the invasion hex, a breakthrough may be
achieved on the invasion hex. Additional armor
27.433 Three fleet factors are required to carry each units in reserve aboard the invasion fleet could
invading ground factor, provided the invasion hex then exploit. Armor units adjacent to the invasion/
is no more than seven hexes by sea from a fully breakthrough hex may also exploit, but only if the
supplied port controlled by the invading side at the invasion hex had also been attacked by land in
beginning of his player turn. The port need not be combination with the invasion. In this case, the
used in the invasion - it need only exist. If no such required armor unit may come from either the
port exists, six fleet factors are required to carry invasion force or the adjacent land units.
each invading ground factor. Invasions from the Breakthrough and exploitation from an invasion
U.S. box always require six fleet factors to carry hex is allowed even if the invasion hex was
each invading ground factor, regardless of the undefended (15.9).
presence of a friendly port (20.732). Air factors may
not be carried by invading fleets. 27.436 Invading ground units that attack the target
hex and survive the ensuing combat must occupy
EXAMPLE: If the Allies control and were able to trace a the invasion hex. If the target hex was enemy-
sea supply line to Malta, three fleet factors would be controlled and the invasion succeeds (at least one
required to carry each ground factor for an invasion of initially attacking ground unit survives and lands),
CC26 (in Albania), as CC26 is seven hexes by sea from a bridgehead counter may be placed (28.11). Ground
Malta. Six fleet factors would be required to carry each units aboard the invasion fleet which did not
ground factor for an invasion of W24 (in the Adriatic). participate in the attack may then be placed on the
bridgehead, up to the five-unit stacking limit. If the
27.4331 Any number of ground units may target hex contained no enemy ground units,
participate in an invasion, up to the capacity of the success is automatic and a bridgehead counter may
invading fleets, but no more than two of those be placed (EXCEPTION: Invasions of friendly hexes
ground units may initially attack the target hex by (28.112)).
sea. Airborne units which drop on the target hex
and ground units adjacent to the target hex by land 27.4361 If the attacker is unable to occupy the
may join with the invading forces in attacking the invasion hex with a ground unit which engaged in
beach hex. The invading units may receive shore invasion combat, all additional ground units
bombardment factors from any excess naval factors waiting to land must return to port. In addition,
not carrying ground units; they may also receive these units have the option to return to port even
ground support from any air units within range when the invasion succeeds.
(26.42).
27.437 The attacker may not take exchange losses
27.4332 If fleets which originally had been carrying from embarked units which did not participate in
invading ground units incur losses from his initial attack or from fleets carrying the
intercepting enemy air or naval units which result invasion force, nor does he lose them to an 'A'
in the loss of one or more ground units, any excess result. Exchange losses may be taken from fleets
fleet factors may be used for shore bombardment to providing shore bombardment (27.415).
support an invasion by surviving ground units.
27.438 REINFORCING A BRIDGEHEAD: A bridgehead
27.434 Invading ground units must start their turn hex which does not contain a port may not be
in a fully supplied port. Unlike ground units which reinforced by SR by sea or by sea transport
are sea transported, they may not move to the port (EXCEPTION: Allied variant 22). The attacker could

50 A3R rules rewrite v.3


reinforce such a bridgehead with ground units by selected by that naval force to carry out its naval
conducting invasions into the hex in subsequent activity.
turns. Air units may SR by air into such a
bridgehead and an airbase could be constructed in, EXCEPTION: A naval unit which SRs across a front
but not SRed into, the hex. boundary may be intercepted separately on each front.
Thus, an SR from Britain to Gibraltar is considered to be
27.5 INTERCEPTION: distinct from the continued SR of the same naval force
from Gibraltar to Egypt and an interception attempt is
27.51 When a player undertakes any naval activity, permitted on each leg. Note that each interception will
the opposing player may attempt to intercept with result in a separate fleet battle, even if both were made
any of his naval units based on the same front. in the Gibraltar hex.
Naval activity includes attempted sea supply (with
or without protecting naval units), movement of 27.531 Each time a naval force attempts to carry out
naval units during the movement phase (base a naval activity, it may be intercepted, even if some
changes), missions during the combat phase, SRs by or all of it has been intercepted earlier in the same
sea (of units, BRPs and naval units themselves), turn while carrying out a different naval activity. A
movement of raiders to the SW box and naval force which joins with other naval units in
interceptions of enemy naval activities. the course of a single naval activity creates a new
Interceptions may not be attempted unless the naval force, which is subject to naval interception
countries involved are already at war; a player may even if some or all of its components were
not declare war during his opponent’s turn in order intercepted before they combined. However, if a
to intercept. naval force sails to a port containing a second naval
force in order to combine into a new naval force in
CLARIFICATION: German air and naval units in the that port hex, the naval force which remained in
Murmansk box may not intercept Allied naval activity on port until the first naval force arrived may not be
the Western front. intercepted separately. Naval forces may thus be
picked up without being subject to interception
27.52 Whenever the defender requests, the attacker
until they have joined the combined force.
must indicate the exact course of hexes taken by
fleets carrying out a naval activity. The defender EXAMPLE: Italian fleets sail independently from
then may select a hex in which he will attempt to Taranto, Tripoli and Tobruk, rendezvous south of Crete,
intercept that activity. He may select the hex in and proceed on their mission. The Allies could attempt
which the attacker’s naval units are based (since three different interceptions against the three groups
they enter the water portion of that hex as soon as prior to their rendezvous, or one interception afterward.
they leave port), the destination hex, or any Had the Italians combined their fleets by sailing the
intermediate hex. Taranto fleet to Tripoli, then both fleets to Tobruk, then
all three fleets on their mission, the Allies could have
27.521 Naval activity from or into a two-front port intercepted the Taranto fleet, and/or the combined
(Gibraltar, Kiel and Istanbul) may only be
Taranto and Tripoli fleets, and/or all three fleets, but the
intercepted on the front in which the activity
Tripoli and Tobruk fleets could not have been intercepted
occurs. For interception purposes, a two-front port
separately. To be clear, the Allies could have intercepted
is treated as being on one front or the other, the Taranto fleet and then separately intercepted the
depending upon the use being made of it.
combined Taranto/Tripoli fleet as it sailed to Tobruk.
EXAMPLE: Fleets changing base from Gibraltar to
CLARIFICATION: Fleet waiting to be picked up may
Britain could be intercepted by fleets based on the continue the mission even if the first naval force is
Western front, but not by fleets based in the
defeated and turned back.
Mediterranean. Fleets conducting sea transport from
Alexandria to Gibraltar could only be intercepted by EXAMPLE: Italian fleets based in Taranto sail to
fleets based in the Mediterranean. Messina, carrying an infantry unit, and intending to join
with other fleets and ground units in Messina and invade
27.53 Naval interception of a given naval force may
Malta. The British intercept and defeat the Taranto fleet
be attempted at only one point along the route

51 A3R rules rewrite v.3


before it reaches Messina. The units in Messina may still 27.542 If two naval activities cross paths in a single
invade Malta. hex, they are considered to have passed through
the hex at different times. A single interception in
27.532 The defender’s air units may attack the that hex may be directed against either naval
attacker’s naval units at any hex or hexes along activity, but not both. If the defender wished to
their route, including a hex where naval intercept both naval activities, he would have to
interception occurs. If air and naval interception intercept each naval activity separately and fight
occur in the same hex, one air sortie is resolved two separate naval battles.
before each round of fleet combat (26.4534).
27.543 If two naval activities trace a path with more
27.54 Fleets may be broken down into smaller units than one contiguous hex in common, any
prior to interception attempts. Naval units based in interception in such a common hex results in the
the same hex may attempt separate interceptions interception of both naval activities and a single
against different enemy targets, but may attempt naval battle. If the defender wished to intercept
only one interception against the same enemy only one of the naval activities, he must select an
target. Some naval units may be held back to interception hex which contained only the naval
combat enemy counter-interception (27.56). If activity he wished to intercept.
naval units from more than one base attempt to
intercept the same enemy target, they must select a EXCEPTIONS: Naval SRs (20.23) are sequential and must
common hex at which interception will be be intercepted separately, except that the moving player
attempted. may allow SRs to the same destination to proceed
together for protection, in which case these missions are
CLARIFICATION: All fleets based at the same port, intercepted together. See also sea escort (27.623). Raiders
regardless of nationality, may only make one attempt to (44.23) also move separately and must be intercepted
intercept the same enemy naval activity. individually even if moving from a double port.
27.541 If two or more naval activities originate in 27.55 The moving player must indicate all naval
the same port, and the defender intercepts in that base changes he will make before the defender
hex, all naval activities are intercepted and a single decides whether and where to attempt
naval battle takes place between the intercepting interception. Similarly, during the combat phase,
force and the naval forces involved in the naval the attacker must announce all naval missions he
activities. Similarly, if two or more naval forces will undertake, including the destination of each
combine in a target hex, interception in that hex mission and which ground units, if any, are aboard
results in a single battle between the intercepting his fleets, before the defender makes any
force and all the attacking forces in the target hex. interception decisions. All naval SRs which are
The same concept applies when two or more naval subject to interception are handled in the same
activities are attacked by air units at the origin or manner (20.23). All interception attempts must be
the target hexes. declared before any die rolls are made.
EXAMPLE: Three British submarines intercept sea 27.551 NAVAL INTERCEPTIONS AND AIR ATTACKS:
supply to Libya, and two British submarines intercept The defender announces and commits to naval
sea supply to Sardinia. Five Italian air factors attack the interceptions before resolving any air attacks
British submarines as they leave Malta (64.42) and against the attacker’s naval activities. If the
achieve a “1/3” result. Both losses and damage are attacker’s naval force turns back after undergoing
allocated as equally as possible between the two forces, air attack, the defender’s intercepting naval force
with the larger force receiving any remnant. The does not engage the attacker’s naval activity,
determination of “larger force” is made at the outset and returns to port and is inverted.
again after eliminated factors are removed. Thus, the
Libya mission loses one factor, leaving both forces with 27.56 COUNTER-INTERCEPTIONS: The foregoing
an equal number of factors. The British player then does not prevent the attacker from attempting to
chooses the force that will have two factors damaged. counter-intercept the defender’s intercepting naval
units with his own uncommitted naval units. A
naval unit is considered to be uncommitted if it is

52 A3R rules rewrite v.3


uninverted and is not engaging in the type of naval CLARIFICATION: Uninverted French air factors always
activity being carried out at that stage of the turn. modify British interception rolls (and vice versa)
Thus a naval unit that changed base this turn regardless of Anglo-French cooperation limits (49.56). But
cannot counter-intercept an enemy naval unit Russian and Western Allied air units do not modify each
which intercepts another base change. others’ naval interception rolls.

27.561 Counter-interception takes place before the CLARIFICATION: Air units assigned to defensive air
defender’s naval units complete their interception. support modify interception die rolls. Air units assigned
Counter-interceptions are carried out in the same to ground support are committed by the time counter-
manner as interceptions. If counter-interception interception die rolls are made and do not modify
takes place in the hex selected by the defender for counter-interception die rolls.
his interception, only the counter-intercepting
naval units would engage in fleet combat with the 27.566 Naval units which fail to intercept are not
intercepting naval units. The naval units being subject to counter-interception by enemy air or
intercepted would not join in this naval battle. If naval units, are not inverted and may be used for
the intercepting naval units defeat the counter- other purposes during the remainder of the game
intercepting naval units, they may move to the turn, but they may not again try to intercept during
interception hex and engage the intercepted naval the current phase. A fleet which failed to intercept
units or abort the interception and return to port, an enemy base change could thus attempt to
at the owning player’s option. intercept enemy fleet activity during the ensuing
combat or SR phases.
27.562 Counter-interceptions may be made by naval
units belonging to allies of the nation conducting 27.567 Naval units which have been committed to
the intercepted naval activity, regardless of the intercept an enemy naval force, but do not engage
option the ally selected on that front. Uncommitted in combat because the enemy naval force was
air units belonging to the nation conducting the eliminated or aborted its naval activity as a result of
intercepted naval activity or an ally, if in range, an earlier interception, are considered to have
may attack the intercepting naval units, regardless engaged in combat and are inverted. Similarly, air
of front options. units which have been committed to interception
but discontinue their attack for whatever reason
27.563 All air and naval counter-interceptions are are inverted.
announced after the defender has made all
interception die rolls, but before any naval battles 27.568 Naval units based in the U.S. box are
resulting from successful interception have been considered to be at maximum distance for
resolved. Fleet combat is resolved in inverse order. interception attempts.
The naval units sailing last resolve their
27.569 If Britain and France both wish to intercept
interceptions, including fleet combat, first.
the same enemy naval activity while Anglo-French
27.564 Theoretically, a defender who has held back cooperation restrictions are in effect (49.47), the
naval units could counter-counter-intercept the player with more fleet factors on the front in
attacker’s counter-interceptors, and so on, until question prevails. The same applies to interceptions
one player or the other had no more uncommitted by the Western Allies and Russia (50).
naval units.
27.57 FLEET COMBAT: If interception succeeds, fleet
27.565 NAVAL INTERCEPTION TABLE: To determine combat occurs.
whether a naval interception succeeds, the
27.571 FLEET COMBAT TABLE: Fleet combat consists
defender counts the hexes along his chosen route,
of one or more combat rounds. In each round of
from his naval base(s) to the interception hex, not
fleet combat, each side rolls two dice and consults
counting his port hex. The success or failure of
the Fleet Combat Table. Each side’s fleet combat
naval interceptions is determined by rolling one die
dice roll is modified by the nationality of the naval
for each intercepting force and consulting the
units engaged and the nature of the defender’s
appropriate row of the Naval Interception Table.
naval activity. The number before the slash
indicates the number of enemy fleet factors which

53 A3R rules rewrite v.3


are eliminated. The number after the slash equal factors were involved, the nationality in the
indicates the number of enemy fleet factors which lower category (a die roll if tied). British
are damaged and return to their port of origin. submarines based in Malta (64.4) are treated in the
same manner. If engaged in fleet combat in
CLARIFICATION: If a force consisting of two factors combination with Allied fleets, losses are split
suffers a 1/2 result, one factor is eliminated and one equally between the submarines and the fleets.
factor is damaged. Additional damage is ignored. Eliminated and damaged factors are apportioned
separately. Apportionment is carried out at the end
EXAMPLE: 16 Italian fleets engage 12 British fleets. The
of each round of fleet combat.
Italians roll two dice and consult the 16-18 row of the
Fleet Combat Table. The British roll two dice and consult CLARIFICATION: In the case of two different naval
the 10-12 row of the Fleet Combat Table. The Italians activities that have engaged in combat together (27.543),
subtract two from their dice roll, and the British add two each of which contains multiple nationalities, losses are
to theirs (to reflect the nationality difference). If the divided equally between the two activities first, then
British were conducting an invasion when interception between the nationalities in each force.
and fleet combat occurred, the Italians would only
subtract one and the British would only add one. 27.5716 Losses are also proportioned equally
between inverted and uninverted fleet factors.
27.5711 Fleet combat dice rolls are made
simultaneously. The size of the forces engaged is 27.572 Intercepting or counter-intercepting naval
calculated before any losses are incurred. units (but not naval units which are intercepted
while carrying out a naval activity) may break off
27.5712 DRMs are applied to fleet combat according combat without making a fleet combat dice roll.
to the nationality of the respective combatants. Such fleets are subject to one enemy fleet combat
dice roll, and the losses they incur are halved
[See the Naval Nationality Table] (round fractions up).
27.5713 Fleets conducting sea transport or invasion
27.573 ADDITIONAL ROUNDS OF FLEET COMBAT:
missions (including fleets intended for escort or
After the first round of fleet combat is concluded, a
shore bombardment), protecting sea supply, second round of fleet combat occurs if neither side
providing sea escort or escorting a Murmansk
withdraws. A player may elect to fight another
convoy receive a -1 DRM on their fleet combat dice
round of fleet combat if allowed to do so by the
roll, and their opponents receive a +1 DRM on their
Fleet Staying Power Table.
fleet combat dice roll.
EXAMPLE: If Britain and Italy engage in fleet combat,
CLARIFICATION: The modifier applies even if the fleets
and the Italians lose the first round, they must withdraw
have not yet embarked any units.
and the fleet battle ends. If the British lose the first round
27.5714 Eliminated naval factors are immediately of fleet combat, they may elect to remain and fight
removed from the board. Damaged naval factors another round.
return to their port of origin, are repaired CLARIFICATION: If German and Italian fleets are
automatically at no BRP cost (27.84) and are
fighting as allies in the same fleet battle and they lose the
inverted. A player also may abort the naval activity
first round of fleet combat, the Italians go back to port,
of some or all of his force at the end of each combat
but the Germans may stay for a second round of fleet
round. Aborting naval units, whether damaged or combat if they wish.
undamaged, are not subject to enemy air or naval
interception. Neither are naval units which have 27.5731 The losing side in a round of fleet combat is
completed their activity. the side which had more fleet factors eliminated.
(EXCEPTION: If one side is completely eliminated or
27.5715 Fleet losses from a force of mixed
damaged, it loses regardless of the losses inflicted
nationality must be distributed equally among the
on the opposing force.) Damaged fleet factors are
nationalities involved, with any remnant loss which
taken into account only if both sides had the same
cannot be divided equally being taken by the number of fleet factors eliminated. If both sides had
nationality having the most factors involved or, if
the same number of fleet factors eliminated and

54 A3R rules rewrite v.3


damaged, the round is a draw and both sides may port. Any overstacking that results from such a
elect to fight another round of fleet combat. Losses return to port must be remedied by the end of the
from air attacks are not considered when player’s SR phase, or the excess units are
determining the loser in fleet combat. eliminated. Such overstacking of naval units results
in the immediate elimination of the excess naval
27.5732 After each round of fleet combat, either units, as they may not attempt a second SR during
side may voluntarily withdraw. The loser of the that SR phase (20.82).
previous round of fleet combat announces his
intention first (the moving player in the event of a 27.577 If interception and fleet combat or air
tie). If a player withdraws from fleet combat, he is attacks reduce the number of fleet factors involved
considered to have lost the fleet battle (27.574). in sea transport, invasion or the sea escort of units
or BRPs below the number required, the excess
CLARIFICATION: If two naval forces engaged in distinct units/BRPs are immediately eliminated as
activities combine for fleet combat (27.543), one force necessary to reflect the naval force’s reduced
may voluntarily withdraw while the other remains for a carrying capacity. Damaged fleet factors are not
second round of fleet combat. counted when determining a naval force’s carrying
capacity. The units/BRPs may not be saved by
27.5733 No additional units may join in a fleet
aborting the activity, and the units/BRPs are lost
combat during subsequent rounds (EXCEPTION: even if the naval losses were incurred in a port of
Murmansk convoys (37.551)). Air units which have
embarkation or a destination hex. Air units may be
intercepted fleets in a hex in which fleet combat is
broken down to accept losses.
occurring may make one air sortie immediately
before the start of each round of fleet combat 27.6 SEA ESCORT:
(26.4534).
27.61 Fleet factors must provide sea escort for
27.574 CONCLUDING FLEET COMBAT: The loser of a ground units, BRP grants or, in some cases, air units
fleet battle is the side which withdrew from the (20.31) that SR across water (EXCEPTIONS: Crossing
battle or was completely eliminated. A player may arrows, initial deployments and American BRP
lose one, or possibly more than one, round of fleet grants to Britain and France).
combat and still emerge as the winner in a fleet
battle, provided his forces had the staying power to 27.62 For each ground or air factor SRed across
continue fighting (27.573). The loser of a fleet battle water, two undamaged fleet factors are required for
must immediately return to port; any activity in sea escort. A 1-3 infantry unit thus requires two
which it may have been involved and not yet fleet factors; and a 5-6 armor unit requires ten fleet
accomplished is canceled for that turn. Naval units factors.
which were attempting a base change return to
their original base, but are not inverted and may 27.621 For every two BRPs SRed across water, one
operate without impairment from that base if undamaged fleet factor is required for sea escort
otherwise able to do so. (EXCEPTION: American BRP grants to Britain and
France (20.611)).
27.575 After the resolution of fleet combat,
surviving intercepting naval forces return to port 27.622 Naval SRs, including initial deployments and
and are inverted. A victorious intercepted force BRP grants, may be intercepted (20.8) (EXCEPTIONS:
may continue its naval activity or choose to abort Initial deployments to the South Africa box (Allied
that activity and return to its port(s). In this case, variant 18) and American BRP grants to Britain and
victorious fleets conducting a mission or protecting France (20.61)). If the number of fleet factors
sea supply would be inverted after they abort, but providing sea escort for a ground or air unit drops
fleets changing base or SRing would not. below that required (27.62), the unit is eliminated.
If the number of fleet factors providing sea escort
27.576 When a naval force carrying ground or air for a BRP grant drops below that required (27.621),
units returns to port, either because it lost a naval two BRPs are eliminated for each missing fleet
battle or because it chose to abort its naval activity, factor. Special rules apply to Murmansk convoys
the ground and air units must be landed at that (37).

55 A3R rules rewrite v.3


27.623 A player may, at no SR cost, assign more two fleets took part in the SR. Kiel and Istanbul may
than the required minimum number of fleet factors also serve as front-to-front transfer points.
to sea escort, in order to increase the chances of
successfully completing the SR. Fleets which EXAMPLE: At the cost of one SR, a British ground unit
provide such additional protection for naval SRs could deploy from Port Said to Marseilles, then overland
must be based in the same port as the fleets they from Marseilles to Brest, and then continue by sea from
are protecting (EXCEPTION: Murmansk convoys Brest to Plymouth. This SR would need sea escort fleets in
(37.2)) and are inverted at the end of the SR phase. both Port Said and Brest. If the SR were turned back on
the Brest-to-Plymouth leg, the unit would abort back to
27.624 Units and BRPs being sea escorted must be Brest, not Port Said.
able to SR by land to the port in which the sea
escorting fleets are based at the start of the SR 27.66 Hostile units in hexes adjacent to Gibraltar do
phase. not prohibit the SR/sea escort of units through,
into or out of Gibraltar. Naval units, whether
27.63 Fleets used for sea escort may not be used for providing sea escort or being themselves moved by
any other purpose during the same game turn, SR, may not move through the Turkish Straits
although they may change base during the unless both sides of both crossing arrows are under
movement phase prior to providing sea escort. friendly control. Similarly, naval SRs are not
permitted from the North Sea or Oslo into the Baltic
EXAMPLE: A British 3-4 infantry unit is in Bergen. The unless Copenhagen is under friendly control.
Allied player wishes to SR the unit from Norway to Otherwise, enemy ground units and hex control do
Britain. At least six British fleet factors are required for not bar naval SRs except through crossing arrows,
sea escort. If these fleet factors are based in Britain at the although SR by sea could not terminate in a hex
start of the SR phase, they can SR to Bergen, but cannot adjacent to enemy units.
provide sea escort for the infantry unit in Bergen until
the following turn. Planning ahead, the British might 27.67 The sea escort portion of an SR must begin
have moved the required fleet factors to Bergen during and end in supplied, controlled ports (EXCEPTIONS:
the movement phase, then used them for sea escort that A fleet based elsewhere on that front may SR
same turn. If German fleets intercept the sea escort of the ground and air units into and out of controlled
infantry unit and win the resulting fleet combat, the islands without ports, but only if the island is not
infantry unit would remain in Bergen (unless the British connected to another body of land by a crossing
had fewer than six surviving fleet factors, in which case arrow. This exception does not apply to non-island
the infantry unit would be eliminated regardless of who areas without ports. Allied variant 22 allows SRs
won the fleet combat). into and out of bridgeheads).

27.64 Fleets which provide sea escort may 27.7 PARTIAL NAVAL COUNTERS:
themselves be SRed, but only to the same
destination as the units or BRPs they are escorting. 27.71 Naval counters may be broken down into
Fleets conducting sea escort may thus end the SR smaller counters of the same nationality at any
phase either in the port in which they were based at time during play, including during an opponent’s
the start of the SR phase or in the port to which the player turn. Similarly, smaller counters may be
units or BRPs they were sea escorting are SRed. In recombined into larger ones at any time. The
the latter case, the cost of SRing the fleets, as well number of partial naval counters available in the
as the units or BRPs, is counted against the owning game do not prevent fleets from breaking down.
major power’s SR capacity.
27.72 A player may never have more naval factors
27.65 Fleets providing sea escort may not leave in play than are contained in his force pool. Subject
their front, but a chain of sea escort is allowed. to this limitation, a player may construct partial
Thus one fleet may provide sea escort for a unit naval counters.
SRing from Britain to Gibraltar, while a Gibraltar-
27.73 A player may begin a scenario with his naval
based fleet provides sea escort through the
units broken down into partial naval counters.
Mediterranean. This counts as a single SR against
the SRing major power’s SR capacity, even though

56 A3R rules rewrite v.3


27.74 Although a major power may have as many 27.83 All naval units are placed on the board
partial naval counters in play as it wishes, naval immediately upon construction or reconstruction.
counters in the same hex must be combined at the
end of their owner’s player turn if the opposing 27.84 REPAIR OF DAMAGED FLEETS: Damaged fleets
player finds the unnecessary partial naval counters are automatically repaired, at no BRP cost
distracting. immediately after they return to port at the
conclusion of the air and fleet combat which caused
27.75 Fleet counters of the same nationality in the the damage. After repair, damaged naval units are
same hex, up to nine factors, count as one unit for treated in the same manner as newly constructed
all purposes, including SR. Partial fleet counters on naval units. They remain inverted for the
different hexes count as one unit apiece. Wherever remainder of the turn, but can be SRed and are
rules require a “9-factor fleet”, this refers to nine taken into account in determining whether enemy
fleet factors belonging to the same nationality, as invasion of their hex is possible. Any number of
the partial fleet counters could be combined into a damaged naval factors may be repaired each turn.
single, 9-factor fleet counter. Such repairs do not count against the
reconstruction limits in 27.82.
EXAMPLE: A stack consisting of six, two and one factor
fleet counters of the same nationality could combine into EXAMPLE: British fleets based in Malta intercept an
a 9-factor fleet, but four Spanish and five Italian fleet Italian invasion of Malta. Several damaged British fleet
factors would not act as a 9-factor fleet even if they were factors return to Malta, and the Italian invasion
based in the same port and would not prevent an enemy succeeds. The British fleets are displaced normally (27.26)
invasion (27.432). because they were repaired immediately upon their
return to Malta.
27.76 A player may conduct naval missions without
actually breaking down his naval units, by 27.85 Turkish, Spanish, Vichy French, Swedish and
announcing the missions of his naval factors. If the Free French naval units may be repaired if
opposing player wishes, however, the moving damaged, but may never be rebuilt once eliminated.
player must break down his naval units in order to
ensure the accuracy of his calculations. 28. BRIDGEHEADS
27.8 CONSTRUCTION: 28.1 Each major power is provided with a specified
number of bridgehead counters (28.3). A bridgehead
27.81 When a 9-factor fleet is available as an counter may be placed on the following hexes:
allowable build, a player may choose to construct
some or all of the available fleet factors. Each fleet 28.11 INVASIONS: A beach hex occupied by a
factor costs three BRPs to build. successful seaborne invasion, provided the
following conditions are met:
27.82 Naval units may only be constructed in naval
bases, as indicated on the mapboard by an anchor 28.111 The hex was occupied by a surviving,
symbol. Apart from the normal rules governing unit attacking seaborne invading unit or an airborne
construction, there are no restrictions on the unit dropped on the hex in conjunction with a
number of fleet factors which may be constructed seaborne invasion; and
in a single turn from allowable builds. The
28.112 The hex was controlled by a hostile major
reconstruction of fleet factors lost in combat,
power or minor country when invaded, whether or
however, is limited by the reconstruction ability of
not it contained a defending unit; or was a friendly
the various naval bases, as below:
hex the invader could not possibly fully supply
Germany (Kiel/Hamburg): 2 during the initial supply determination phase of his
Italy (Trieste or Genoa): 1 player turn. A partially-supplied hex would qualify
France (Lorient or Marseilles): 1 because the placement of a bridgehead counter
Russia (Leningrad or Sevastopol): 1 provides unlimited supply (29.218). A bridgehead
Britain (Rosyth): 2 + (Canada): 1 may not be placed for supply purposes in a supply
US (1942 or earlier): 3 (1943+): 4 zone (29.332) which contained a hex which was
capable of receiving sea supply during the

57 A3R rules rewrite v.3


preceding initial supply determination phase, even 28.41 A bridgehead counter must be removed when:
if the presence of enemy air and naval units made
such sea supply a practical impossibility. A. The hex it occupies comes under enemy control.
B. It is not fully supplied at the end of any post-
28.12 RIVER CROSSINGS: A river or crossing arrow combat supply determination phase following the
hex successfully occupied by attack during an turn in which it is placed.
offensive option or limited offensive operation, C. No enemy units are within four hexes of it by
provided no attacking units were already across the land at the end of the owner’s player turn, and its
river or crossing arrow adjacent to the hex in removal would not worsen the owning player’s
question (EXCEPTION: Dropped airborne units). A supply situation.
bridgehead counter may be placed in Maginot or
West Wall hexes if all the non-airborne attacking 28.5 STACKING: Up to five ground units (plus an
units were on the other side of the Rhine. airborne) may occupy a bridgehead. (EXCEPTION:
Bridgeheads may thus be placed when the More than five armor units may occupy a
defending units received a +1 DM for the river or bridgehead during the combat phase if it is also a
crossing arrow, or where they failed to receive this breakthrough hex (15.7)). Only two ground units
+1 DM only because they were simultaneously may attack out of a bridgehead (EXCEPTIONS:
attacked by dropped airborne units. Airborne, British in London). All five are counted if
in contact with the enemy during an attrition
28.13 OVERRUNS: A hex entered as a result of an option. If a bridgehead is adjacent to two fronts,
overrun (14.8), provided the overrun was conducted some of the units may make an offensive attack on
across a river or crossing arrow. In this situation, a one front while the remainder are counted for
bridgehead counter may be placed on the board attrition on the other front. All five defend against
immediately after the conclusion of the overrun. enemy offensive attacks; all five counterattack if
required.
28.2 The attacker places the bridgehead counter on
the board immediately upon the post-combat 28.51 After a beachhead is removed, units still
advance of his first ground unit into an eligible hex. overstacked at the end of the owner’s player turn
He may then continue to advance other eligible are eliminated. The owner chooses the units which
units into the bridgehead hex, up to the bridgehead are eliminated.
stacking limit. An attacker who chooses not to place
a bridgehead counter in an eligible hex may not 28.6 Bridgeheads may not be selected for attrition
later change his mind and place one there. occupation (16.5). Infantry and replacement units
defending in bridgeheads are not subject to a
28.3 NATIONALITY: Each major power is provided negative DM when attacked by exploiting armor
with bridgehead counters as follows: Germany, (15.24A).
Britain and the U.S.: 3; Russia: 2; Italy and France: 1.
In addition to the requirements set out in 28.1, a 28.7 A bridgehead placed by seaborne invasion is an
major power may place one of its bridgehead unlimited supply source during the post-combat
counters on the board only if at least one of the supply determination phase of the player turn in
surviving attacking units which entered or which it is placed (29.218).
occupied the defender’s hex belonged to that major
power or one of its minor allies or associated minor LOGISTICS
countries. Lent Italian units may place either a
German or Italian bridgehead. 29. SUPPLY
28.4 REMOVAL OF BRIDGEHEAD COUNTERS: A 29.1 OVERVIEW:
bridgehead counter may be removed whenever the
player who placed it desires, even if to switch the 29.11 All units require supply. Units which are not
bridgehead counter for use on another hex. A supplied have their abilities impaired and may face
player may await the outcome of combat or an elimination (29.5).
impending invasion before removing an existing
bridgehead.

58 A3R rules rewrite v.3


29.12 Hexes also must be supplied to allow unit and 29.2131 Gibraltar is an unlimited supply source only
airbase construction, the basing of air and naval for all Western Allied units in Gibraltar.
units and SR (29.61).
29.214 The U.S., South Africa, India and Siberia
29.13 Supply is traced from supply sources, along a boxes are unlimited supply sources for all units in
land and/or sea supply line, to the units or hexes them. Sea supply may be traced from the U.S. box to
being supplied (29.3). Some supply sources are Western Allied units in Europe even if the U.S. is
unlimited and may supply units of any type, while not at war with the Axis.
others are limited and may only supply certain
types of units (29.2). 29.215 Moscow and the playable Russian hexes
along the eastern edge of the board between D64
29.14 The supply status of units and hexes is and Z53, inclusive, are an unlimited supply source
determined twice during each player turn (29.4). for Russian and Russian minor country units.
Initial supply determination takes place during the
movement phase, after the movement of air and 29.2151 All Russian-controlled ICs are unlimited
naval units, but before the movement of ground supply sources only for Russian and Russian minor
units (29.42). Post-combat supply determination country units in them (34.5).
takes place during the post-combat adjustment
29.216 While a major power is conquered, its capital
phase, immediately before unit construction
is no longer an unlimited supply source (29.222). If
(29.43).
the major power re-enters the war, its capital
29.15 Units which are out of supply are isolated. resumes its supply source status.
Hexes which are out of supply are unsupplied. Both
29.217 An unconquered minor country capital is an
units and hexes may be partially supplied if they
unlimited supply source for all the units of that
are able to draw supply from a limited supply
source. minor country, but is only a limited supply source
for units belonging to other countries, including a
29.16 Units which are isolated at the end of the major power ally (29.223).
initial supply determination phase may not move or
carry out missions during the movement and 29.218 A bridgehead placed by seaborne invasion is
an unlimited supply source during the post-combat
combat phase of their player turn. Ground units,
supply determination phase of the player turn in
airbases and bridgeheads which are still isolated at
which it is placed (28.7). Bridgeheads do not act as
the end of the post-combat supply determination
phase are eliminated. Air and naval units are never supply sources in subsequent turns, although a sea
supply line may be traced through a bridgehead
eliminated because of isolation.
(29.33).
29.2 SUPPLY SOURCES:
29.22 LIMITED SUPPLY SOURCES:
29.21 UNLIMITED SUPPLY SOURCES:
29.221 A limited supply source is a supply source
29.211 An unlimited supply source is capable of which is capable of supplying only the infantry
supplying all types of units. component of ground units. A limited supply source
is incapable of supplying air and naval units or the
29.212 Berlin and Rome are unlimited supply mechanized or airborne portion of ground units.
sources for all Axis units. If Axis variant 1 is played,
Famagusta is an unlimited supply source for all Axis 29.222 The capital of a major power which has been
units. If Axis variant 25 is played, Berchtesgaden is conquered is a limited supply source for units of the
an unlimited supply source for Axis units. major power which controls it, all minor countries
controlled by that major power and all allied major
29.213 London, Paris, Suez, Basra and Bushire (if the powers and their minor countries (EXCEPTION:
Persian BRP route has been activated (38.2)) are Moscow (29.262)).
unlimited supply sources for all Western Allied
units. 29.223 A minor country capital is a limited supply
source for units of a major power to which it is

59 A3R rules rewrite v.3


associated or allied, or which otherwise controls it, units which begin their turn in an IC may move out of
all minor countries controlled by that major power the IC, but Russian units which were not otherwise
and all allied major powers and their minor supplied may not move into the IC to improve their
countries (EXCEPTION: 29.261). supply status, nor may they draw supply from the IC.

29.224 A colonial capital (Algiers, Al Kuwait, 29.25 Greek units on Greek islands and Spanish
Amman, Baghdad, Cairo, Damascus, Jerusalem, units in Spanish Morocco are automatically in
Rabat, Tirane, Tripoli, Tunis) is a limited supply limited supply. Spanish units in Spanish islands and
source for units of the major power which controls Swedish units in Swedish islands are not.
it, all minor countries controlled by that major
power and all allied major powers and their minor 29.26 RESTRICTIONS ON SUPPLY SOURCES:
countries (EXCEPTION: 29.261).
29.261 WESTERN ALLIED AND RUSSIAN SUPPLY
CLARIFICATION: While Vichy is inactive,Vichy colonial SOURCES: Western Allied units may not be supplied
capitals may act as limited supply sources for all Axis from Russian supply sources, and vice versa. This
units, but using them to supply non-Vichy units may prohibition extends to colonies and minor
trigger an adverse diplomatic modifier. countries associated with, allied to or otherwise
controlled by the Western Allies and Russia (50.5).
29.225 West Wall hexes, provided they have fortress
status, are a limited supply source for German units 29.262 AXIS SUPPLY FROM RUSSIAN SUPPLY
in them only. SOURCES: Axis units may not draw supply from
Moscow, the Russian hexes on the eastern edge of
29.226 Maginot hexes, provided they have fortress the board or captured ICs. Other Russian supply
status, are a limited supply source for Western sources, such as minor country capitals controlled
Allied units in them only. by Russia, become Axis supply sources once they
come under Axis control.
29.227 Malta is a limited supply source only for
Western Allied units in Malta, provided the Western 29.3 SUPPLY LINES:
Allies control at least one other fully supplied port
in the Mediterranean (64.3). 29.31 A supply source may supply any number of
units and hexes.
29.228 Sevastopol is a limited supply source only for
Russian units in Sevastopol, provided Russia 29.32 A unit or hex is supplied (although not
controls at least one fully supplied port in the Black necessarily fully supplied - see 29.52) if it can trace
Sea. a supply line from a supply source. A supply line
consists of a line of controlled hexes, free of enemy
29.23 Fortress hexes are not supply sources unless ZoCs, from a supply source to a unit or hex. The
otherwise specified. Russian units in Leningrad are supply source or the unit or hex being supplied may
supplied by the IC in that city. If the IC is destroyed, be in an enemy ZoC, provided all hexes in the
Leningrad is not a supply source, even if it remains supply line itself are free of enemy ZoCs.
a fortress. The same is true if Stalingrad is a fortress (EXCEPTION: Supply may not be traced from a
by virtue of Allied variant 14. Air and naval units in bridgehead, even while it is a supply source
Malta and Sevastopol must draw supply from other (29.218), if it is in an enemy ZoC).
supply sources, as they are not automatically in
supply. 29.321 A supply line may not be traced directly
from a supply source to an adjacent hex if both the
29.24 Where a hex is a supply source only for the supply source and the hex are in the ZoC of the
units in that hex, those units may move out of the same enemy armor unit. It could be traced out of
hex once their supply status has been determined. the supply source to a different hex not in the ZoC
of the same armor unit, then back to the adjacent
EXAMPLES: A ground unit in Gibraltar at the start of a hex. If the supply source is also a fortress, with
player turn is supplied and may move out of Gibraltar. fortifications facing an adjacent enemy armor unit,
Air and naval units in Gibraltar may perform missions the enemy ZoC would not extend into the hex
and intercept enemy naval activity. Russian ground containing the supply source and this restriction

60 A3R rules rewrite v.3


would not apply. Similarly, a supply line may be EXAMPLE: Hostile armor in Calais or Harwich cannot
traced through a hex containing a fortress. affect sea supply through the English Channel.

29.322 A supply line may be traced over hexes 29.3313 Sea supply lines may be traced across front
controlled by the major power tracing the supply boundaries, but naval units may not protect sea
line, any of its associated or allied minor countries, supply lines outside their own front. Thus, fleets in
or any of its major power allies or their associated the SW box could protect sea supply from the U.S.
or allied minor countries. A major power may not to Gibraltar, but not from Gibraltar into the
prevent an ally from tracing a supply line over Mediterranean.
hexes it controls.
EXAMPLE: If the Allies wish to trace sea supply from the
29.323 Supply lines may not be traced through U.S. box through Gibraltar to Oran, they must trace two
enemy partisans. A supply line may be traced supply lines in the Atlantic: one from the U.S. which ends
through a hex containing a friendly partisan, but in Gibraltar, and one from the U.S. to Gibraltar which
only if the hex was already controlled by the continues to Oran. The Allied player can trace the U.S.-
supplying side before the partisan occupied it. to-Gibraltar legs of both supply lines over the same
hexes, and use the same SW box fleets to escort them
29.324 A supply line may cross over water at a both. If the Axis intercepted and defeated this combined
crossing arrow without risk of interception. This is supply line, it would cut supply to both Gibraltar and
not considered to be sea supply (29.33). Oran. The Allied player must use fleets based in Gibraltar
to escort the Gibraltar-to-Oran leg.
29.325 A supply line, whether over land or water
(29.33), may be of unlimited length, but may not go 29.332 SUPPLY ZONES: Each area of contiguous,
off the board. It must be traced on hexes which controlled hexes which can be supplied from the
appear on the board. same port or bridgehead is considered to be a single
supply zone. The supplying player may trace only a
29.33 SEA SUPPLY:
single sea supply line to one designated port or
29.331 Supply lines may be traced over water. A bridgehead in each supply zone.
supply line over water begins in a supplied port, is EXAMPLE: An Axis sea supply line is traced to Libya to
traced over sea hexes and ends in a port or
supply Axis air and armor units in North Africa. The sea
bridgehead placed as a result of seaborne invasion
supply line must be traced to either Tripoli or Tobruk,
(EXCEPTION: One-hex islands without a port or
but not both. The situation would be different if a British
bridgehead may also be supplied by sea). A land armor unit had invaded at MM19, splitting Libya into
supply line may also be traced from the port or
two supply zones. Both ports could then receive supply.
bridgehead in which a sea supply line terminates.
The requirement that all land portions of a supply 29.333 There is no limit to the number of units
line consist of controlled hexes free of enemy ZoCs which may be supplied by sea. Sea supply from a
(29.32) does not prevent units in a port or limited supply source (29.22) provides only partial
bridgehead in an enemy ZoC from receiving supply supply.
by sea, but the ZoC would prevent any continuation
of the supply line past the port or bridgehead. 29.334 It is presumed that the moving player will
sea supply all units and hexes in controlled, but
29.3311 A sea supply line may not be traced through otherwise unsupplied or partially supplied, areas if
a strait containing a crossing arrow unless both it is possible to do so. The burden is on the opposing
land hexes connected by the crossing arrow are player to affirmatively state any intention to
controlled by the tracing power, a minor country disrupt a sea supply line. The opposing player may
associated with or allied to it, a major power ally or require that the moving player indicate the exact
a minor country associated with or allied to such a hexes through which sea supply is being traced, so
major power ally. that he can decide whether he will attempt to
intercept the sea supply (29.35). The moving player
29.3312 ZoCs only affect the land portion of a
must assign units to the protection of sea supply
supply line.

61 A3R rules rewrite v.3


(29.34), which is optional, before any interceptions 29.352 The intercepting player may attempt naval
of sea supply are attempted by the opposing player. interception (27.5) in one of the sea hexes over
which supply is being traced (29.334). If his naval
29.34 PROTECTION OF SEA SUPPLY: interception die roll is successful, the supplying
player may attempt counter-interception of the
29.341 Fleets are not required to provide sea supply.
intercepting enemy forces with available naval
However, since sea supply may be intercepted, a forces (27.56), and may also use uninverted air units
player may, if he wishes, designate fully supplied,
to attack the intercepting naval units should they
uninverted naval units based in a port from which
come within range (26.453). If the intercepting
sea supply is being traced to protect that sea supply
naval force defeats the counter-intercepting naval
line. Naval units based in ports other than that force in fleet combat, it may move to the indicated
from which a sea supply line is being traced may
interception hex and intercept the sea supply line
not protect the sea supply line, although they may
or abort the interception and return to port, at the
attempt to counter-intercept any enemy naval
owning player’s option.
interception of the sea supply line.
29.353 If the supplying player designated any naval
29.342 Naval units may be designated to protect sea
forces to protect the sea supply line (29.34), fleet
supply lines during either the initial supply
combat then takes place between the intercepting
determination phase or the post-combat supply naval forces and the naval forces designated to
determination phase, at no BRP cost and regardless
protect the sea supply line. Fleet combat is resolved
of option selection. But see 29.44 for limits on post-
normally (27.571). If naval forces designated to
combat supply.
protect sea supply are defeated, they return to port.
29.343 Allied fleets in the SW box may defend Allied
29.354 All fleet combat losses incurred by the
sea supply lines from the U.S. to Europe. If more
supplying player are first taken from naval forces
than one sea supply line is being traced, the Allied
designated to protect the sea supply line. If there
player must indicate which fleets are protecting
are insufficient protecting forces to absorb such
which supply line before Axis air or naval attacks
losses, or if the sea supply line was undefended, the
on the sea supply line are attempted.
sea supply line is disrupted (29.36).
29.344 Uninverted air units may also be designated
29.355 Air units may also intercept sea supply lines.
to provide air cover for a sea supply line. Air units
The procedure followed is the same as when air
which provide air cover for a sea supply line are not
units intercept naval units (26.453). If air cover has
considered to be performing a mission, and no BRP been provided for the sea supply line, air combat
expenditure is required, but the units may do
occurs between the air factors providing air cover
nothing else during that game turn and are
and some or all of the intercepting air factors
inverted for the remainder of the game turn once
(26.46) before the intercepting air units attack the
supply determination is completed. sea supply line. If naval forces have been designated
29.35 INTERCEPTION OF SEA SUPPLY: to protect the sea supply line, they are attacked
normally by the intercepting air units. As with
29.351 After the supplying player has assigned air interception by naval forces, losses from air attacks
and naval units to sea supply protection, sea supply are first inflicted on any naval forces protecting the
may be intercepted by uninverted enemy air and sea supply line. If any losses are taken from the sea
naval units during the initial supply determination supply line itself, sea supply is disrupted (29.36).
phase.
29.36 DISRUPTION OF SEA SUPPLY:
CLARIFICATION: A Russian fleet in Leningrad may not
29.361 A sea supply line is disrupted whenever it
intercept German sea supply from Kiel to Oslo provided
incurs any damage from enemy air or naval
the Germans trace their supply line through western interception, or if the fleets assigned to protect it
front hexes until they are north of Copenhagen, then are defeated in fleet combat. If this occurs, the sea
through eastern front hexes to Oslo (27.232). supply line is cut and no supply is provided to the
units and hexes which were to have received supply

62 A3R rules rewrite v.3


via that sea supply line. A player may also control until their acquisition during the supplying
voluntarily abandon an attempt to sea supply at the player’s movement and combat phase, as well as to
end of a round of fleet combat. The disruption of areas which could not previously receive sea supply
sea supply does not result in the loss of any BRPs, because of the absence of a port or bridgehead.
although it may result in the elimination of isolated
ground units. CLARIFICATION: If sea supply is successfully traced to a
supply zone during the initial supply determination
29.362 If all the intercepting fleets are also phase, newly-captured hexes contiguous to that zone are
eliminated or damaged in the final round of fleet also supplied during the post-combat supply
combat, the protecting naval force has not been determination phase. Once a supply zone has been
“defeated,” and the sea supply line is not disrupted, supplied, the zone itself acts as a supply source during
unless the final round of fleet combat inflicted the post-combat supply determination phase.
more damage than the protecting force could
absorb. Otherwise, disruption is automatic, even if 29.44 During the post-combat supply phase, supply
the intercepting fleets were also under attack from may not be traced to areas other than those
enemy air units, as no additional air sorties against referred to in 29.43. A player may not attempt sea
the intercepting fleets would be allowed because no supply to a supply zone during the initial supply
additional rounds of fleet combat would take place. determination phase, then again try to supply that
Naval interception of an undefended sea supply line supply zone during the post-combat supply
may fail in the face of an enemy air attack if all the determination phase, nor may he defer sea supply
intercepting fleets are eliminated or damaged to a supply zone until the post-combat supply
before reaching the supply line. Air attacks against determination phase if sea supply could have been
an undefended sea supply line may also fail, as only traced to that supply zone during the initial supply
one air sortie per hex is permitted and an attack by determination phase.
one air factor may fail to inflict the necessary
CLARIFICATION: Where a supply zone expands as a
damage on the sea supply line.
result of the capture of an additional port, the
29.4 SUPPLY DETERMINATION: prohibition against trying to trace sea supply twice to
the same supply zone in one turn no longer applies.
29.41 The supply status of units and hexes is
determined twice during each player turn. This 29.45 Units and hexes which are supplied during
determination only applies to units belonging to either the initial supply determination phase or the
and hexes controlled by the moving player. The post-combat supply determination phase of a
supply status of units and hexes does not change player’s turn remain supplied until the end of the
during the opposing player’s turn. initial supply determination phase of that player’s
next player turn. Thus a ground unit which is
29.42 Supply status is initially determined during supplied during the initial supply determination
the movement phase, after the movement of air phase may enter an unsupplied hex without
units, counterair attacks and the movement of adversely affecting its supply status. Uninverted air
naval units. and naval units supplied during either supply
determination phase may intercept enemy naval
29.421 At the beginning of a scenario, all units and activities during the opposing player turn.
all controlled hexes are considered to be in Uninverted air and naval units may also protect
unlimited supply before a player's initial supply their own sea supply lines during the initial supply
determination phase, regardless of their location. determination phase, provided they are operating
from bases which were supplied during their
29.43 The supply status of units and hexes which
previous player turn.
were isolated or partially supplied at the end of the
initial supply determination phase is also EXAMPLE: Russia and Germany are at war. Russian
determined at the end of the post-combat units enter Rumania, but fail to capture Bucharest.
adjustment phase. At this time, supply may be Germany counterattacks and German armor units cut
traced to units which had been isolated by enemy the Russia forces in Rumania off from their supply
attacks and to hexes which had been under enemy sources, although Russia retains control of Constanta. A

63 A3R rules rewrite v.3


German armor unit also cuts Sevastopol off from the some British infantry units - all other infantry units
eastern edge of the board, while Turkish units capture have a movement factor of three in any case).
Batum. The Russian navy is based in Sevastopol. Replacement units are unaffected.
B. Armor units lose their mechanized portion and
a) If the Russian eliminate the German armor and restore act as infantry units. Their movement factor is
supply to Sevastopol, they may trace sea supply to reduced to three, they have no ZoC, may not create
Constanta in the post-combat supply determination breakthroughs or exploit and are subject to a -1 DM
phase, but the Russian fleets in Sevastopol may not if attacked during exploitation by enemy armor
protect that sea supply line because they were (15.24A). Their combat factor is unaffected. A 4-6
unsupplied during the initial supply determination armor unit would thus be treated as a 4-3 infantry
phase. unit.
C. Airborne units may not airdrop.
b) If the Russians had captured Bucharest, putting their
D. Air and naval units, airbases and bridgeheads are
Rumanian pocket in limited supply, they could have
unsupplied (29.532).
traced limited supply from Bucharest to Constanta to
Sevastopol during the initial supply determination phase
29.53 UNSUPPLIED UNITS:
and the Russian fleets could have protected that supply
line provided that Sevastopol was supplied in the 29.531 Ground units may not move during the
previous Russian turn. movement phase, and while they may attack, they
may not advance after combat. Armor units act as
c) If the Russians succeeded in tracing limited supply
infantry units, have no ZoC and may not create
from Constanta to Sevastopol, failed to eliminate the
breakthroughs or exploit. Ground units are counted
German armor unit in T39, but recaptured Batum from in attrition totals, but may not advance into hexes
the Turks, they could not then trace full supply from
gained from attrition. Ground units may not SR.
Batum to Sevastopol in the post-combat supply
determination phase. On the other hand, they could try 29.532 Air and naval units may not carry out
to trace full supply from Batum to Constanta, and if they missions, interceptions or any other activities from
succeeded, Sevastopol would also be fully supplied. The unsupplied bases. Air and naval units may move to
supply status of the Rumanian pocket and Sevastopol and from unsupplied bases, but may not SR to such
would both depend on successfully tracing sea supply bases (29.61F). Air units in unsupplied bases are
from Batum to Constanta. No second sea supply line inverted before combat if counteraired.
would be traced from Constanta to Sevastopol.
29.54 ELIMINATION OF UNSUPPLIED UNITS:
29.5 UNIT SUPPLY:
29.541 Ground units, airbases and bridgeheads
29.51 SUPPLIED UNITS: which are unsupplied during an initial supply
determination phase are eliminated at the end of
29.511 Units which draw supply from an unlimited the post-combat supply determination phase if still
supply source are fully supplied and function
unsupplied. Hex control is unaffected by their
without impairment. Throughout these rules,
removal.
whenever reference is made to a requirement that a
unit be “supplied”, this means supplied from an CLARIFICATION: An air unit based on an airbase that is
unlimited supply source. removed under this rule is eliminated.
29.52 PARTIALLY SUPPLIED UNITS: 29.542 The restoration of supply to isolated units
must take place during a supply determination
29.521 A limited supply source only supplies the
phase to take effect. Supply may not be traced to
infantry component of ground units and does not
units or hexes at any other time.
supply any other units. Units which draw supply
from a limited supply source are partially supplied EXAMPLE - SUPPLY BY LAND: In Summer 1941,
and suffer from the following impairments: Germany, moving first, invades Russia and isolates a
number of Russian ground units. During the initial
A. Infantry units have their movement factor supply determination phase of die Russian Summer 1941
limited to three (this only affects American and
player turn, supply cannot be traced to these units. The

64 A3R rules rewrite v.3


units therefore suffer the impairments set out in 29.531. or airdrop (29.553) are no longer automatically
If Russian counterattacks during the Russian player turn supplied and must be supplied normally.
break the encirclement, these units receive supply during
the post-combat phase adjustments supply 29.555 Bridgeheads are in supply, and are unlimited
determination phase of the Summer 1941 Russian player supply sources, in the turn they are placed (28.7,
turn, and their abilities are fully restored. If a supply line 29.218).
could not be traced to the encircled units during either
29.6 HEX SUPPLY:
supply determination phase, the units would be removed
at the end of the post-combat supply determination 29.61 Certain activities may not be carried out in or
phase of the Russian Summer 1941 player torn. through hexes which are unsupplied:
EXAMPLE - SUPPLY BY SEA: The Axis move first, A. Airbases may only be constructed in fully
Britain controls Crete. During the SR phase of the supplied hexes.
Summer 1941 Axis player turn, the Axis SR a number of B. Air units may only carry out missions and
air factors to Athens in order to cut supply to a British 3- interceptions from fully supplied airfields.
4 infantry unit in Crete. During the initial supply C. Naval units may only protect sea supply lines,
determination phase of the Allied Summer 1941 player carry out missions and interceptions and provide
turn, the Allied player attempts to sea supply Crete, but sea escort from fully supplied ports.
the Axis air units are too strong and the sea supply line is D. Units may only be constructed in fully supplied
cut. The British 3-4 infantry unit remains isolated and hexes (EXCEPTION: British submarines in Malta
will be eliminated at the end of the post-combat supply (64.4)).
determination phase of the Allied Summer 1941 player E. Ground units may only SR out of, into or through
turn because, if the Allies invaded Crete they could not fully or partially supplied hexes.
place a bridgehead in it (28.112), and sea supply could F. Air and naval units may SR out of unsupplied or
not again be attempted to Crete until the following partially supplied hexes, but only into or through
player turn (29.44). fully supplied or sea hexes.
29.543 REBUILDING ISOLATED UNITS: Units which CLARIFICATION: Air units may SR over unsupplied
are eliminated due to isolation may not be rebuilt in hexes (20.21).
the game turn in which they are eliminated.
29.62 Ground units may move into unsupplied
29.544 Air and naval units are never eliminated hexes, advance into such hexes after combat, sea
because of isolation (EXCEPTION: 29.541). transport into or invade unsupplied hexes without
becoming unsupplied during that player turn. In
29.55 UNITS WHICH ARE AUTOMATICALLY
many cases, these activities will involve entry into
SUPPLIED:
unsupplied hexes, as the hexes will have been
29.551 Partisans are always in supply. enemy-controlled. The capture of such hexes does
not necessarily mean that they are supplied.
29.552 Exploiting armor units, even if they did not
move during exploitation, are automatically in 30. OIL
supply during the game turn following their
30.1 Axis oil supplies are interrupted if the Axis are
exploitation. Such units may not exploit again
unable to trace an oil supply line over neutral or
during that turn unless they are supplied normally
Axis-controlled land hexes, free of Allied ZoCs, from
(15.63, 15.8).
Ploesti to an objective in Germany. Allied units,
29.553 Airborne units which have airdropped are including armor units, adjacent to Ploesti do not
automatically in supply during the game turn automatically cut the oil supply line. The oil supply
following their airdrop. Such units may not airdrop line is cut if the Allies (but not neutral Rumania or
again during that turn unless they are supplied neutral Russia) control Ploesti or occupy sufficient
normally (24.31). territory between Ploesti and Germany.

29.554 Armor and airborne units which are SRed in 30.2 Whether the oil supply line is cut is determined
the same player turn as their exploitation (29.552) at the start of each Axis player turn. If oil supplies

65 A3R rules rewrite v.3


are interrupted, one of the following effects must Germany first paid for a limited offensive on the Western
be implemented by the Axis each turn the front for those armor units.
interruption continues, until all five are in effect.
The German player decides the order of 30.3 Effects 30.2A (strategic bombers) and 30.2B
implementation, selecting an additional effect each (submarines), once incurred, affect SW resolution in
turn, and may not change his decision once made. all subsequent SW resolution phases until they are
The effects are: reversed (30.5).

A. The Allied Strategic Warfare Effects dice roll CLARIFICATION: German air units in the SW box are
(42.5321) is increased by two. not affected by 30.2D. Instead, they are subject to 30.2A.
B. The Axis Strategic Warfare Effects dice roll
(42.5222) is decreased by two. 30.4 In addition to some or all of the above effects,
C. Axis fleets are inverted and may not move, the German and Italian SR capacities both drop by
conduct missions, SR, protect sea supply or provide one each turn oil supplies are interrupted (20.11,
sea escort. 20.12). These effects are cumulative and without
D. Axis air units are inverted and may not move, fly limit. An oil shortage may eventually completely
offensive or defensive missions or SR, except during eliminate Axis SR capability.
an Axis player turn in which an Axis offensive
option has been chosen and the Allied player turn 30.5 If oil supplies are restored, the German player
selects and reverses one oil shortage result that is
immediately following, and only on the front
currently in effect at the start of each Axis player
selected. A limited offensive removes this
turn until all effects are negated. In addition, both
restriction only for the air units included in the
limited offensive. the German and Italian SR capacity rises by one
each turn.
E. Axis armor units, including those which
exploited in the previous turn, are treated as
infantry units (15.242, 23.2) except during an Axis 31. WEATHER
player turn in which an Axis offensive option has 31.1 During all Spring turns, overruns and
been chosen and on the Allied player turn exploitation movement and combat are prohibited
immediately following, and only on the front on the Eastern front. This prohibition applies to
selected. A limited offensive removes this both Axis and Allied forces.
restriction only for the armored units included in
the limited offensive. 31.2 A winter die roll is made at the beginning of
every Winter game turn, whether war has broken
CLARIFICATION: If a 30.2D effect is ongoing, the Axis out between Russia and Germany or not.
must pay for a limited or full offensive to perform an air
activity which normally has no BRP cost, such as staging, 31.21 The Axis player may play variant 19 to modify
attacking enemy fleets at sea, protecting a supply line or a winter roll before Russia and Germany go to war,
SRing. The same applies to armor units if 30.2E is in or hold it in reserve for later use, at his option.
effect. Regardless of when the variant is played, its
modifier applies to every winter roll made
EXAMPLES: 30.2D is in effect. Germany selects an afterward.
offensive option on the Western front and an attrition
option on the Mediterranean front. Germany then builds 31.22 With respect to the successive winter DRM,
an air unit in Berlin. Germany may only SR that air unit winter rolls made prior to the outbreak of war
to the Mediterranean if it pays for a limited offensive for between Germany and Russia do not modify rolls
that unit. made after war breaks out. A Winter turn in which
war breaks out between Germany and Russia is
30.2E is in effect and Germany selects an offensive option counted, as are Winter turns after a Russian
on the Mediterranean front and an attrition option on surrender. In the 1942 scenario, one winter has
the Western front. German armor units on the Western already occurred, so a -1 modifier applies to the
front may move to a breakthrough hex on the winter die roll. In the 1944 scenario, three winters
Mediterranean front and exploit on that front only if have already occurred, so a -3 modifier applies.

66 A3R rules rewrite v.3


[See the Winter Table] ECONOMICS
31.23 The Axis may always declare an offensive
option and conduct full offensive operations in
32. THE YEAR START SEQUENCE (YSS)
areas west of the Pact line, including against Poland 32.1 The YSS takes place between the end of each
in Winter 1939, should this be necessary. If there Winter turn and the start of each Spring turn. It
are Axis units east of the Pact line, their activities consists of BRP calculations (33), determination and
must be consistent with those conducted by Axis allocation of DPs (59), and SW construction (42.2)
units west of the Pact line. For example, if Axis and allocation (42.3). In addition, certain variants
offensive options east of the Pact line are may be played by both sides.
prohibited by a winter result and the Axis wish to
select an offensive option for the Eastern front for 32.2 No YSS precedes the start of either the
their units west of the Pact line, Axis units east of Campaign Game or the 1939 scenario, although DP
the Pact line would have to pass. allocations are made prior to the start of the Fall
1939 game turn. The initial BRP levels for the major
CLARIFICATION: During a winter result of “5”, an Axis powers taking part in the 1940, 1941, 1942 and 1944
armor unit just west of the Pact line exerts a ZoC into all scenarios have already been calculated and are set
adjacent hexes, including those east of the line. Axis out in the Appendix dealing with the scenario in
armor units that exploited in the previous turn still question.
benefit from exploitation supply (29.552) no matter
where they are even though they are counted as infantry 33. BRP CALCULATIONS
units in all other respects. 33.1 BRP BASES: BRP totals are calculated
CLARIFICATION: Even when a winter roll prohibits separately for each major power during each YSS.
airdrops, an airborne unit in the Eastern front could still At the start of each scenario, each major power has
be airdropped onto a Western front hex. a BRP base, which represents the resources of its
national economy. This BRP base may increase or
EXAMPLE: During a winter result of “5”, an Axis armor decrease as the game proceeds.
unit may move three hexes through Turkey, then move
another three hexes inside Russia, and vice versa. 33.2 BRP GROWTH: If, at the end of a Winter game
turn, a major power has BRPs which it did not use
EXAMPLE: Germany invades Russia in Winter 1941. At in the course of the preceding year, those BRPs are
the same time, the Axis player declares that he holds Axis multiplied by the major power’s growth rate,
variant 19 and is using it this turn (31.21), thus giving fractions are dropped and the result is added to the
him a -2 modifier for the winter die roll. The die roll is a major power’s BRP base. The remaining BRPs are
“5”. Axis forces suffer 5 - 2 = 3 level winter effects, while lost (EXCEPTION: The 1940 YSS (33.4)).
the Russian forces suffer 5 - 6 = -1 level effects. Axis
forces may not conduct any offensive operations, nor 33.221 GROWTH LIMITS: The amount by which a
may they airdrop, overrun or exploit, but Axis infantry major power may increase its BRP base in a YSS is
units defend normally. Meanwhile, the only restriction limited to its growth rate times its BRP base in the
on Russian units is that Russian armor units may move previous YSS. If its current BRP base is lower than
only three hexes during exploitation. its BRP base at the start of the game, the latter is
used.
If the winter die roll had been a “3”, the Axis could select
an offensive option, but could not conduct airdrops, 33.222 BRPs which may not be applied to BRP
overruns or exploitation, while the Russians would be growth at the end of a year because of this limit are
entirely unaffected. treated in the same manner as surplus BRPs in the
1940 YSS (33.4).
During the Winter 1942 turn, the Axis will benefit from a
-3 modifier. 33.223 ICs and synthetic oil plants are counted as
part of the Russian and German BRP bases,
31.3 Seaborne invasions which involve naval respectively, when calculating BRP growth limits.
movement on either the Western or the Eastern
front are prohibited during Winter turns (27.4322).

67 A3R rules rewrite v.3


33.224 The automatic American BRP base increases added to the British BRP level, which increases back to 25
are counted towards this limit. The American BRP BRPs. Britain ends 1940 without any further BRP losses or
base may always grow by an amount at least equal expenditures. It is not in deficit and will not suffer a BRP
to the automatic American BRP base increases. base reduction. In the 1941 YSS, its BRP base will grow by
(25 x 0.40) = 10 BRPs. If Spain had not activated and
33.225 BRP growth limits do not apply to Russia everything else remained the same, Britain would end
until it is at war with Germany or to U.S. BRPs until 1940 with a 5 BRP deficit which would have reduced its
the U.S. is at war with Germany. base in the 1941 YSS.
EXAMPLES: In the 1941 YSS, Germany’s BRP base is 150.
33.4 The BRP base for each major power is
In the 1942 YSS, it can add no more than 75 BRPs to its calculated during each YSS as outlined above, with
base. If it had 200 BRPs remaining at the end of 1941, 150
the exception of the 1940 YSS, in which no BRP
would be used for growth. Of the remaining 50, 25 would
growth occurs (EXCEPTION: Russia after the play of
carry over into 1942 without any additional increase to
Allied variant 6). Each major power’s 1940 BRP base
Germany’s base, and 25 would be lost. will almost always be the same as its 1939 BRP base,
The U.S. BRP base is 200 in the 1942 YSS, and the U.S. the only possible exceptions being Allied variant 6
spends 20 BRPs on SW construction. The U.S. declares and raider losses to Britain’s base in 1939. In the
war in Summer 1942. The maximum allowed growth for 1940 YSS, each major power multiplies any unused
the U.S. BRP base in 1943 YSS is 90 BRPs. (180 BRPs after BRPs from 1939 by its growth rate, drops any
SW construction, multiplied by the 50% growth rate.) But fractions and adds the result to its 1940 BRP totals
the 20 BRPs growth in the U.S. BRP base in Spring 42 and without affecting its BRP base.
Summer 1942 (10 BRPs each turn) does not count against 33.5 CALCULATION OF BRP TOTALS: The total
this limit because the U.S. was neutral (33.225).
number of BRPs for each major power is calculated
In the 1944 YSS, the U.S. has a BRP base of 400. In the by adding to its BRP base the BRP value of the
1945 YSS, the U.S. base growth is limited to 200 BRPs, following:
including the 80 BRPs from automatic growth during
A. Conquered major powers (47).
1944, for a total maximum BRP base of 400 + 120 + 80 =
B. Conquered minor countries and colonies (54).
600 in the 1945 YSS.
C. Active minor allies (56).
33.3 REDUCTION OF BRP BASES: If a major power D. Associated minor countries (55).
does not have sufficient BRPs to absorb losses E. Economically penetrated minor countries (57).
inflicted by strategic warfare (42), German bombing F. ICs (34).
of Britain (43), raiders (44) or V-weapons (Axis
variant 24), any deficit, unless offset by subsequent And by subtracting the BRP value of:
BRP additions, is subtracted from that major
G. Colonies under enemy control (54.42).
power’s BRP base during the next YSS. BRP losses H. Key economic areas under enemy control (40).
from these causes do not affect a major power’s BRP
I. Non-base BRP deficits from the previous year
base if the major power has sufficient BRPs
(33.3, 33.7).
available to cover the losses when they occur or if it
J. BRPs which are voluntarily eliminated (33.6).
acquires additional BRPs to offset the losses prior to
the next YSS. BRP losses from other causes have no
33.51 If a major power received BRPs for a conquest
effect on major power BRP bases (33.7).
during the previous YSS, or for a minor ally which
CLARIFICATION: BRP base reduction only occurs if a activated at any time during the preceding year,
major power's BRP level is less than zero at the end of the and that conquest or minor ally is captured by
year. enemy forces during the second half of a Winter
turn, the BRPs for the conquest or minor ally are
EXAMPLE: In Winter 1940, the Axis have the initiative. counted in the major power’s BRP total for the next
Britain has 2 BRPs and loses 7 BRPs to German bombing year, although these BRPs must be deducted if the
(43). The British BRP level is reduced to zero and Britain major power does not regain control of the
incurs a deficit of five BRPs. In the Allied player turn, conquest or minor ally during its Spring turn
Spain activates as an Allied minor resulting in 30 BRPs (54.32). Similarly, if a major power makes a

68 A3R rules rewrite v.3


conquest in the first half of a Winter turn which is be subjected to Scorched Earth. The designation of
recaptured by enemy forces in the second half of BRPs from a specific conquest or colony has no
the Winter turn, both sides receive the BRPs during effect on control of that conquest or colony or on
the ensuing YSS. the BRP value of the conquest or colony in
subsequent years.
33.52 Each major power’s BRP base, conquests,
minor allies, associated minor countries and ICs are EXAMPLE: Russia conquers the Baltic States in 1940.
set out in the Appendix dealing with each scenario. Germany attacks Russia in Summer 1941, but does not
If a minor country controlled by a major power at gain control of the Baltic States. To avoid an unwanted
the start of a scenario is captured by enemy forces, double move, Russia voluntarily eliminates 20 BRPs
that major power loses the BRPs for the minor during its Summer 1941 unit construction phase. The
country if it does not recapture the minor country Russian player may specify that 15 of these BRPs are
during its next player turn. from the Baltic States, so that Russia will not incur any
additional BRP loss if Germany captures the Baltic States
33.53 BRPs are not gained by conquest between YSS. in Fall 1941.
For example, if Germany conquered Denmark in
Spring 1940, it would not receive the BRPs for 33.7 BRP DEFICITS: If a major power incurs BRP
Denmark until the 1941 YSS. losses from causes other than those listed in 33.3,
such as the loss of minor allies, conquests, colonies
33.6 VOLUNTARY ELIMINATION OF BRPs: After all or key economic areas, and that major power does
BRP totals have been calculated, and expenditures not have sufficient BRPs to absorb the losses, the
for SW construction, major powers belonging to the deficit, unless offset by subsequent BRP additions, is
side which moved last in the preceding Winter subtracted from that major power’s available BRPs
game turn may voluntarily eliminate BRPs in order during the next YSS. The major power’s BRP base is
to avoid an unwanted double move. Such voluntary unaffected.
elimination of BRPs is similar to the voluntary
elimination of BRPs during the unit construction CLARIFICATION: BRP deficits that reduce the BRP base
phase of a player turn (19.4). The BRPs are deducted (33.3) are tracked separately from BRP deficits that
from the owning power’s BRP total, but not from its cannot reduce the BRP base. (33.7). Any BRPs acquired
BRP base. Major powers belonging to the side which prior to the next YSS, including additions during a
held the initiative during the preceding Winter turn different turn from the one in which a deficit was
may not eliminate BRPs during the YSS. incurred, are applied preferentially to the first type of
deficit (36.21).
33.61 NOT SUBJECT TO SPENDING LIMITS: The
voluntary elimination of BRPs is not limited by EXAMPLE: In Fall 1940, Britain has 12 BRPs and loses 22
spending limits (33.5). An opponent therefore may BRP to German submarines. Britain now has a BRP level
never be forced to take a double move, although his of zero and a base reducing deficit of ten BRPs. In Winter
only alternative may be to “voluntarily” eliminate a 1940, Germany occupies London, causing Britain an
large number of BRPs. immediate loss of 25 BRPs (40.22). Britain’s BRP level is
still zero, but Britain’s deficit increases to a total of 35
33.62 SCORCHED EARTH: A major power which BRPs. The loss due to London cannot reduce the British
voluntarily eliminates BRPs either during the YSS BRP base (33.7). Reacting to the desperate situation, the
or during unit construction may specify that the U.S. sends Britain a grant of 20 BRPs in Winter 1940.
BRPs eliminated are those of a particular conquest Britain must first apply the grant to the ten BRP deficit,
or colony. The major power must have received the which leaves ten BRPS to offset the deficit from the loss
BRPs from the conquest or controlled the colony in of London (36.21). Britain ends 1940 without any further
the previous YSS, and may not have lost the BRPs BRP losses. 15 BRPs are subtracted from the available
for the conquest or colony since that time. Should British BRPs in 1941, but the British BRP base is
the conquest or colony then be lost later in the unaffected. If London remained in German hands during
year, no additional BRP losses are incurred. BRPs the 1941 YSS, Britain would subtract an additional 25
from minor allies, associated, economically BRPs from its available BRPs.
penetrated or diplomatically co-opted minor
countries, and friendly key economic areas may not

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33.8 UNITED STATES: The conversion of the U.S. EXAMPLE: The U.S. enters the war in Spring 1942. It has
economy to war production was one of the most granted 30 BRPs to Britain in 1941. The U.S. BRP base and
important factors in the Allied victory in World War total is 150 + 110 (eleven turns, including Spring 1942,
II. The U.S. economy is therefore handled somewhat have passed since the start of the game) - 30 (BRP grants)
differently from that of other major powers to - 35 (DoW cost) = 195 BRPs, minus any SW expenditures
reflect this dramatic increase in American made during the 1942 YSS.
productivity.
33.86 U.S. EXPENDITURES AFTER U.S. ENTRY: Once
33.81 The U.S. begins the Campaign Game and 1939 the U.S. enters the war, BRP expenditures and
scenarios with a base of 150 BRPs in Fall 1939. losses are deducted from the American BRP total in
the same manner as for other major powers. The
33.82 U.S. ECONOMIC EXPANSION: Both the U.S. U.S. BRP base is not affected by such expenditures,
BRP base and the U.S. BRP total increases each turn although in rare instances the U.S. BRP total may be
throughout the game. Prior to U.S. entry into the low enough that SW or raider losses could reduce
war, the U.S. BRP base and total increases by 10 the U.S. BRP base (33.3).
BRPs each turn. After the U.S. is at war with the
Axis, the U.S. BRP base and total increases by 20 EXAMPLE: In Winter 1941, having granted 40 BRPs to
BRPs each turn. These BRPs are not only added to Britain, the U.S. declares war on Germany. The U.S. BRP
the U.S. BRP base, but are also added to the U.S. base and total would be 150 + 100 (10 BRPs for each turn
total each turn, at the same time as other major since the start of the game) = 250 - 40 (BRP grants) - 35
powers receive BRPs for the activation of minor (DoW cost) = 175. In Winter 1941, the U.S. grants another
allies. 20 BRPs to Britain, and loses 10 BRPs to German
submarines. The U.S. BRP base would remain at 175, but
33.83 In addition to its per turn BRP base increases, the U.S. BRP total would be reduced to 145. In the 1942
the U.S. calculates BRP growth normally during the YSS, the U.S. does not calculate any BRP growth. The U.S.
1943 and subsequent YSS whether or not it is at war spends 14 BRPs on SW construction. The U.S. BRP total is
with the Axis. Before it participates fully in the YSS, reduced to 131. In Spring 1942, the U.S. adds 20 BRPs to
the U.S. BRP total at the start of each year is simply its base and total, speeds 44 BRPs on unit construction
the BRPs remaining from the previous Winter turn, and loses 15 BRPs to German submarines. The U.S. BRP
regardless of the current U.S. BRP base. base rises to 195, and its BRP total drops to 92. In
Summer 1942, the U.S. adds 20 BRPs to its base and total,
33.84 U.S. SW EXPENDITURES DURING THE YSS:
spends 30 BRPs on an offensive and unit construction
Prior to its entry into the war, the U.S. may
and loses 10 BRPs to German submarines. The U.S. BRP
construct SW units during a YSS only if the USAT
base rises to 215, and its BRP total drops to 72. In Fall
has reached 37 (42.211). Once at war with the Axis,
1942, the U.S. adds 20 BRPs to its base and total, spends
the U.S. may construct SW units normally, using its
10 BRPs on unit construction and loses 12 BRPs to
current BRP base to determine the limit of such
German submarines. The U.S. BRP base rises to 235, and
expenditures.
its BRP total drops to 70. In Winter 1942, the U.S. adds 20
33.85 U.S. EXPENDITURES PRIOR TO U.S. ENTRY: All BRPs to its base and total, spends 35 BRPs on unit
U.S. expenditures prior to U.S. entry into the war construction and loses 18 BRPs to German submarines.
are deducted from both the U.S. BRP base and BRP The U.S. BRP base rises to 255, and its BRP total drops to
total. Thus BRP grants to Britain prior to U.S. entry, 37. In the 1943 YSS, the U.S. BRP base grows by half of 37,
SW expenditures made during a YSS and the 35 BRP rising to 255 + 18 = 273. The U.S. could spend 27 BRPs on
cost of the U.S. DoW against Germany are deducted SW construction, giving it a BRP total of 273 - 27 = 246 to
from the U.S. BRP base and BRP total. ASW factors start 1943.
acquired by the U.S. through the USAT (76) do not
33.87 GERMAN DoW ON THE U.S.: If Germany
require any BRP expenditure. The U.S. BRP base and
declares war on the U.S., the U.S. BRP base and BRP
BRP total when it enters the war is thus 150 plus 10
total increase by 20 BRPs each turn, starting on the
for each turn which passes, including the turn in next Allied player turn. The U.S. would not deduct
which it declares war on Germany, minus all BRP
35 BRPs from its base, because it would not have
grants to Britain, SW expenditures and the 35 BRP
declared war on Germany.
cost of the U.S. DoW against Germany.

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34. INDUSTRIAL CENTERS (ICs) CLARIFICATION: An Axis unit must be within five hexes
during the Russian SR phase. ICs may not SR by sea, nor
34.1 In 1939 and 1940, Russia has a BRP base of zero
may they SR to the Siberia box.
(EXCEPTION: Allied variant 6). In Fall 1939, and
during each subsequent YSS, Russia receives BRPs CLARIFICATION: Moving an IC is a voluntary action
for each IC under its control. Each IC produces 10 which counts against the Russian spending limit (35.4),
BRPs in 1939-1941, 15 BRPs in 1942 and 20 BRPs but loss of an IC to the Axis is involuntary and does not
thereafter. count against the Russian spending limit (35.3).
34.11 The increases in Russian production which 34.42 CAPTURE OF ICs: ICs are captured by the Axis
normally occur in 1942 and 1943 may be triggered when the hex they occupy comes under Axis
sooner by an early Axis declaration of war on control. When an IC is captured by the Axis, Russia
Russia. If the Axis attack Russia in 1939, the immediately deducts any BRPs it received for the IC
production value of each IC under Russian control during the preceding YSS. There is no additional
increases to 15 BRPs in the 1940 YSS and 20 BRPs in penalty if an IC is recaptured and lost again during
the 1941 YSS. Similarly, an Axis attack in 1940 the same year. The captured IC is then considered a
triggers a production increase in the 1941 and 1942 conquest. The production value of the IC is
YSS. A Russian declaration of war on the Axis in permanently fixed at the level in force at the time
1939 or 1940 does not trigger this production of its capture. During each subsequent YSS in which
increase unless Russia surrenders and the Axis it retains control of the IC, the capturing Axis major
subsequently declare war on Russia. power receives half the production value of the IC
(rounded down). Captured ICs may not be SRed. If
34.2 In the 1940 YSS, Russia retains 30% of its
Russia regains control of a captured IC, it receives
unused 1939 BRPs (33.4) but does not increase its
the full production value of the IC, as fixed at the
BRP base. In each subsequent YSS, unspent Russian
time of capture by the Axis, during each subsequent
BRPs are used to construct a Soviet BRP base
YSS in which it retains control of the IC. The
distinct from the BRPs generated by ICs (33.2).
production value of a recaptured IC does not
34.3 Russia begins the Campaign Game and 1939 increase.
scenarios with nine ICs, which are placed in
34.43 DESTRUCTION OF ICs: Either player may
Moscow, Leningrad, Stalingrad, Kharkov, Rostov,
destroy ICs under his control immediately prior to
Grozny, Kiev, Gorki and Kuibyshev. During the 1940
the movement phase of his player turn (14.11). If
YSS, a tenth IC is placed in Sverdlovsk and
the controlling major power received BRPs for an IC
immediately generates BRPs in that YSS. The
during the preceding YSS, voluntary destruction of
starting locations of the Russian ICs are shown on
the IC results in a BRP loss equal to the current
the mapboard in gray. Additional ICs may not be
production value of the IC (Russian control) or half
constructed.
the production value (Axis conquest). Destroyed ICs
34.4 ICs may be moved, captured or destroyed as may not be reconstructed. Russia may not destroy
follows: an IC unless it is at war with the Axis and an Axis
unit is within five hexes of the IC.
34.41 MOVEMENT OF ICs: The ICs in Moscow,
Leningrad and Grozny may never be moved. Russia 34.5 ICs are unlimited supply sources for Russian
may SR its remaining ICs only if Russia is at war units occupying the hex containing the IC (29.2151).
with the Axis and an Axis unit is within five hexes ICs may not be selected for attrition occupation
of the IC. ICs must always be SRed to cities in (16.5). Infantry and replacement units defending in
Russia, and no more than one IC may ever occupy ICs are not subject to a -1 DM when attacked by
the same hex. One SR is required for every five BRPs exploiting armor (15.24A).
of the IC’s current production value. If Russia SRs
an IC, other than an IC it recaptured from the Axis 35. BRP SPENDING LIMITS
in the current year, it immediately incurs a BRP loss 35.1 Once each major power’s BRP total has been
equal to the current production value of the IC. determined during the YSS, SW (42) construction
costs are deducted. Major powers which moved last
in the previous turn may voluntarily eliminate BRPs

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(33.6). The remaining figure is halved, and any 36. BRP GRANTS
fraction is dropped. This figure, the BRP spending
36.1 GENERAL: Major powers may make BRP grants
limit, represents the maximum number of BRPs
to another allied major power during the SR phase.
that the major power may spend during any one
Thus, the recipient may not spend the granted BRPs
player turn in the forthcoming year. The BRP
on unit construction until the following game turn,
spending limit should be recorded for future
because the BRPs arrive after the unit construction
reference.
phase.
35.2 The BRP spending limit also applies from the
36.2 MECHANICS: When a major power announces
start of each scenario. If Axis variant 3 is played
its intention to grant BRPs to an ally, it immediately
during the Italian opening setup of the Campaign
deducts those BRPs from its total. The BRPs are
Game or 1939 scenario, Italy’s 1939 spending limit is
then SRed to the recipient, each grant of 20 BRPs or
increased from 37 BRPs to 40 BRPs.
any fraction thereof counting as one SR against the
35.3 INVOLUNTARY LOSSES DISREGARDED: granting major power’s SR capacity (20.6). In most
Involuntary losses of BRPs from enemy action, such cases, the recipient will then simply add the BRPs to
as economic warfare or the loss of minor allies, its total, completing the grant. But some BRP SRs by
conquests, colonies or key economic areas, do not sea may be intercepted (20.8, 37), and some or all of
count toward a major power’s BRP spending limit. the granted BRPs may not reach the recipient. BRPs
granted to Russia through Persia or Turkey incur a
EXAMPLE: Britain has a speeding limit of 62 BRPs. The one turn delay (38, 39).
Axis have the initiative. During the Axis player turn,
London is captured by the Axis, costing Britain 25 BRPs. 36.21 If a major power has a BRP deficit when it
In addition, German bombers eliminate 10 British BRPs, receives a BRP grant, the BRPs are applied to reduce
and raiders eliminate another three British BRPs. In all, the deficit. Deficits which would affect the
Britain has lost 38 BRPs to enemy action, but Britain may recipient’s BRP base (33.3) have priority over non-
still spend 62 BRPs during its own player turn if it still base deficits.
has that many BRPs.
36.3 RESTRICTIONS ON BRP GRANTS:
35.4 VOLUNTARY OVERSPENDING PROHIBITED: A
36.31 A major power may not grant more than 40
player may never voluntarily take action which
BRPs per turn (EXCEPTION: The U.S. after 1943
would exceed his spending limit or which would
(36.41)).
reduce his BRP total below zero. However, a player
may spend BRPs which will inevitably be lost later 36.32 A major power may not spend more than half
in the same game turn, even if this will clearly its yearly BRP allotment (after SW construction) on
result in a BRP deficit. BRP grants. Western Allied BRPs lost from German
attacks on Murmansk convoys or SR interception
EXAMPLE: In Winter 1941, Britain has only 15 BRPs
count against this limit.
remaining. The Axis have captured a Free French colony.
If Britain fails to recapture the colony, the five BRPs 36.33 A major power may not grant BRPs if the
Britain received during the preceding YSS will be lost. expenditure would cause it to exceed its BRP
Although it is clearly impossible for Britain to recapture spending limit (35).
the colony, Britain may still speed 15 BRPs for an
offensive option, because the inevitable five BRP loss will 36.4 UNITED STATES: Prior to its entry into the war,
not occur until the end of the British combat phase. the U.S. may grant up to 20 BRPs per turn to Britain
Britain would then incur a five BRP deficit for the or France, as allowed by the USAT. The U.S. may not
following year. Britain could also spend its remaining 15 grant any BRPs until the USAT has reached 22. After
BRPs on an offensive option even though it knew that it that point, the U.S. may grant five BRPs per turn to
would suffer BRP losses from German submarines during Britain or France. Once the USAT reaches 32, the
SW resolution after the end of the Allied player turn. In U.S. may grant 10 BRPs per turn to Britain or
that case, the BRP deficit from SW would also result in France. When the tension level reaches 40, the U.S.
reduction of the British base during the following YSS may grant 20 BRPs per turn to Britain or France.
(33.3).

72 A3R rules rewrite v.3


The U.S. may not grant BRPs to Russia until both supply line to Moscow or the eastern edge of the
the U.S. and Russia are at war with the Axis. mapboard. Supply based on an IC in Leningrad or a
limited supply source, such as Helsinki, is
36.41 Once the U.S. is at war with Germany, the U.S. insufficient.
may grant 30 BRPs per turn until 1943, and may
grant 40 BRPs per turn in 1943; 50 BRPs per turn in 37.2 ALLIED FORCES: During the SR phase, the
1944; and so on). Western Allies may assign up to 40 BRPs to a
Murmansk convoy, together with fleets for sea
36.42 American BRP grants to Britain and France escort (27.6). These sea escort fleets must be based
may not be intercepted, and neither may American in Britain, the U.S., if the U.S. is at war with the
grants to Russia through Persia (20.61). Axis, or France, depending on the source of the
BRPs. Additional fleets above the minimum
36.5 BRITAIN: Britain may grant BRPs to France and
required for sea escort may be assigned to protect
Russia, but not to the U.S.
the convoy against German forces (27.623). There is
36.51 BRITISH BRP GRANTS TO FRANCE: Britain no SR cost for such additional fleets, which may be
may not grant BRPs to France until Anglo-French based in any Western front port prior to their entry
cooperation limits (49) are lifted. into the Murmansk box. These fleets are considered
to be performing sea escort and may perform no
36.6 FRANCE: France may grant BRPs only to Russia. other functions during that game turn. Western
Allied fleets enter the Murmansk box by moving off
36.7 RUSSIA: Western Allied major powers may not the north edge of the board between hexes A24 and
grant BRPs to Russia until Russia is at war with the A34, inclusive, and may be intercepted by Axis units
Axis. Once Russia has gone to war with Germany, as they do so.
Allied BRP grants may be made to Russia, even after
a Russian surrender (EXCEPTION: The U.S. may not 37.21 The Western Allies may allocate ASW units to
grant BRPs to Russia if Axis variant 17 has been the Murmansk box during the SW deployment
played). phase (42.44).

36.71 BRP grants to Russia must be sent via 37.3 UNOPPOSED CONVOYS: The Axis may oppose a
Murmansk (37), Persia (38) or Turkey (39). Murmansk convoy only if there are German air,
fleet or submarine factors in the Murmansk box. If
36.72 Western Allied BRP grants to Russia may not the convoy is unopposed, all the BRPs convoyed to
exceed 40 BRPs per turn, although the one turn Russia are added to the Russian total at the end of
delay for grants through Persia (38) and Turkey (39) the SR phase.
could cause Russia to receive more than 40 BRPs in
a turn. 37.4 GERMAN FORCES: Germany may move or SR air
and fleet units in Bergen to the Murmansk box and
36.73 Russia may only grant BRPs to Germany, and vice versa during any German movement or SR
only if compelled to do so by a Russian diplomatic phase without risk of interception, regardless of the
result or a Russian surrender. Western front option chosen by Germany. German
air and fleet units may enter the Murmansk box
36.8 GERMANY AND ITALY: Germany may grant only if Germany controls Bergen and can trace a sea
BRPs to Italy. Italy may not grant BRPs. supply line from an unlimited supply source to the
Norwegian hexes along the northern edge of the
37. MURMANSK CONVOYS board (A35, A36). Italian units, even if lent, and Axis
37.1 The fastest route for Allied aid to Russia is by minor ally units may not enter the Murmansk box.
Arctic convoy to Murmansk. The drawback to this
route is that such convoys may be attacked by CLARIFICATION: Units must start the SR phase in
German submarines, as well as air and naval units. Bergen to SR to the Murmansk box.

37.11 Murmansk convoys may not be attempted by 37.41 German air and naval units withdrawn from
the Allies if both Leningrad and Vologda are the Murmansk box normally reappear at Bergen. If
controlled by the Axis, or if neither city can trace a the Allies gain control of Bergen, German air and

73 A3R rules rewrite v.3


naval units in the Murmansk box must be moved G. German submarine attacks against the convoy
out of the Murmansk box during the next Axis are resolved (37.6).
movement phase or be eliminated, and may not H. All German and Allied air and naval units which
oppose Allied convoys in the interim. German fleets participated in Murmansk SRs are inverted.
must move to the Axis-controlled port nearest to
A34, and may be intercepted during such 37.52 GERMAN FLEET SORTIES: Murmansk combat
movement. German air units must move to an Axis- begins with the German player announcing
controlled air base within eight hexes of A34. whether all, some or none of his fleet factors in the
Murmansk box will sortie to intercept the Allied
CLARIFICATION: Units withdrawn from the Murmansk convoy. If the German player does not wish to
box during movement may not change base or stage from attempt such interception, play proceeds to 37.57.
Bergen in the same movement phase.
37.53 ALLIED FLEET OPPOSITION: The Allied player
37.411 If the Allies cut sea supply to Norway, then announces whether all, some or none of his
German air and naval units in the Murmansk box escorting fleet factors will detach from the convoy
are inverted (29.532), but need not leave the box. to oppose the German fleet sortie. If the Allied
player does not wish to oppose the German fleet
37.42 Unless it is engaging in restricted submarine sortie, the German fleets may engage the convoy
warfare (42.411), Germany may allocate submarine itself (37.56).
factors to the Murmansk box during the SW
deployment phase, whether or not it controls CLARIFICATION: The Allies may detach all of their
Bergen (42.42). fleets from the convoy without penalty. They need not
leave behind one fleet factor for every two BRPs (27.621).
37.5 GERMAN OPPOSITION TO MURMANSK
CONVOYS: 37.54 GERMAN EVASION: German fleets which
sortie may attempt to evade the Allied fleets which
37.51 Murmansk convoys may be attacked by detached from the convoy to oppose them. Both
German fleets and air units based in the Murmansk players roll one die. The German die roll is modified
box. The effect of German submarines on the according to the number of German fleet factors
convoy is determined once all fleet and air attacks involved: a German force consisting of 1-3 fleet
have been resolved. The sequence followed may be factors receives a +3 DRM, 4-6 fleet factors a +2
summarized: DRM, and 7-9 factors a + 1 DRM. If the German force
consists of more than nine fleet factors, the German
A. The German player indicates which fleets in the die roll is not modified.
Murmansk box will sortie to intercept the Allied
convoy (37.52). 37.541 If the German die roll is higher, the German
B. The Allied player indicates which escorting fleets fleets evade the detached Allied fleets for the first
will oppose the German fleet sortie (37.53). round of fleet combat and neither side makes a fleet
C. German fleets which have sortied may attempt to combat dice roll. A German air sortie is then
evade the Allied fleets which detached from the resolved (37.57), after which additional rounds of
convoy to oppose them (37.54). fleet combat may take place (37.551). The German
D. Fleet combat between the German fleets which fleets may continue to attempt to evade any Allied
have sortied and any Allied fleets which detached fleets which detached from the convoy to oppose
from the convoy to oppose them is resolved (37.55). them until an evasion attempt fails, after which
One German air sortie may be flown at the start of fleet combat is resolved normally.
each round of fleet combat.
E. Fleet combat between the German fleets which 37.542 If the die roll is tied, or if the Allied die roll is
have sortied and the Allied fleets escorting the higher, fleet combat takes place (37.55).
convoy itself is resolved (37.56). One German air
sortie may be flown at the start of each round of 37.55 FLEET COMBAT: If German fleets sortied to
fleet combat. intercept the Allied convoy and did not evade the
F. German air attacks are concluded (37.57). Allied fleets detached from the convoy to oppose
them, one round of fleet combat is resolved
between the German fleets and the detached Allied

74 A3R rules rewrite v.3


fleets. The detached Allied fleets are not subject to surviving, undamaged German fleet factor which
the adverse fleet combat DRM usually associated engaged the convoy. After air and submarine
with escorting fleets (27.5713). attacks are resolved (37.574, 37.64), any surviving
BRPs are added to the Russian BRP total.
37.551 ADDITIONAL ROUNDS OF FLEET COMBAT:
After the first round of fleet combat has been 37.57 GERMAN AIR SORTIES: At the start of each
resolved, the German player may continue the fleet round of fleet combat, German air units in the
combat with the fleets which originally sortied, Murmansk box may fly an air sortie against Allied
commit additional fleets from the Murmansk box to fleets detached to oppose a German fleet sortie, the
the fleet combat, or send some or all of his convoy itself, or both, even if the German fleets
intercepting fleets back to the Murmansk box. evaded Allied fleets detached to oppose them
Similarly, the Allied player may detach additional (37.54). The Allied fleets detached to oppose a
fleets from the convoy to oppose the German fleet German fleet sortie are not counted toward the air
sortie or return some or all of his detached fleets to defense of the convoy, just as fleets which remain
the convoy. with the convoy are not counted toward the air
defense of the Allied fleets detached to oppose a
37.552 Fleet combat between the German fleets German fleet sortie.
which sortied and the Allied fleets which detached
from the convoy to oppose them ends when one CLARIFICATION: Each air factor may either attack the
side is eliminated or withdraws, either voluntarily detached fleets or the convoy in a given round, but not
or after losing fleet combat (27.574). both.

37.553 If the German fleets are defeated in fleet 37.571 If the convoy is under attack by German
combat, the surviving German fleets return to the fleets (37.56), attacking German air units receive a
Murmansk box and the surviving Allied fleets +1 DRM on their air attack dice roll.
return to the convoy. No additional German fleet
sorties are allowed for the remainder of the turn. 37.572 The German player may launch air sorties
against the convoy even if fleet combat did not take
37.554 If the Allied fleets detached to oppose the place or has been resolved. German air attacks
German fleets are defeated in fleet combat, the cease when the convoy is destroyed, all attacking
surviving Allied fleets return to the convoy and the air units have been eliminated or the German
surviving German fleets may engage the convoy player no longer wishes to make air attacks.
itself (37.56).
37.573 AIR ATTACKS AGAINST THE CONVOY: In
37.56 GERMAN FLEET ATTACKS ON THE CONVOY: If addition to the normal results of air attacks on
the Allies did not detach fleets to oppose the escorting Allied fleets, one BRP is lost from the
German fleets which sortied, or if such Allied fleets convoy for each Allied fleet factor which is
were defeated in fleet combat, fleet combat takes eliminated.
place between the German fleets and Allied fleets
escorting the convoy itself, at the German player’s CLARIFICATION: If the convoy is left unescorted
option. No reinforcement of the naval forces because all fleets detached, no Air Defense roll is made.
engaged is permitted. The Allied fleets which are One BRP is still lost for each “sunk” result inflicted on the
escorting the convoy are subject to an adverse DRM convoy.
(27.5713).
37.574 AIR ATTACKS ON A SCATTERED CONVOY: If
37.561 If the German fleets are defeated in fleet the convoy scatters (37.562), no air defense dice roll
combat, the surviving German fleets return to the is made by the convoy, and all losses from air attack
Murmansk box. No additional German fleet sorties (the numbers before and after the “/” on the Air
are allowed for the remainder of the turn. Attack Table) are inflicted on the BRPs being sent to
Russia. The first air sortie against a scattered
37.562 SCATTERING THE CONVOY: If Allied fleets convoy is made by all available German air factors;
escorting the convoy are defeated in fleet combat, the second by all but one; the third by all but two;
they return to their ports of origin and the convoy and so on, until no more air sorties may be made.
scatters. One BRP is lost from the convoy for each

75 A3R rules rewrite v.3


No German air factors are lost during these attacks, 38. BRP GRANTS THROUGH PERSIA
as no air defense dice rolls are made.
38.1 Allied BRP grants to Russia may be made
37.6 SUBMARINE EFFECTS: Submarine effects on a through Persia into southern Russia. Such BRP
Murmansk convoy are resolved once all German grants are more difficult to intercept than
fleet and air attacks have ceased. Murmansk convoys (37), but the Persian route is
more expensive to open and BRP grants take longer
37.61 When carrying out an attack on a Murmansk to arrive. In addition, the capacity of the southern
convoy, the German player need not reveal all the route is smaller, as no more than 20 BRPs may be
German submarines in the Murmansk box. Only sent each turn.
those which actually attack the convoy are
disclosed. The Allies do not reveal their ASW 38.2 To use the Persian route, one Western Allied
commitment to a Murmansk convoy until it is major power must pay 25 BRPs during its unit
attacked by submarines. construction phase. This expenditure represents
the cost of creating and improving transportation
37.62 Submarine effects are resolved in exactly the facilities in Persia and the exertion of political
same manner as in the SW box (42.5). Each ASW pressure. This action places all Persian hexes under
factor assigned to the convoy and each Allied 9- the control of the Western Allied major power
factor fleet accompanying the convoy which which pays the 25 BRPs, makes Bushire an
survived fleet combat and air attacks counts toward unlimited Western Allied supply source and allows
determining the SW ratio (42.5122). off-board SRs to and from Bushire. Previous Allied
control of Persia, either as a result of an Allied DoW
37.63 For each round of fleet combat which took and occupation of Persia, or an Allied conquest of
place between German fleets which sortied and the an Axis-controlled Persia, does not reduce the 25
Allied fleets escorting the convoy, regardless of BRP cost of opening the Persian route.
result, the German player receives an additional +1
DRM on the Strategic Warfare Effects dice roll. CLARIFICATION: If the Western Allied major power
There is no modifier for fleet combat between which paid the 25 BRPs is conquered, another 25 BRP
intercepting German fleets and Allied fleets expenditure is not required before the route may be used.
detached from the convoy to oppose them.
CLARIFICATION: Persian hexes come under the control
37.64 If the convoy scatters (37.562), escorting of the Western Allied power that pays the BRPs to open
Allied fleets and ASW are ignored and all the route even if Persia has been conquered by Russia. In
submarines are 100% effective against the convoy. either case, hexes occupied by Axis units stay Axis-
controlled.
37.65 If Germany controls Bergen, each submarine
factor has the potential to eliminate three BRPs CLARIFICATION: The U.S. pays to open the Persian
from the convoy, otherwise each submarine factor route. Subsequently, Britain sends units into Persia. If
potentially eliminates two BRPs. Germany then DoWs Persia, Persia immediately becomes
an American, not British, associated minor because the
37.7 After submarine effects are resolved, surviving U.S. already controls the Persian hexes. In addition, if
BRPs are added to the Russian total. The number of Germany goes on to conquer Persia, 54.2 does not apply
BRPs reaching Russia can never exceed twice the because the U.S. already controls all Persian hexes.
number of surviving Allied escorting fleet factors Germany only controls the hexes it actually captures, not
(27.621). Excess BRPs are eliminated. all hexes that do not contain an Allied unit.
37.8 After resolving any opposition to a Murmansk 38.21 The Allies may open the Persian route after
convoy, all German air and fleet units are inverted Germany and Russia are at war, or if Persia is active
and remain in the Murmansk box until moved or as an Axis minor ally as a result of an Axis
SRed out of the Murmansk box in a subsequent Axis diplomatic die roll for Persia. Any pro-Axis coup in
turn. Allied fleets are inverted and return to their Persia must be suppressed by the Allies before the
bases. Persian route may be opened. The route may be
opened even if Russia has surrendered.

76 A3R rules rewrite v.3


38.3 The Persian route may not be opened, or, if it for such returning BRPs, although no sea escort is
has been opened, Allied BRPs may not be sent to required.
Russia through Persia if any of the following
conditions exist: 38.7 If the Persian route is cut (38.3) while BRPs are
en route, the BRPs remain in the South Africa box
A. There is no Allied SR route from Basra or Bushire until the Persian route is reopened or the BRPs are
to Tehran. returned to the granting major power.
B. The Axis control Grozny, Astrakhan and
Krasnovodsk. 39. BRP GRANTS THROUGH TURKEY
C. A pro-Axis coup has resulted in Persia becoming
39.1 Allied BRP grants to Russia may be made
an Axis minor ally.
through Turkey if the Allies can trace an SR route
38.31 If any of the above conditions arise after the by sea to a Mediterranean port in Turkey, then
Persian route is opened, the Allies may reopen it through Turkey to the eastern edge of the
without the need for a second 25 BRP expenditure mapboard in Russia. The SR route may not pass
by reestablishing the SR route, recapturing any one through Lebanon-Syria, Iraq or Persia, or any hexes
city in the group of cities controlled by the Axis, or under Axis control or in an Axis ZoC.
by suppressing the pro-Axis coup by conquering
39.2 The mechanics of such BRP grants are similar
Persia, as the case may be.
to BRP grants through Persia (38), but no 25 BRP
38.4 Allied BRPs granted to Russia take two turns to activation cost need be paid. During the first turn of
reach their destination. During the SR phase of the the BRP grant, the BRPs are SRed, using sea escort,
first turn, which may be no sooner than the Allied through the Atlantic and Mediterranean to
player turn in which the Persian route is first Istanbul, Izmir or Antioch, and may be intercepted
opened, the BRPs are SRed to the South Africa box. by Axis units. During the second turn of the BRP
This SR requires sea escort from fleets based in grant, the BRPs are SRed through Turkey into
Britain, the U.S. or France, depending on which Russia.
major power is granting the BRPs.
39.3 The Axis may prevent BRP grants through
38.41 In the SR phase of the following Allied player Turkey by intercepting them in the Atlantic or
turn, provided the Persian route has not been cut, Mediterranean or by cutting the SR route through
the BRPs are added to Russia’s BRP total. Unlike the Turkey to the eastern edge of the mapboard in
first SR, no sea escort is required and the SR is not Russia, either in Turkey or in Russia itself. BRPs
charged against the granting major power’s SR granted through Turkey are considered to be in the
capacity (20.52). Turkish Mediterranean port at the end of the first
Allied SR phase, are subject to the same 25%
38.42 While in the South Africa box, BRPs do not wastage as BRPs granted through Persia if they
exist in any major power’s BRP inventory and are remain in the port for more than one turn (38.5)
not subject to growth or reduction during a YSS (if and are eliminated if the Axis gain control of the
initially SRed in a Winter turn). BRPs in the South port.
Africa box are counted in the Allied total when
determining the initiative (9.16). 40. KEY ECONOMIC AREAS
40.1 Certain areas were essential to the economy or
38.5 BRPs granted to Russia may remain in the
administration of the major power which
South Africa box, although no more than 20 BRPs
controlled them. The loss of such an area results in
may accumulate there. However, for each turn in
the immediate loss of 25 BRPs by the original
which BRPs remain in the South Africa box beyond
controlling major power. That major power and its
the one turn required for transit, 25% (round up) of
allies do not get one turn to recapture the area
the BRPs are eliminated due to wastage.
before the 25 BRP loss is incurred. The 25 BRP loss
38.6 The granting Allied major power may, for any may occur only once per year. There is no
reason, cancel a BRP grant to Russia by returning additional penalty if the area is recaptured then
the granted BRPs from the South Africa box to its lost again during the same year. During each
own BRP inventory. The normal SR cost is charged subsequent YSS in which the original controlling

77 A3R rules rewrite v.3


major power or its allies do not control the area, 41.3 In addition, German air units may bomb Britain
another 25 BRPs are subtracted from the original (43) and German fleets may operate in the Atlantic
controlling major power’s BRP total for that year. as raiders (44). Axis variant 24 allows the use of V-
weapons against Britain. The Allies may, if allowed
40.11 Where a key economic area consists of two to do so by Allied variant 25, employ the atomic
cities, both cities in the area must be under enemy bomb against Germany (45).
control to trigger the 25 BRP penalty. Recapture of
one of the two cities is enough to prevent an 42. STRATEGIC WARFARE (SW)
additional penalty during the next YSS.
42.1 OVERVIEW: SW units are constructed during
CLARIFICATION: Recapture of one of the cities is not each YSS and allocated equally over the four turns
enough, however, to cause a conquering power to lose the of the following year (42.31). Each major power
BRPs it has received from a key economic area in a secretly deploys that turn’s available SW forces at
previous YSS. For that, both cities must be recaptured. the start of its turn, after it makes its option
selections. SW is resolved during the SW resolution
40.12 Each German key economic area (Berlin, Bonn phase, at the end of each game turn. When the year
and Essen (the Ruhr)) is worth one-sixth of the is completed, new SW units are constructed and the
German BRP base. Each German key economic area process is repeated.
is therefore worth 25 BRPs at the start of the game,
but increases in value if Germany’s BRP base grows. 42.2 STRATEGIC WARFARE CONSTRUCTION:

40.2 Loss of the following key economic areas 42.21 Only Germany may construct submarines and
triggers the BRP loss described in 40.1 for the interceptors; only Britain and the U.S. may
indicated major power: construct ASW and SAC factors. SW construction is
limited to 10% of a major power’s total YSS BRP
40.21 GERMANY: A. Berlin. B. Bonn and Essen (the allotment (fractions rounded down). SW
Ruhr). construction is not limited by the countermix.
40.22 BRITAIN: A. London. B. Manchester and 42.211 Germany and Britain may begin SW
Birmingham. construction in the 1940 YSS. The U.S. may start
constructing SW forces beginning with the YSS
40.23 FRANCE: Paris. after the USAT reaches 37, even if it is not yet at
war with the Axis (76).
40.3 If London is under Axis control during a YSS,
the controlling Axis major power receives 12 BRPs. 42.212 Germany may construct submarines only if it
Similarly, if Manchester and Birmingham are under is at war with either Britain or the U.S., or if the
Axis control during a YSS, the controlling Axis USAT is 37 or greater. The latter situation may arise
major power receives 12 BRPs. If all three cities are after an early British surrender (75). Submarines
under Axis control, the controlling Axis major already built before peace with Britain remain
power receives 25 BRPs, not 24. available for later use.

41. ECONOMIC WARFARE 42.213 The Allies may construct SAC factors even if
41.1 Apart from the elimination of enemy units and they are unable to deploy them against Germany
the conquest of enemy territory, both the Axis and (42.45).
the Allies may eliminate enemy BRPs in a number of 42.214 Italy, France, and Russia may not construct
other ways.
SW forces.
41.2 The principal method for eliminating enemy
42.22 SW CONSTRUCTION COSTS: Each submarine
BRPs is Strategic Warfare (SW) - the employment of
factor costs one BRP to construct. Each SAC facor
submarines (by Germany) and strategic bombers
costs two BRPs to construct. [OPTIONAL: Two SAC
(by Britain and the U.S.). The procedure for SW is
factors may be constructed for three BRPs, except
detailed below (42).
that a single SAC factor may be constructed for two
BRPs to round up SW expenditures to the 10% level

78 A3R rules rewrite v.3


(42.21).] Each ASW and interceptor factor costs two 42.41 At the start of each turn, every major power
BRPs to construct. secretly deploys its available SW forces for the turn,
immediately after the side with the initiative has
42.23 Newly constructed SW units, together with made its option selections. (EXCEPTION: If Germany
SW units which survived the previous year’s SW has no submarines to deploy that turn, the German
resolution phases, are placed face down in the SW player must inform the Allied player of this before
box. any Allied SW deployments are made). Deployment
consists of writing down how many submarines or
42.24 Instead of placing SW counters in the SW box,
ASW factors are sent to the Murmansk box that
players may wish to record their mix of SW factors
turn, as well as whether and how many SAC factors
on a sheet of paper in order to prevent an opponent or interceptors are being employed for SW.
from deducing their composition from the number
of counters used. While the type of SW units 42.411 RESTRICTED SUBMARINE WARFARE: Every
constructed may be concealed until they are used, turn Germany has submarines available, it must
the number of BRPs spent on SW construction must declare either unlimited or restricted submarine
always be revealed during the YSS. warfare before any SW forces are deployed.
Unlimited submarine warfare increases the USAT
42.25 If the BRP totals of each side are close enough
(76). If Germany chooses to conduct restricted
that SW construction could affect which side moves submarine warfare, then each submarine eliminates
first in the coming Spring turn, or if one side’s
a maximum of one British BRP and no submarines
expenditures on SW construction might influence
may deploy to the Murmansk box that turn. The
the other’s, either player may require spending
German player must inform the Allies of his choice
decisions to be written on a sheet of paper and before any Allied SW deployments are made.
revealed simultaneously.
CLARIFICATION: If Germany’s declaration of unlimited
42.26 BRPs spent on SW construction do not count
submarine warfare causes USAT to reach 37, then the
toward a major power’s BRP spending limit (35.1).
U.S. may deploy ASW forces (76) in this turn's SW
42.3 ALLOCATION OF STRATEGIC WARFARE FORCES: deployment phase.

42.31 After SW construction, each player’s available 42.412 AMERICAN ASW FORCES WHILE THE U.S. IS
SW forces are allocated equally over the four turns NEUTRAL: When the USAT reaches 37, the U.S. may
of the following year. All available SW forces must immediately deploy one ASW factor and one 9-
be allocated. factor fleet to the SW box. These forces are taken
into account when resolving SW that turn. In the
42.32 The number of SW factors allocated to each next turn's SW deployment phase, the U.S. may
turn is calculated by dividing the total number of deploy additional forces to the SW box (see 76).
factors of each type of SW unit by four, and There is no BRP cost for ASW factors acquired this
rounding down fractions. This is done separately way. American ASW forces may not be deployed to
for submarines, interceptors, SAC and ASW. Excess the Murmansk box while the U.S. is neutral.
factors are allocated to the Spring turn first, then
Summer, and so on. The U.S. and Britain add their EXAMPLE: USAT reaches 37 during the Axis Summer
SW factors together before allocating them. 1941 player turn. The U.S. may immediately place one
ASW factor and one 9-factor fleet in the SW box for use
EXAMPLE: Germany constructs 17 submarine factors during the Summer 1941 SW resolution phase. During the
and three interceptors in the 1941 YSS. Five submarine Fall 1941 SW deployment phase, the U.S. may place
factors are allocated to the Spring 1941 turn, and four to another ASW factor and deploy a total of two 9-factor
each of the other three turns in 1941. One interceptor is fleets in the SW box. These forces will be used during the
allocated to Spring, Summer and Fall 1941. No Fall 1941 SW resolution phase.
interceptors are allocated to Winter 1941.
42.42 SUBMARINE DEPLOYMENT: Germany must
42.4 DEPLOYMENT OF STRATEGIC WARFARE deploy all available submarine factors to either the
FORCES: SW box or the Murmansk box. German submarines
may deploy to the Murmansk box whether or not

79 A3R rules rewrite v.3


Germany controls Bergen (37.42), but not if British fleets withdrawn from the SW box must
Germany declares restricted submarine warfare return to ports in Britain or the U.S. box; American
(42.411). Submarine factors may not be held back. fleets must return to the U.S. box.

42.43 INTERCEPTOR DEPLOYMENT: Germany 42.462 GERMAN AIR FACTORS: Germany may place
chooses whether and how many interceptors to air factors in the SW box in order to strengthen its
deploy each turn. Unlike submarines, not every air defenses against Allied bombers. Such air factors
available interceptor needs to be deployed. Any must be based in Germany, may not perform any
number of interceptors may be held back. missions or other functions while in the SW box,
and return to air bases in Germany if withdrawn
42.44 ASW DEPLOYMENT: Western Allies must from the SW box during a subsequent SW
deploy all their ASW factors to either the SW box or deployment phase.
the Murmansk box. ASW factors may not be held
back. The U.S. may use its ASW factors against 42.5 STRATEGIC WARFARE RESOLUTION:
German submarines even while neutral (42.412).
42.51 GENERAL:
42.45 SAC DEPLOYMENT: SAC factors may not be
deployed if the Western Allies do not control a fully 42.511 During the SW resolution phase of each
supplied air base within seven hexes of the Ruhr game turn, both players reveal their deployment of
(Bonn/Essen). Even if the Western Allies have such submarine, ASW, SAC and interceptor factors.
an air base, SAC factors do not need to be deployed (EXCEPTION: If the Allies are unable to bomb
and may be held back. The Western Allies need not Germany (42.45), no SAC or interceptor factors are
inform Germany about whether they have deployed revealed). Allied fleets being used for
SAC factors. A neutral U.S. may not deploy its SAC antisubmarine duties and German air factors being
factors. used for air defense are not hidden and will already
be known.
42.46 DEPLOYMENT OF ALLIED FLEETS AND
GERMAN AIR FACTORS TO SW: 42.512 The effect of offensive SW units (submarine
and SAC factors) on enemy BRPs is determined by a
42.461 ALLIED FLEETS: After SW forces have been dice roll on the Strategic Warfare Effects Table
deployed (42.41), Britain and the U.S. (if the U.S. is (42.513), as modified by the ratio of offensive to
at war with the Axis or if the USAT has reached 37) defensive SW units (42.5122) and other factors as
may provide additional protection for Allied indicated in the Strategic Warfare Effects Table.
convoys in the Atlantic by deploying 9-factor fleets
to the SW box. In addition, fleets already in the SW 42.5121 The first step in determining BRP losses
box may withdraw at this time. Only complete 9- from SW is to calculate the maximum number of
factor fleets may deploy to the SW box. Fragments BRPs which could potentially be eliminated by the
may not be used as a hedge against possible losses enemy offensive SW units (42.411, 42.5221, 42.532).
from German raiders. Fleets deployed to the SW box
42.5122 SW RATIO TABLE: Once the maximum
must be based in Britain or the U.S. Deployment of
number of BRPs which might be eliminated from
fleets to or from the SW box does not count against
SW is determined, two dice are rolled and the
SR capacity and may not be intercepted. Allied
Strategic Warfare Effects Table consulted. The
fleets in the SW box also defend against raiders
Strategic Warfare Effects dice roll is modified
(44.4), as well as Axis air and naval interception of
according to the ratio of offensive to defensive SW
sea supply lines from the U.S. (29.343) and initial
units, as indicated in the Strategic Warfare Ratio
deployments (20.843). Such fleets may not perform
Table. The table assumes a surplus of offensive SW
any other missions while in the SW box.
factors. If there are more defensive SW factors, the
CLARIFICATION: Inverted fleets may deploy to the SW “+” becomes “-”, and the Strategic Warfare Effects
box. dice roll is reduced. In either case, the ratio is
rounded in favor of the smaller side.
42.4611 If Allied 9-factor fleets in the SW box incur
losses, the remnants must be withdrawn or 42.5123 Allied fleets and German air factors
reinforced during the next SW deployment phase. deployed to the SW box are taken into account in

80 A3R rules rewrite v.3


determining the ratio of offensive to defensive SW ports from which it may operate. Control is
units. Each Allied 9-factor fleet is treated as an ASW determined at the moment of SW resolution. The
factor, even if it engaged in fleet combat prior to ports need not have been controlled for the entire
SW resolution, and each German air factor is game turn, but they must have been supplied
treated as an interceptor. The ratio in the SW box during an Axis supply determination phase.
(which represents the Atlantic convoy routes) does
not include Allied ASW factors deployed to the CLARIFICATION: If the Axis gain control of one of the
Murmansk box (42.44), even if the Murmansk French ports during the Axis player turn, trace supply to
convoy was unopposed. On the other hand, the total the port after the Axis combat phase and the Allies do
number of German submarines used in the Atlantic not recapture the port, each German submarine could
does include those deployed to the Murmansk box eliminate three Allied BRPs even if France is
(42.42) but not used against a Murmansk convoy unconquered. But if the Axis only gained control of the
that turn (either because there was no convoy or French ports at the end of the Allied player turn, as a
because the German player decided not to commit result of the French surrender (47.62), the ports would be
them (37.61)), although submarines from the unsupplied and each German submarine could eliminate
Murmansk box operate at a reduced level of a maximum of two Allied BRPs.
effectiveness in the Atlantic (42.5221). German
42.5221 Provided that Germany engages in
submarine factors used to attack a Murmansk
convoy may not be considered in determining the unlimited submarine warfare, each German
submarine factor deployed to the SW box has the
SW ratio in the Atlantic.
potential to eliminate a minimum of two Western
42.513 STRATEGIC WARFARE EFFECTS TABLE: Two Allied BRPs. If the Axis control Brest, St. Nazaire, La
dice are rolled and the Strategic Warfare Effects Rochelle or Vigo, each German submarine factor
Table is consulted. The resulting percentage is used may eliminate three Allied BRPs. If, in addition to
to determine the effectiveness of SW for that turn. one of the above ports, the Axis also control
Gibraltar, each German submarine factor may
42.514 Details of submarine and bomber resolution eliminate four Allied BRPs. In addition, each
are set out below. In all cases, the percentage result German submarine factor in the Murmansk box
from the Strategic Warfare Effects Table is applied that was not used against a Murmansk convoy has
to all the offensive SW units used this turn. the potential to eliminate one BRP.

42.515 Once the effect of offensive SW units is 42.5222 [See the Axis SW Warfare Effects Table]
determined for each side, SW units are eliminated
and the surviving SW factors put aside until the 42.523 After BRP losses from submarines are
following year. calculated, submarine and ASW losses are
determined.
42.52 SUBMARINE WARFARE:
42.524 Each 9-factor fleet in the SW box and each
42.521 German submarines may be directed against ASW factor deployed this turn eliminates one
British and/or American BRPs. The German player submarine factor. The locations of the ASW factors
allocates the total BRP damage to either country in and the submarine factors is irrelevant. All ASW
any way that he chooses, and may inflict BRP and submarine factors in the SW and Murmansk
damage on either country even if that country has boxes are considered together. 9-factor fleets are
no BRPs remaining to absorb the damage (33.3). not eliminated. ASW factors which eliminate
Germany may not choose to eliminate American submarine factors are then themselves eliminated.
BRPs before the U.S. is at war with the Axis.
CLARIFICATION: At the end of most turns, either all
42.522 The maximum number of BRPs each German submarines or all the Allied ASW factors
submarine factor may eliminate is determined by deployed during that turn will be eliminated.
whether Germany engaged in unrestricted warfare
(42.411), whether the submarine was originally EXAMPLE: The Allies have three 9-factor fleets and five
deployed to the Murmansk box, and (for ASW factors in the SW box. The Germans have twelve
submarines deployed to the SW box) the supplied submarine factors and control the French ports.
Germany deploys six submarine factors to the SW box

81 A3R rules rewrite v.3


and the rest to the Murmansk box. The Allies deploy no elimination of SAC and interceptor factors
nothing to the Murmansk box and do not send a occurs and no BRPs are lost by Germany. While such
Murmansk convoy that turn. The SW ratio in the a hex must be supplied, control is determined at the
Atlantic is thus 12 submarines versus five ASW factors moment of SW resolution. The hex need not have
plus three 9-factor fleets (12:8 which becomes 4:3 for a +1 been controlled for the entire game turn.
modifier on the SW Effects dice roll). The modified result
is applied to a total of 24 BRPs maximum damage [(6 x 3 42.532 Each SAC factor has the potential to
=18) + (6 x 1 = 6)] because the submarines in the eliminate three German BRPs (EXCEPTION: Allied
Murmansk box may only eliminate a maximum of one variant 24 increases this to four German BRPs).
BRP each when they operate in the Atlantic. If Germany
had deployed all its submarines to the Atlantic, the 42.5321 [See the Allied SW Warfare Effects Table]
maximum damage would have been 36 BRPs (12 x 3). The 42.533 After BRP losses from SAC factors are
SW ratio would be unchanged. calculated, SAC and interceptor losses are
determined.
Had the Allies sent a Murmansk convoy and deployed
two ASW factors to the Murmansk box; and all the 42.534 One SAC factor is eliminated for each
German submarines in the Murmansk box had attacked German air factor and each interceptor factor in the
the convoy, the Atlantic SW ratio would have been 6:6 SW box. The German air factors are not eliminated.
(1:1). Interceptor factors which eliminate SAC factors are
themselves eliminated.
After BRP losses are calculated, eight submarine factors
and five ASW factors will be eliminated. The submarine 42.535 German air factors in the SW box eliminate
factors may come from either box. These losses would SAC factors before interceptor factors are
have been exactly the same even if Germany had used all employed. Interceptor factors which are not
its submarines to attack the Murmansk convoy. required because all enemy SAC factors have been
eliminated, whether by German air factors in the
42.525 Allied fleets which engage Axis air and naval SW box or other interceptor factors, survive and
units, including raiders are still effective against may be used in a subsequent year. Similarly,
submarines, although fleets which have been surviving SAC factors may be used in the following
reduced below nine factors are not. If possible, such year (42.7).
fragments should be combined into 9-factor fleets
to ensure maximum effectiveness against 42.536 In any turn in which German air factors and
submarines (27.71). interceptors in the SW box fail to eliminate all the
Allied SAC factors deployed for SW for that turn,
42.526 Allied 9-factor fleets in the SW box eliminate the German air factor closest to the Ruhr is
submarine factors before ASW factors are removed from the board. This air factor is
employed. ASW factors which are not required immediately converted into an interceptor factor,
because all enemy submarine factors have been which is then exchanged for one of the surviving
eliminated, whether by fleets or by other ASW SAC factors. Air factors converted to interceptors in
factors, survive and may be used in a subsequent this manner are removed from the German force
year. Similarly, surviving submarine factors may be pool; they may reenter the German force pool,
used in the following year (42.7). unbuilt, during a subsequent Axis unit construction
phase at the rate of one factor per turn, provided
42.527 Allied 9-factor fleets and ASW factors only no forced conversion of German air factors to
eliminate submarines at the moment of SW interceptors was required during the SW resolution
resolution on that turn. They have no effect on phase of the preceding game turn.
submarines which will be used in other turns.
EXAMPLE: In the 1944 YSS, Germany builds 12
42.53 STRATEGIC BOMBING: submarine factors and nine interceptors. The Allies build
eight ASW factors and 17 SAC factors. In Spring 1944,
42.531 If there is no supplied, Allied-controlled hex three German submarine factors are opposed by two
within seven hexes of the Ruhr (Bonn/Essen), no ASW factors, aided by one Allied 9-factor fleet. At this
Allied strategic bombing of Germany is permitted, stage in the game, Germany controls Brest, so the

82 A3R rules rewrite v.3


maximum BRP damage which three submarine factors 43. GERMAN BOMBING OF BRITAIN
may inflict is nine; a Strategic Warfare Effects dice roll of
43.1 In any Axis combat phase, German (but not
10 (modified to six because of the year) means the
Italian, even if lent, or Axis minor) air units within
submarines are only 40% effective. Four Western Allied
range of any Allied-controlled British objective hex
BRPs are lost. The three German submarine factors and
may bomb Britain. Western Allied air units within
the two Allied ASW factors are eliminated; the Allied 9-
range of any such British objective hex may oppose
factor fleet survives. Five Allied SAC factors and three
the German air units. Neither side may employ air
German interceptors are deployed in Spring 1944. The
units which are already inverted.
five Allied SAC factors are capable of eliminating 15
German BRPs. The ratio of bombers to interceptors is 5:3, 43.2 Germany must declare an offensive option or
so the Allied Strategic Warfare Effects dice roll is conduct a limited offensive operation on the
modified by +2. The Allies also receive a +1 DRM because Western front to bomb Britain. Air units which
of the year. The dice roll is 2 + 2 + 1 = 5, so the Allied bomb Britain are considered to be on a mission, and
bombers are 60% effective and nine German BRPs are are inverted at the end of the Axis player turn.
eliminated. The three German interceptors and three of Similarly, Allied air units which oppose the German
the Allied SAC factors are eliminated. In addition, the bombing of Britain may not be otherwise employed
German air factor closest to the Ruhr is removed, taking and are inverted at the end of the Axis player turn.
with it one excess Allied SAC factor (42.536), leaving one
Allied SAC factor available for use in 1945. 43.3 If Germany bombs with more factors than
there are defending Allied factors, then Allied air
42.6 DEPLOYMENT OF STRATEGIC WARFARE units engage in air combat with an equal number of
FORCES DURING THE YEAR: German factors. Rule 26.66 applies if more than five
air factors are involved. Combat is resolved
42.61 [Removed due to change in the SW
normally, with the Allies receiving an additional air
deployment rules]
combat die roll modification of +1 in each air battle.
42.62 [Removed due to change in the SW Germany never receives a favorable air combat die
deployment rules] roll modification for size, because the surplus
German air factors do not engage in air combat
42.63 [Removed due to change in the SW (although they do eliminate British BRPs - 43.4).
deployment rules]
43.31 If the Allied air factors outnumber the
42.64 [Moved to 42.412] German air factors, the Allies will engage all
German factors and will also receive a favorable air
42.7 SURVIVING SW FORCES: combat die roll modification (26.6A). In rare cases,
nationality modifiers may also apply, for example
42.71 SW forces which survive SW resolution are where French air units are involved, or Germany
placed face up in the SW box and may be employed has jets (Axis variant 23).
in the following year.
43.4 RESOLUTION: Britain subtracts one BRP from
42.72 SW forces may not be employed more than its total for each German air factor in excess of
once in the same year. SW forces which were defending Allied air factors. Britain eliminates
available but not deployed in an earlier turn may these BRPs at the end of the combat phase. For
not be deployed in a later turn that year. German bombing to be effective, Britain must be in
EXAMPLE: The Allies may not leave SAC factors possession of the BRPs from the target. If Britain
undeployed in Spring and Summer, then deploy them in has already lost the BRPs for the target for the
Fall and Winter in order to overwhelm German current year because it has been captured by the
interceptors. Axis (40.22), no additional BRPs can be lost to
bombing. This restriction does not apply to
42.8 In addition to the effects of SW resolution set previous BRP losses to bombing or V-weapons (Axis
out above, the SR capacity of major powers may be variant 24).
reduced by SW losses (20.11, 20.15, 20.16).
EXAMPLE: Germany controls all three British objective
hexes during the 1941 YSS, then loses London to a British

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counterattack in Spring 1941. Germany cannot bomb CLARIFICATION: Lent Italian fleet factors may not raid.
Britain in Summer 1941, because Britain has already lost
the BRPs for London during the 1941 YSS. Bombing would 44.22 Raiders may be employed at no BRP cost, and
also have no effect if the Axis first captured London in movement to the SW box may be attempted by
Spring 1941, then lost it to a British counterattack, or if German fleet factors regardless of the option
the Axis re-capture London in Summer 1941. In both previously selected by Germany for the Western
cases, Britain would lose 25 BRPs for London (40.22) and front, provided the raiding fleet factors did not
could not suffer additional losses from bombing. engage in a naval mission or activity (27.3) during
the current game turn. Similarly, unused German
43.5 If Britain incurs a BRP deficit as a result of air factors may provide air cover for raider
German bombing, the British BRP base is reduced movement, regardless of the previous option
by that amount during the following YSS (33.3). selection.

43.6 BRPs lost by Britain as a result of German 44.23 Each raider group may consist of no more
bombing are taken into account in calculating the than nine German fleet factors. Only one raider
British SR capacity for the next turn (20.15). group may attempt to move to the SW box from
each Western front port and the Murmansk box
44. RAIDERS each turn (EXCEPTION: Two raider groups may
move to the SW box from Kiel and Portsmouth).
44.1 OVERVIEW: During the first few years of the
Each raider group moves separately to the SW box.
war, German surface forces operated against Allied
shipping with varying degrees of success. The most EXAMPLE: Germany has nine fleet factors in Kiel and 18
dramatic German raider operation resulted in the fleet factors in the Murmansk box. Germany may employ
loss of the Bismarck, but on other occasions less up to nine fleet factors from Kiel and another nine fleet
well-known raiders inflicted considerable damage factors from the Murmansk box as raiders, for a total of
on British shipping and disrupted convoy routes. 18 fleet factors. Germany could not use all 18 fleets in the
Murmansk box as raiders because each raider group may
44.11 All raider activity takes place after both
be composed of at most nine factors. On the other hand,
players have completed their turns, immediately
the nine factors from Kiel could constitute one or two
before the SW resolution phase.
raider groups. Thus, Germany could send up to 18 factors
44.12 Before inflicting damage on Allied shipping, to the SW box in two or three groups. If Germany sent
raiders must first break out into the Atlantic, two raider groups from Kiel, the Allies would have to
evading Allied naval and air units. intercept each of them separately (27.543).

44.13 Once in the Atlantic, raiders may encounter 44.3 INTERCEPTION OF RAIDER MOVEMENT INTO
and engage Allied fleets assigned to convoy THE SW BOX:
protection. Only after such combat is resolved do
44.31 The movement of raiders into the SW box may
raiders inflict losses on Allied shipping.
be intercepted by uninverted Allied air units within
44.14 At the conclusion of the SW resolution phase, range of such movement and by any uninverted
raiders return to port. Allied fleets based on the Western front. Each raider
group must be intercepted separately.
44.15 BRP losses inflicted by raiders have the same
effects as BRP losses from submarines. 44.32 Air and naval interception of raiders moving
into the SW box is carried out normally
44.2 MOVEMENT OF RAIDERS INTO THE SW BOX: (26.453,27.5), subject to the modifications set out
below.
44.21 After the conclusion of both player turns,
immediately before the start of the SW resolution 44.33 Raiders moving to the SW box from the
phase, uninverted German fleet factors in supplied Murmansk box may only be intercepted by Allied
Western front ports or in the Murmansk box may fleets based in Scapa Flow. A modified die roll of
attempt to move off the western edge of the “1”, “2” or “3” is required for interception.
mapboard into the SW box. Uninverted Allied air factors in Scapa Flow do not
modify this die roll.

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44.34 All raider interception die rolls are subject to 44.43 Once all SW box interception die rolls are
the following modifiers based on the raiding made, any resulting fleet combat is resolved
group’s size: +1 if the raider group consists of 1-3 normally.
factors; -1 if the raider group consists of 7-9 factors.
An additional +1 DRM applies if Axis variant 2 has 44.44 If the Allies win the fleet combat, the raider
been played. must leave the SW box and return to port. If the
Germans win the fleet combat, the raider remains
EXAMPLE: The Allies attempt to intercept a 3-factor in the SW box.
raider group based in the Murmansk box with a 9-factor
fleet based in Scapa Flow. A die roll of “1” or “2” is 44.5 EFFECT OF RAIDERS IN THE SW BOX:
required for interception. If the raider group consisted of
44.51 Once all combat between raiders and
a 9-factor fleet, a die roll of “1”, “2”, “3” or “4” would be
intercepting Allied fleets has been resolved, the
required for interception.
Allies lose one BRP for each raider factor in the SW
44.35 Fleet combat resulting from the successful box.
interception of raiders attempting to move into the
44.52 Allied fleets which engage in fleet combat
SW box is resolved normally (27.57). If the Allies
with raiders in the SW box may also conduct ASW,
win the fleet combat, the raider must return to
although combat with raiders may well eliminate or
port. If the Germans win the fleet combat, the
damage at least one Allied fleet factor, reducing a 9-
raider may, at the German player’s option, either
factor fleet to below the level required for ASW
return to port or enter the SW box.
duties. Fragments of Allied fleets may recombine
44.4 INTERCEPTION OF RAIDERS IN THE SW BOX: into 9-factor fleets after fleet combat with raiders is
concluded (27.71). Remnants must be withdrawn or
44.41 Raiders which succeed in entering the SW box reinforced during the ensuing SW deployment
are immediately subject to interception by Allied phase (42.4611).
fleets in the SW box (EXCEPTION: American fleets in
the SW box prior to U.S. entry into the war may not 44.6 RETURNING RAIDERS:
intercept raiders even though they may operate
against submarines). One die roll is made to resolve 44.61 Whether successful or not, raiders always
return to their port of origin. The Murmansk box is
each interception attempt. Allied fleets may break
considered the port of origin of raiders which came
down into smaller units in order to increase the
from it.
chances of interception, provided each intercepting
force consists of at least as many naval factors as 44.62 Returning raiders are not subject to
the raider it tries to intercept. A modified die roll of interception by Allied air and naval units.
“1”, “2” or “3” is required for interception. This die
roll is subject to the modifiers set out in 44.34,
POLITICS
above. In addition, the interception die roll for an
Allied naval force consisting of less than nine naval
factors is subject to an additional +1 DRM. 46. DECLARATIONS OF WAR (DoWs)
46.1 DoWs may only be made at the beginning of a
EXAMPLE: The Allies have a 9-factor fleet in the SW box player’s turn. A DoW against a major power costs 35
when a single Axis raider consisting of 4 factors enters. BRPs; a DoW against a minor country costs 10 BRPs
The Allies may either intercept with the whole fleet, in (EXCEPTION: British attack on a Vichy colony
which case no modifiers apply to the single interception (70.9)). A major power may not attack the forces of
roll, or attempt to intercept with a 4-factor and a 5-factor a neutral country, or violate its territory by moving
fleet. In the latter case, the Allies would roll twice, but ground units into it or flying air units over it. This
each roll would be subject to a +1 DRM. restriction extends to colonies and conquests of
another major power. Enemy units in a neutral
44.42 If there is more than one raider group in the
country may not be attacked without a DoW on the
SW box, the Allied player must announce which
neutral country. Air and naval units may enter
raider is to be intercepted by which fleets before
hexes which are part water and part neutral land.
any interception die rolls are made.

85 A3R rules rewrite v.3


46.11 A major power which declares war on a war with France, Germany becomes allied with Italy, is
colony or minor country pays 35 BRPs for such a also at war with Yugoslavia. With Italy's permission,
DoW if the DoW automatically puts it at war with a Germany may take action against Yugoslavia without
major power. making a separate DoW. If no permission is given,
Germany must make a separate DoW to engage against
46.12 Any major power may declare war on Belgium Yugoslavian forces or to enter Yugoslavian territory
and Luxembourg as a unit by making a single DoW (73.5).
at a cost of 10 BRPs. If a DoW is made against only
one of Belgium or Luxembourg, the other remains 46.4 REQUIREMENTS OF A DOW: A major power
neutral and a second DoW, requiring another 10 which declares war on another major power must
BRPs, must be made before it can be attacked. either move forces into territory controlled by that
major power or conduct an offensive, limited
46.13 The cost of a DoW may never be split between offensive or attrition attack against that major
two major powers. power’s forces or forces of a minor country
associated with or allied to that major power on the
46.2 A DoW places the declaring major power and
turn it declares war. Failure to do so results in a
all its allies at war with the major power against
revocation of the DoW (46.43) (EXCEPTION: When
which the DoW is made, all its major and minor
the U.S. declares war against Germany, and vice
allies and associated countries, and their colonies. If versa, this requirement is ignored).
the DoW is made by a previously neutral major
power, it brings that major power into alliance with 46.41 A major power which declares war on a minor
all major powers and minor countries at war with country must, on the turn it declares war, either
the major power against which the DoW is made. No move forces into that minor country or conduct an
other BRP cost is incurred beyond one DoW, no offensive, limited offensive or attrition option
matter how many other nations are involved. A attack against that minor country’s forces. Failure
major power which has war declared against it does to do so results in a revocation of the DoW (46.43).
not itself have to expend BRPs for a reciprocal DoW
against the declaring major power. 46.42 The requirements of 46.4 and 46.41 can be met
in a number of ways. The flight of air or airborne
46.3 A DoW by one major power also allows an units over the target’s hexes is sufficient, even if no
allied major power to attack the major power attacks are made and no forces remain in the target
against which the DoW was made. The same is true at the end of the movement or combat phase.
if the DoW were made against a minor country, Similarly, unsuccessful ground attacks or
although the second major power could only attack intercepted sea transport or invasions are
the minor country with the permission of the sufficient. Minor allied and associated minor
declaring major power. Similarly, if a minor country units may be used to meet the
country survives its first turn at war, a major power requirements. Lent Italian units are considered to
allied to the declaring major power may join in be German, not Italian, for the purpose of meeting
attacking the minor country without a separate the requirements. A major power may not declare
DoW. If two allied major powers cannot agree on war and use units of a major power ally to meet the
how to proceed against a minor country, 73.5 is requirements. Thus France could not declare war
invoked and both major powers must pay for on Italy and take a pass option, while Britain took
separate DoWs. an offensive option in the Mediterranean, even if
Britain gained control of Italian hexes and France
46.31 Germany and Italy may not attack the same
SRed units into those hexes.
minor country until Italy is at war with the Allies.
Similarly, Russia and the Western Allies may not 46.43 If a major power fails to meet the
attack the same minor country until Russia is at war requirements of 46.4 or 46.41, its DoW is revoked at
with Germany. the end of its combat phase and the BRPs spent for
the DoW are lost. The status of the nation which
EXAMPLE: In Fall 1939, a neutral Italy declares war on
was the object of the DoW reverts to whatever it
Yugoslavia, but fails to conquer it. In Winter 1939, Italy
was before the now-revoked DoW was made. If the
declares war on France. Because Germany is already at
target was a minor country, its units would be

86 A3R rules rewrite v.3


removed from the board. If Italian entry into the conquest of minor countries (54) apply, except
war as a German ally is revoked, any German units where otherwise specified.
in Italy which do not leave Italy by the end of the
Axis SR phase are eliminated. A revoked DoW still 47.2 The conditions which lead to the surrender of
affects the USAT and the relevant diplomatic tables. the various major powers, and the specific results of
such surrenders, are set out below:
46.5 RUSSIA: Until Russia is at war with Germany,
the only minor countries on which Russia may 47.3 GERMANY:
declare war are Turkey, Bulgaria, Rumania, Greece,
47.31 Germany surrenders if Berlin and any other
Hungary, Yugoslavia, the Baltic States and Finland.
Such DoWs are subject to the requirements of 46.41. two objective hexes in Germany are simultaneously
controlled by the Allies at the end of an Axis
In addition, Russia may declare war only as
combat phase (EXCEPTION: If Axis variant 25 has
permitted by the Russian diplomatic result in effect
been played, Berchtesgaden must also be controlled
at the time it wishes to make a DoW (see Appendix
II). Russia begins the Campaign Game and 1939 by the Allies to force a German surrender).
scenarios with a “3-5” diplomatic result in effect 47.311 In addition, Germany also surrenders at the
(58.21). end of any game turn if every hex in Germany is
under Allied control or contains an atomic attack
46.51 Russia may not attack a Vichy colony until
marker.
Russia is at war with Germany, and then would have
to declare war on Vichy France to do so, unless 47.32 When Germany surrenders, Italy and all
Vichy were already an Axis minor ally or had been German minor allies surrender and the European
deactivated. war ends.
46.52 If a neutral Italy declares war on Russia, the 47.4 ITALY:
Western Allies are free to declare war on Italy and
thus place Germany and Russia at war. 47.41 Italy surrenders:
46.6 The Campaign Game and 1939 scenarios begin 47.411 If Germany surrenders; or
with Germany already at war with Britain, France
and Poland. No DoW BRPs are subtracted. 47.412 If Rome is controlled by the Allies at the end
of an Axis combat phase; or
46.7 U.S. DoWs: The 1944 scenario begins with the
U.S. at war with Germany and thus no American 47.413 If all of the following conditions exist at the
DoW is necessary. However, in the Campaign Game, end of any Axis combat phase in Spring 1943 or
1939, 1941 and 1942 scenarios the U.S. must declare thereafter:
war on the Axis, unless Germany first declares war
on the U.S. Both DoWs cost 35 BRPs (46.1). Italy may A. The Allies have a non-airborne ground unit
not declare war on the U.S. The U.S. may not (including a commando) in mainland Italy. A unit in
declare war on the Axis until the USAT reaches 50. Sicily or Sardinia is not sufficient.
The U.S. may not declare war on any minor B. There are no Axis units (other than inactive
countries until it is at war with the Axis. In the 1942 Vichy units) in Africa, including all of Egypt. If Axis
scenario, the U.S. may declare war on the Axis in variant 1 has been played, Cyprus must also be free
Spring 1942. of Axis units.
C. The Allies control every city in Sicily, or every
46.8 A DoW may not be made which would result in city in both Sardinia and Corsica.
war between the eventual Axis partners (Germany D. The Allies hold the initiative (9.11).
and Italy) or the eventual Allied partners (France,
Britain, Russia and the U.S.). 47.42 When Italy surrenders:

47. SURRENDER OF MAJOR POWERS 47.421 All Italian-controlled hexes in Italy


immediately pass to German control. 47.82 applies
47.1 When a major power surrenders, it is to Italian colonies and conquests. Once Italy is
conquered and the provisions relating to the conquered, the major power which controls Rome

87 A3R rules rewrite v.3


at the end of the year receives the BRPs for Italy 47.62 At the end of the Allied player turn in which
during the following YSS (47.8). the Allies fail to recapture Paris, a diplomatic die
roll is made for France. Then, all French hexes pass
47.422 A diplomatic die roll is immediately made for to German control unless they are occupied by
Italy. This diplomatic die roll may result in the other Allied ground, naval or air units, including
addition of certain Italian units to the U.S. or airbases. British units in France may thus operate
German force pools as allowable builds. Otherwise freely in areas of France not controlled by Axis
Italian units are dealt with as indicated below. forces, including that part of France which will
constitute Vichy France and French colonies which
47.423 Half (rounded up) of the Italian fleet factors
may come under Vichy control, until the end of the
in supplied (including partially supplied ports) Allied player turn in which France surrenders. After
ports containing German ground units are seized by
that time, any British units which still remain in
the Germans and may be used by them. These fleet
Vichy areas are eliminated. Unoccupied French
factors use the Italian nationality DRM (27.5712) if
hexes then pass to German control.
they engage in fleet combat, may be repaired if
damaged, but may not be reconstructed if lost. All CLARIFICATION: The French surrender die roll comes at
other Italian fleet factors are permanently removed the end of the turn, after the SR phase. Thus, British
from play (EXCEPTION: A “0” diplomatic result for units may not SR out of now Vichy-controlled areas once
Italy). the status of Vichy France has been determined. Such
units are eliminated.
47.424 All Italian ground and air units are removed
from the board, as are all Italian minor ally units. 47.63 Once France is conquered, the major power
The Folgore Airborne, representing fanatical Fascist which controls Paris at the end of the year receives
recruits to the SS, is then added, unbuilt, to the the BRPs for France during the following YSS (47.8).
German force pool. It may be built in any supplied, See also cooperative conquest (54.7).
German-controlled hex in Italy, and if lost may be
rebuilt in the same manner. It may overstack and 47.64 ESTABLISHMENT OF VICHY FRANCE: The
may be used anywhere on the board, but may not French diplomatic roll determines how Vichy
airdrop. It is no longer subject to the restriction in France is established and the alignment of the
24.4. All other Italian units are permanently French colonies.
removed from the game, unless added to the U.S. or
German force pools in accordance with an Italian 47.65 Normally Vichy France is established by
diplomatic result. placing half (rounded up) of each type of surviving
French unit in European France and Corsica in that
47.5 BRITAIN: area in southern France which constitutes Vichy
France. Existing fleet and air factors are totaled and
47.51 At the end of each game turn, the British halved to determine the size of the Vichy French
surrender rules are consulted and the results forces. Unbuilt French units are permanently
implemented (75). On most turns, the possibility of removed from play, as are both French airbases,
a British surrender will not arise and the British even if they were on the board when France
surrender rules need not be consulted. surrendered. Vichy French units are relocated, at
no SR cost, in Vichy France and are positioned and
47.52 OPTIONAL RULE: If all players agree prior to
later moved by the German player. Vichy French
the start of the game, the British surrender rules
units may be placed on any vacant hex in the Vichy
need not be used. Britain is then considered to be
portion of France, even adjacent to Axis or Allied
conquered if all three British objective hexes are units.
simultaneously controlled by the Axis at the end of
an Allied combat phase (72.4). CLARIFICATION: The composition of Vichy French
forces is determined after isolated ground units are
47.6 FRANCE:
removed, but French air units which find themselves
47.61 France surrenders if Paris is controlled by the illegally based because of the elimination of their airbase
Axis at the end of an Allied combat phase. move to a supplied air base (regardless of France's
Western front option) and are not eliminated prior to

88 A3R rules rewrite v.3


determining the size of the Vichy air force. The latter is Free French air units come into existence wherever
an explicit exception to 29.541. French air units are based in a French colony that
becomes Free French.
47.66 The political alignments of French colonies
are resolved as set out in Appendix II. If required, 47.68 Corsica, as an integral part of France, always
one die roll is made for Lebanon-Syria and one for becomes part of Vichy France. Any French units in
Tunisia-Algeria-Morocco. French colonies Corsica are counted in the halving process for
controlled (54.41) by the Axis when France Vichy.
surrenders are unaffected by such die rolls. They
are treated as Axis conquests until captured by the 47.69 HEX CONTROL: French-controlled hexes in a
Allies. French colonies controlled by Britain when Vichy colony are controlled by Vichy France.
France surrenders automatically become Free French-controlled hexes in a Free French colony
French. This may occur only if a French colony become British. French conquests and French-
were conquered by the Axis and reconquered by controlled hexes outside France or her colonies
Britain prior to the fall of France. become Axis-controlled, unless they are occupied
by a British ground unit or are able to trace a
47.67 French units in French colonies become Vichy supply route to a Free French colony, provided the
or Free French along with the French colonies hexes are closer to the Free French colony than to
themselves. These units are not halved. France or a Vichy colony.

47.671 FRENCH UNITS OUTSIDE FRANCE OR HER 47.691 FRENCH MINOR ALLIES: French minor allies
POSSESSIONS: French units outside both France and fight on as British minor allies.
her colonies move to the nearest French-controlled
hex in France, Corsica or a French colony. If CLARIFICATION: This includes Belgium/Luxembourg if
equidistant, the German player chooses, prior to a “0” diplomatic result for Belgium/Luxembourg is in
any colony determination die rolls. French units in effect when France surrenders.
the South Africa box move to Morocco. If moved to
47.7 RUSSIA:
France or Corsica, the units count in the halving
process for Vichy units (47.65). If the units move to 47.71 At the end of each Russian player turn, the
a French colony, they become Vichy or Free French Russian surrender rules are consulted and the
along with the colony. results implemented (74). An examination of the
Russian surrender rules will confirm that Russia
47.672 THE FRENCH FLEET: No matter where they
are located, all French fleets return to Marseilles will not offer to surrender until it has suffered
substantial territorial, economic and military
without being subject to interception by either side.
losses.
(EXCEPTION: Following a diplomatic result of “0”
for France). 47.72 OPTIONAL RULE: If all players agree prior to
the start of the game, the Russian surrender rules
CLARIFICATION: After a “0” diplomatic result, the total
need not be used, and Russia is considered to be
of all French fleets on the board is halved and rounded
conquered if Moscow, Leningrad, Stalingrad and
up to determine the number of Free French fleet factors;
Grozny are simultaneously controlled by the Axis at
halving does not take place on a per-port basis. French
the end of an Allied combat phase (72.5).
fleets in British-controlled or Free French ports become
Free French first, followed by French fleets in Vichy 47.8 BRPs FOR CONQUERED MAJOR POWERS: In each
ports. If French fleets in Vichy ports are required to make YSS after the surrender of France and Italy, the
up the number of Free French fleet factors, the Allied conquering major power receives half (rounded
player selects the required number of fleets from Vichy down) of the BRP base of the conquered major
ports of his choice. Finally, all Free French fleets move to power at the time of surrender, provided the
the nearest Allied port on their front, and may be conquering major power has retained its conquest.
intercepted by the Axis as they do so. The conquered major power’s BRP base will often
be its BRP base at the start of the scenario, but
CLARIFICATION: Thus, a Free French fleet may only
come into existence after a “0” diplomatic result, but changes to the BRP base of a major power from
growth may affect the post-conquest BRP value of

89 A3R rules rewrite v.3


that major power. In the 1941, 1942 and 1944 48. RESTRICTIONS ON FRENCH FORCES
scenarios, France is worth 40 BRPs; in the 1944
48.1 France entered the war weakened by internal
scenario Italy is worth 37 BRPs. For BRPs derived
political strife and haunted by memories of the
from Britain and Russia after their surrender, see
terrible casualties it suffered in World War I. These
the British and Russian surrender rules,
political weaknesses, which were distinct from the
respectively.
military incompetence which characterized Italy’s
47.81 Should Paris or Rome come under enemy war effort, are reflected in the following
control in the second half of a Winter turn while restrictions on the activities of French forces.
France or Italy is unconquered, the controlling
48.2 French ground units may not carry out or
major power does not receive any BRPs during the
assist in a ground attack at odds of less than 1:1,
ensuing YSS because the conquest is not effective
except as a result of a counterattack dictated by the
until France or Italy (or their allies) have had one
CRT. This prohibition extends to seaborne invasions
turn to retake the capital. A normal YSS calculation
by French ground units, but does not apply to shore
is made for France or Italy, even if their capital is
bombardment or ground support provided for
enemy-controlled. This situation cannot exist for
attacks by allies at odds of 1:2 or less, as French
any other major power.
ground units would not be involved in such attacks.
47.82 Non-French colonies, active minor allies, and
48.3 French units may not be voluntarily eliminated
conquests of a conquered major power are
(14.11).
controlled by no one and belong to the first major
power to occupy them with a ground unit 48.4 In addition to the restrictions set out above,
(EXCEPTIONS: France (47.69), Britain (75.423)). Such the following additional restrictions apply while
areas may not be occupied during a pass option, Paris is occupied by Axis ground units. These
since the hexes are not controlled. All forces of an additional restrictions do not apply if Paris is
active minor ally cease to exist when its major merely Axis-controlled rather than occupied (i.e., if
power ally is conquered (EXCEPTIONS: French an Axis unit moved through Paris and did not
minor allies (47.691) and British minor allies remain in it). While Paris is occupied by Axis
(75.53)). ground units:
47.83 When the acquisition of key cities leads to the 48.41 France may only select an offensive option on
surrender of a major power (Germany, Italy, the Western front, and must pass on other fronts.
France), the conquering major power(s) must retain (EXCEPTION: France may select an attrition option
control of the required cities for one opposition if it can make the required attack against Paris with
turn. Surrender occurs immediately after the a limited offensive (48.421).) All French fleets are
surrendering major power or its allies fail to gain inverted, and France may not make any DoW. No
control of one or more of the required cities during French units may move out of France (but they may
their combat phase. move into France).
47.84 If a major power’s capital city is enemy- 48.411 If Paris remains Axis-occupied, France may
controlled, units which wish to recapture it or not SR units during the Allied SR phase.
other key cities must be supplied from some other
supply source in order to move or advance after 48.42 French units are limited to an attack against
combat. the Axis units in Paris, as follows:
47.85 When the surrender of a major power is 48.421 Such an attack must be at odds of 1:1 or
determined by a surrender table, surrender is greater (48.2). Attacks at lower odds are prohibited,
resolved at the indicated time - either at the end of even if such attacks could theoretically lead to the
a game turn (Britain) or a player turn (Russia). recapture of Paris.
47.9 UNITED STATES: The U.S. may not be 48.422 Paris may not be attacked by French units
conquered. unless at least one attacking Allied ground unit is in
supply and eligible to advance into Paris after

90 A3R rules rewrite v.3


combat. British units adjacent to Paris could only as set out below. All the restrictions set out in 49.2
advance into Paris if Anglo-French cooperation through 49.48 are lifted immediately after the play
restrictions (49) do not apply. In rare cases, even if of Allied variant 7 or at the start of the second
prohibited from advancing into Paris after combat, Allied player turn following any one of:
a British unit could recapture Paris if it were vacant
by moving through it, either during movement or A. An Italian DoW against Britain or France, or
exploitation, despite Anglo-French cooperation B. The first Axis offensive option on the Western
restrictions. front, or
C. The first Axis DoW against a minor country on
48.43 If France lacks the BRPs to take an offensive the Western front.
option on the Western front, or is unable to obtain
1:1 odds against Paris, no attacks may be made by 49.2 PROHIBITED HEXES: British units may not
French units. This does not prevent a British attack occupy Paris, Marseilles, the city of Vichy or any
against Paris. If Axis defensive air support is Maginot hex. Passage through these prohibited
required to immunize Paris against possible hexes during movement, sea transport, exploitation
recapture, the Axis player indicates, if he wishes, or SR is allowed, but British units may not pause in
that defensive air support is being provided to the these hexes at any point in a turn, and are
Axis units in Paris. These air units may not fly any eliminated if forced to retreat into them after
other missions in that game turn, even if no attack attrition combat (16.57).
on Paris actually occurs.
CLARIFICATION: British air units may not counter-air
48.44 While Paris is occupied by Axis ground units, or intercept German defensive air support over such
French air units may only fly missions in support of hexes.
a legal ground attack on Paris. These include
ground support to assist the attack on Paris, 49.3 French units, including air and naval units,
counterair missions against Axis air units which are may not enter Britain or British colonies or
in a position to provide defensive air support for possessions, including Gibraltar. (EXCEPTIONS:
Axis units in Paris and the interception of such French units may participate in an Allied attempt to
defensive air support. French air units may not fly reconquer a British colony which has been
any other air missions while Paris is occupied by conquered by the Axis. French fleets may
Axis units. temporarily base in British-controlled ports if
forced to do so (27.181)). This restriction does not
CLARIFICATION: If developments during the Allied turn prevent French air units from flying missions over
make the attack on Paris an impossibility, the French air or into Britain or British colonies or possessions,
force may no longer carry out any missions and any provided the air units are not based in such areas.
missions in which they are engaged are aborted. French air units may SR through such areas.

48.45 If the Allies succeed in recapturing Paris, 49.4 COOPERATION RESTRICTIONS: British and
other French units on the Western front, if not French units may not stack together under any
already used in the attack on Paris, could also circumstances. This restriction prohibits the
attack during that combat phase (subject to 48.2). following:
The sequence of play must be kept in mind. France
could not change its options on other fronts or 49.41 British armor may not exploit a French
retroactively announce air or naval missions which breakthrough. If British and French units combined
were previously prohibited. French air units could in an attack (49.51), and a British unit advanced
fly ground support or intercept enemy defensive air into the enemy hex, British armor could exploit,
support during exploitation on the turn that Paris even if the British armor were adjacent only to
was recaptured, as this would occur after Paris had French units, and even if the only armor unit
been re-occupied by the Allies. involved in the original attack were French.

49.411 British and French units may not combine to


49. ANGLO-FRENCH COOPERATION
execute an overrun.
49.1 Friction between Britain and France early in
the war limits cooperation between the two powers

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49.412 British units may not enter a hex containing against enemy units on more than one hex, if
an unoccupied French bridgehead, or vice versa. British air units fly over one of the attacked hexes
and French air units fly over another attacked hex.
49.42 British air units may not provide defensive air Similarly, British air units could intercept Axis
support for French units. defensive air support over one of the attacked
hexes, even if French air units were providing
49.43 British air units may not provide air cover for ground support over another attacked hex.
French fleets.
49.55 British fleets may protect sea supply to
49.44 British air units may not base on a French
French units.
airbase counter. British ground units and fleets may
not stack with a French airbase counter. 49.56 British and French air factors modify each
other’s naval interception rolls (27.565).
49.441 British and French air units may not attack
Axis fleets in the same hex. 49.6 Movement of ground units, the flight of air
units or the operation of fleets are unaffected. Units
49.45 British and French air units may not combine
may pass through one another freely.
to provide ground support for an attack directed
against enemy units on a single hex. Similarly, 49.7 Beginning with the Allied player turn after the
British air units could not intercept Axis defensive fall of France, the restrictions set out in 49.2 to
air support in a hex in which French air units were 49.48 no longer apply. Once a Maginot Line hex is
providing ground support. occupied by Axis forces, British forces may enter it,
even if France has not fallen and the Anglo-French
49.46 British fleets may not carry or sea escort
cooperation restrictions are still in effect.
French units, nor may they provide shore
bombardment for a French invasion. 49.8 All the restrictions in 49.3 to 49.47 apply
equally with respect to France and Britain: British
49.461 British and French fleets may not sea
units may not enter French colonies, French armor
transport units into the same port.
may not exploit a British breakthrough, etc. The
49.47 British and French fleets may not attempt to same applies to the permitted activities set out in
intercept the same enemy naval activity. 49.5 to 49.55.

49.48 Britain may not lend BRPs to France (36.51). CLARIFICATION: British units may enter France if not
otherwise restricted by a specific provision.
49.5 PERMITTED ACTIVITIES: The following
activities are permitted even before the Anglo- 49.9 No restrictions apply to cooperation between
French cooperation restrictions are lifted: British and Free French units.

49.51 British and French ground units may combine 50. RUSSO-ALLIED COOPERATION
to attack enemy units, provided they do not stack 50.1 All stacking restrictions contained in 49.4 to
together.
49.47 apply equally to the stacking of Russian and
49.52 British air units may provide ground support Western Allied units throughout the game. In
for French ground attacks, provided the attacked addition, the following restrictions apply:
enemy units are not in a hex prohibited by 49.2.
British air units may also provide ground support to 50.2 Russia may not support a Western Allied
French overruns and invasions. ground attack by air or naval missions, and vice
versa.
49.53 British air units and fleets may base in French
cities and ports, other than those prohibited by 50.3 Russian and Western Allied ground units may
49.2, unless French units are in the hex.
not combine to attack the same hex. Should they
49.54 British and French air units may combine to both wish to attack the same hex, whichever side is
provide ground support for an attack directed able to bring the larger number of combat factors

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to bear (this will not necessarily be the side with 51.21 As soon as Germany and Italy are allied,
the better odds) gets to attack first (a die roll if both Italian units may be lent to Germany during any SR
sides have the same number of factors). If the first phase. No more than ten Italian factors may be
attack fails to eliminate the defending Axis units, under German control at any one time. Airbase
the other side may try a second attack. Any Axis counters may not be lent.
defensive air support which survives the first attack
remains in place for the second attack, and may not 51.22 While Italian units are lent to Germany during
be withdrawn or supplemented prior to the second the SR phase, there is no SR cost for such transfers.
attack. 51.23 An Italian unit may be lent to Germany even if
50.4 The above restrictions apply equally to Russian it is isolated or adjacent to an enemy unit.
and Western Allied associated minor country, 51.24 Once lent, Italian units may only be SRed by
minor allied and partisan units. For example, Germany; i.e., Italian SRs may not be used to SR lent
communist partisans may not stack with Western Italian units. To be moved by SR, lent Italian units
Allied partisans or other Western Allied units, nor must meet the usual criteria for SR (20.2). An Italian
may the two combine to attack the same hex or unit may be moved by SR on the turn it is lent. In
hexes in a single attack. Western Allied partisans that case, the SR could be charged against either
are under similar restrictions. Italy or Germany, depending upon whether the unit
50.5 Russian supply sources, including captured was SRed before or after it was lent.
minor capitals controlled by Russia, may not supply 51.25 The German player controls lent Italian units
Western Allied units (29.261). Russian fleets and air as if they were his own, paying for offensive
units may not base in ports and cities controlled by operations in which they participate. If eliminated,
the Western Allies, nor may Russian fleets and air lent Italian units return to the Italian force pool and
units use Western Allied ports and cities during SR. Italy must pay the BRP cost for their
These restrictions apply equally to Western Allied reconstruction. The units are then under Italian
supply sources supplying Russian units, and the use control until they are again lent to Germany. Hexes
of Russian ports and cities by Western Allied fleets gained by lent Italian units are controlled by
and air units. Germany, not Italy.
50.6 Western Allied units may not enter Russia, 51.26 The Italian airborne unit may airdrop only if
even to reconquer Axis-controlled hexes and even if it is lent to Germany (24.16).
Russia has surrendered.
51.27 Lent Italian units are not counted as part of
51. GERMAN-ITALIAN COOPERATION Germany’s Eastern front garrison (58.24), nor may
51.1 Until Germany and Italy are allied (both at war they be used to oppose Murmansk convoys. Lent
against the same major power), German and Italian Italian air units may not bomb Britain (43). An
units may not enter territory controlled by the attack by lent Italian units meets the requirements
other (EXCEPTION: An Italian diplomatic result of of a German, but not an Italian, DoW (46.4).
“7” or “8+”). Their fleets may not carry units
51.28 Italy may reclaim units lent to Germany
belonging to the other. Once Germany and Italy are
during any Axis SR phase, with the transfer back to
actively allied, German and Italian units may stack
Italy being carried out in the same manner as the
together (EXCEPTION: If an Italian diplomatic result
initial lending. Italy does not require German
of “-1” is in effect when Italy enters the war).
permission to reclaim her units, but a disagreement
51.2 LENT ITALIAN FORCES: between Germany and Italy might result in the
reclaimed Italian units being unable to SR over

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German-controlled hexes (20.2). Italian units may requirement applies only to the initial setup of the
not be lent and reclaimed in the same turn. This minor country. Minor country air units which
prevents the Axis from transferring lent units to cannot legally deploy because of the presence of
Italy, using an Italian SR to move them, then enemy units or garrisoning major power air units in
lending them back to Germany. all available cities and airbases in the minor
country are eliminated (EXCEPTIONS: Iraq and
51.29 If Italy surrenders, lent Italian units are Persia (62.41, 62.71)).
removed from the board along with all other Italian
units (47.424). 53.12 If a minor country is attacked by a major
power which already has units in the minor country
52. MINOR COUNTRIES as a result of an earlier diplomatic agreement, all
52.1 At the start of the Campaign Game and 1939 major power units in the minor country at the
scenarios, the only minor country involved in the moment war is declared are automatically in
war is Poland. Other minor countries may enter the limited supply for the turn of the invasion. If the
war either by being invaded by a major power, or as attacking major power, or an ally of that major
a result of a diplomatic die roll. power, has ground units in the minor country’s
capital, those ground units are placed on a hex of
52.2 If a minor country is invaded by a major power the owning major power’s choosing adjacent to the
and survives the first turn of the invasion, that minor country’s capital. The minor country’s forces
minor country fights independently until are then deployed.
intervention by another major power in the conflict
causes the minor country to become associated 53.13 The major power which deploys the units of
with the intervening major power (55). an attacked minor country continues to select
options for the minor country and move its units as
52.3 Minor countries may also activate as allies of long as the minor country survives, or until
major powers as a result of diplomacy (56). intervention (55) or activation (56) occurs.

53. MINOR COUNTRY OPERATIONS 53.2 The forces available to each minor country are
53.1 When a major power declares war on a minor set out in the Minor Country Forces Table. Certain
country, the forces (if any) of the minor country are minor countries, such as Portugal and the Baltic
deployed by the major power opponent or potential States, have no armed forces. A player who invades
opponent of the attacker whose capital is nearest to such a minor country will be unopposed, although
the capital of the attacked minor country he still must pay 10 BRPs for a DoW.
(EXCEPTIONS: Germany always deploys and moves
53.21 [Moved to Iraq section (62.41)].
Finnish, Rumanian, Hungarian and Bulgarian units,
unless they are attacked by Italy or Germany itself. 53.3 During the attacking major power’s player
Vichy French units remain on the hexes they turn, major powers already at war with the attacker
already occupy (70.32)). may assist the minor country only by intercepting
any attacking major power naval activity directed
53.11 An attacked minor country’s forces are set up
against the minor country with available naval and
before front options are selected by the attacker. At
air units. Such interceptions do not constitute
least one minor country ground unit must be
intervention (55). Major power air units may not fly
deployed in the minor country’s capital, unless the
defensive air support for minor country ground
minor country’s capital is already occupied by two
units during the initial turn of attack (EXCEPTIONS:
ground units belonging to a major power hostile to
Automatic intervention (55.211). Allied air units
the attacking major power. This deployment

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may fly defensive air support for Belgian ground supplied by major powers at war with the attacking
units if a diplomatic result of “0” is in effect). major power. Such supply does not constitute
intervention (55).
53.4 INDEPENDENT MINOR COUNTRY TURNS: If an
attacked minor country survives the first turn of 53.7 GEOGRAPHICAL RESTRICTIONS: Prior to
attack, it takes an independent turn immediately activation as a minor ally, minor country ground
after the end of the attacking major power’s player units must remain in or adjacent to their home
turn (EXCEPTION: Automatic intervention (55.211)). country, even if the minor country is associated
The minor country turn consists only of movement, with a major power as a result of intervention
combat and unit construction. The minor country (55.2). Minor country air and naval units may not
may engage in attrition or offensive combat at no base outside their home country (EXCEPTION:
BRP cost. It may also conduct a limited offensive at Polish units may enter Germany (58.12)). Spanish
no cost. units may deploy in and enter the Balearic Islands
and Spanish Morocco; Swedish units may deploy in
53.5 UNIT CONSTRUCTION: Prior to intervention and enter Gotland; Greek units may deploy in and
(55.2), and subject to 53.51, a minor country may enter the Greek islands.
rebuild one infantry unit, at no BRP cost, each turn.
Minor country units must be rebuilt in a controlled, 53.71 Minor country ground units may attack
supplied hex in the minor country which is not in enemy units adjacent to their restricted area, but
an enemy ZoC. Minor country armor and air units, may not advance out of the area after combat. Air
when lost, are permanently eliminated and may not and naval units may operate freely from their in-
be reconstructed unless lost after the minor country bases, but, during the first player turn that
country has activated as a minor ally. Minor they have been attacked, they may operate only
country naval units may never be reconstructed. against forces attacking their home country.

53.51 Infantry losses incurred by Bulgaria, Hungary, 53.72 Units of minor countries which have activated
Rumania and Finland prior to their activation as as minor allies of a major power (56) are not subject
German minor allies, including Rumanian and to the restrictions of 53.7 and 53.71, although other
Finnish infantry losses from a border war with geographic restrictions may apply (56.4).
Russia (58.64, 58.73), may be rebuilt at the rate of
one infantry unit each turn, but Germany must pay 54. CONQUEST OF MINOR COUNTRIES
the BRP cost for such reconstruction. Such 54.1 CONQUEST: Minor countries are conquered
spending may violate the German spending limit when a hostile unit, including a partisan, occupies
only if it takes place after the border war has ended. their capital. They do not get one turn to try to
recapture it. All units belonging to such a minor
53.52 If a minor country has activated as a minor
country, wherever located, are removed from the
ally of a major power (56), all the minor country’s
mapboard at the end of the attacker’s combat
infantry units are added to the major power’s force
phase. Minor countries which are associated with
pool. Such units, and any of the minor country’s
or allied to major powers are treated in the same
armor and air units on the board at the moment of
manner. By immediately recapturing the capital of
activation, may be rebuilt by the major power at the
such a minor country, a major power would avert
normal BRP cost (56.3G). Minor ally naval units may
the loss of the minor country’s BRPs, but the units
not be rebuilt (EXCEPTION: British fleets after a
of the minor country would still be permanently
British surrender (75.52)).
removed from play.
53.6 Minor country units draw unlimited supply
54.11 MINOR COUNTRIES WITHOUT CAPITALS:
from their capitals (29.217). They may also be
Luxembourg is conquered when its single hex is

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occupied. The Baltic States are conquered when Similarly, the major power which captured the
Riga, Parnu and Tallinn are occupied. Arabia is capital in Winter would lose the BRPs if it failed to
conquered when Kaf and Jauf are occupied. Kuwait retain control of the capital. Even though one side
is conquered when Al Kuwait is occupied. or the other must eventually lose the BRPs for the
conquered minor country, both major powers
54.2 HEX CONTROL: At the end of the combat phase include them in their BRP totals to determine
in which initial conquest occurs, all hexes in a initiative and spending limits.
conquered minor country pass to the control of the
conquering major power, subject to the following: EXAMPLE: Germany conquers Belgium in Winter 1939.
France occupies Brussels in the second half of the Winter
54.21 This rule applies only to the initial conquest 1939 game turn. Both Germany and France receive 15
of neutral minor countries. Normal hex control BRPs for Belgium in the 1940 YSS, because Germany has
rules (11.21) govern whenever a minor country’s one turn to recapture Brussels. Unless Control of Brussels
capital subsequently changes hands. continued to alternate between the two sides, one side or
54.22 Hex control of active minor allies or minor the other will deduct the 15 BRPs for Belgium during
countries which are associated with a major power 1940.
is unaffected by conquest. Hex control must be 54.4 COLONIES: For the purposes of conquest, hex
established normally (11.21). control and BRPs, colonies are considered to be
54.23 Greek, Swedish, Baltic (Saare - F39) and minor countries which have been conquered prior
Spanish islands, and Spanish Morocco, come under to the start of the game. A major power conquers a
the conqueror’s control along with their controlling colony and acquires its BRPs in the next YSS by
minor countries. capturing the colony’s capital and retaining it until
the YSS.
54.3 BRPs FOR MINOR COUNTRIES: A conquered
minor country yields its entire BRP value as printed 54.41 Normal hex control rules (11.21) govern
on the mapboard to the major power which whenever a colony’s capital changes hands.
controls its capital during each YSS. If an opponent 54.42 Britain, France and Italy receive BRPs for
gains control of the capital afterward, the their colonies at the start of each scenario in which
previously controlling major power has one turn in they participate as an unconquered major power.
which to drive the opponent out of the capital and These BRPs are included in their BRP bases. If
reestablish control over it. If the previously Britain, France or Italy loses such a colony, the BRPs
controlling major power fails to do so, it loses the for the colony are deducted from the British,
BRPs derived from the minor country at the end of French or Italian BRP total at the time the colony is
the combat phase in which it fails to reestablish lost. The BRP value of the colony is also deducted
control. For BRP purposes, Luxembourg’s single hex from that major power’s BRP total during each
is considered to be its capital. For the Baltic States, subsequent YSS in which it does not control the
all three Baltic cities must change hands. colony, although its BRP base is unaffected.
54.31 If a major power loses control of the capital of EXAMPLE: In Winter 1939, Italy conquers Tunisia, and
a conquered minor country during the second half France fails to recapture it. France loses five BRPs in
of a Winter turn, both sides receive the BRPs for the Winter 1939, and deducts five BRPs from its 1940 YSS
minor country during the following YSS. The total.
previously controlling major power would lose the
BRPs for the minor country at the end of its next EXAMPLE: Britain receives BRPs for Egypt, Palestine,
combat phase if it failed to recapture the capital. Transjordan and Iraq, and thus loses BRPs if the Axis

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conquer these colonies. Britain would also deduct the EXAMPLE: In a 1942 scenario, Italy loses control of Libya
value of the conquered colonies from its future YSS BRP in Fall 1942. Italy loses five BRPs in 1942, and deducts five
totals. The conquering Axis major power would gain BRPs during each subsequent YSS unless it regains
BRPs for each of the conquered colonies. If Britain control of Libya. In a 1941 scenario, Russia loses control
reconquered the colonies during a subsequent year, the of eastern Poland in Fall 1941. Russia loses 10 BRPs is
conquering Axis major power would lose the BRPs for 1941, but does not lose any additional BRPs in the 1942
them, and Britain would no longer deduct the BRPs for YSS, because Russia did not control eastern Poland at the
them in the next YSS. start of the war and eastern Poland is not considered to
be an integral part of the Russian economy.
54.43 If a major power gains control of a colony
originally controlled by another major power, it 54.6 A major power does not lose BRPs when an
receives the BRPs for the colony during each associated minor country is lost unless that major
subsequent YSS in which it retains control of it. power received the BRPs for that minor country
These BRPs are lost if an enemy major power gains during the preceding YSS. A major power always
control of the colony’s capital and the owning loses BRPs when a minor ally is lost, because it
major power fails to regain control of the colony’s would have received BRPs for the minor ally when
capital by the end of its next combat phase. it activated (56.3F) and during each subsequent YSS.

54.44 Except for hexes actually controlled by the EXAMPLE: Germany attacks Norway in Spring 1940.
Axis (11.21), French colonies which become Free Britain intervenes and Norway survives as a minor
French after the fall of France and Vichy French country associated to Britain for several turns before
colonies which become Free French after a Vichy Germany conquers it in Winter 1940. Britain does not lose
diplomatic result of -1 come under British control. 10 BRPs, because it never received any BRPs for Norway.
Once Britain assumes control of a French colony If Norway survived until 1941, Britain would receive the
which becomes Free French after the Axis conquest Norwegian BRPs during the 1941 YSS, but would lose
of France, any subsequent Axis conquest of the them if Germany conquered Norway during 1941.
colony would be governed by 54.41.
54.7 COOPERATIVE CONQUESTS: Whenever two or
54.5 NEWLY ACQUIRED MINOR COUNTRIES AND more major power allies have participated in the
COLONIES: In the Campaign Game and 1939 conquest or reconquest of a major power (73.5),
scenarios, Britain, France and Italy control certain minor country or colony, or have both intervened
colonies at the start of the game. Other minor in a minor country, any BRPs derived from that
countries come under major power control during action may be shared during the next YSS in any
the course of play. In the 1940, 1941, 1942 and 1944 manner agreed at the time of conquest (73.6). Once
scenarios, conquered, associated and allied minor the proportions have been agreed, they may not be
countries and controlled colonies are listed in the changed in a subsequent YSS. If the allies are
Appendix dealing with each scenario. The YSS for unable to agree, the BRPs are shared equally,
the starting year of these scenarios has already dropping fractions. If one of the allies subsequently
taken place, and the BRPs for these minor countries surrenders, the surviving participant(s) receive all
have already been added to the totals for the major the BRPs during the next YSS, providing it still
powers involved in the scenario. If these minor controls the area in question. The capital of the
countries are lost, BRPs are deducted as described conquest is controlled by the major power that first
above (54.3). BRPs for colonies are deducted in advances into it. Control over all other hexes may
subsequent YSS only if the colony was controlled by be assigned between the cooperating allies in any
the owning major power at the start of the war way they wish.
(54.42).

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CLARIFICATION: The degree of “participation” required recapture it. Italy would again receive the BRPs for
for a cooperative conquest is very little. There is no Yugoslavia during the next YSS. If neither Germany or
requirement that participation take place on the turn of Italy immediately recaptured Belgrade, Italy would lose
conquest. For example, if Italy conducted an attrition the BRPs for Yugoslavia and Yugoslavia could then be
option against French units at any time before the fall of reconquered by either or both Axis powers. Note that if
France, Germany and Italy may apportion the French Axis units eliminated the partisans in Belgrade during
BRPs at the time of conquest. As another example, if the reconquest but did not advance into the city, control
German air units in Sicily protect a sea supply line to of Belgrade would revert to Italy.
Italian armor in North Africa, and the armor captures
Cairo, this allows a cooperative conquest of Egypt. 55. INTERVENTION IN MINOR COUNTRIES
55.1 After an attacking major power has finished its
54.8 A major power which conquers an area may
player turn, the attacked minor country takes an
not transfer the BRP production of the area to an
independent turn (53.4) (EXCEPTION: Automatic
ally, nor may it transfer control of any objectives or
intervention (55.211)).
any other hexes in that area to an ally (11.24). Such
changes may only occur during a cooperative 55.2 INTERVENTION: Any major power opponent of
conquest (11.221), or as a result of a reconquest. an attacking major power may intervene on behalf
of an attacked, unconquered minor country by
EXAMPLE: Italy may allow German units to enter
sending ground, naval or air units into the minor
Albanian hexes, but those hexes and Albania remain
country during the movement, combat or SR phase
under Italian control. If the Allies conquered Albania and
of its turn. Intervention has occurred if intervening
the Axis jointly reconquered it, either Germany or Italy
units move into the minor country during the
could control Albania.
movement phase, even if they move out of the
EXAMPLE: Italy, acting on its own, conquers Yugoslavia. minor country during the SR phase of the same
A German unit later enters Belgrade. Italy retains the turn. Interception of the attacker’s naval activities
Yugoslavian BRPs and Belgrade remains an Italian- on the initial turn of attack (53.3), the supply of the
controlled objective. minor country’s units (53.6) or the conduct of a
naval or air mission in a hex of the minor country
EXAMPLE: The Axis make a cooperative conquest of does not constitute intervention. An airbase
Yugoslavia. Whichever major power advanced units into counter may be placed in a fully supplied minor
Belgrade would control it (15.53). The Yugoslavian BRPs country hex as soon as intervention has occurred,
would be split in any agreed manner. If the Allies but may not be placed prior to intervention even if
subsequently occupied Belgrade and held it for one Axis such placement would facilitate intervention.
turn, the Yugoslavian BRPs would be lost to the Axis. If
one Axis major power then reconquered Yugoslavia by CLARIFICATION: Hexes in the minor country are not
retaking Belgrade, Yugoslavia would become the fully supplied until after the initial supply determination
conquest of that Axis major power alone, regardless of phase.
any previous arrangements made during the cooperative
CLARIFICATION: A major power may intervene in a
conquest. If units of the other Axis major power
minor country by tracing supply into it. Thus, air units
participated in the reconquest by being in or attacking
staged to cities in the minor country or transported into
any Yugoslav hex, the reconquest would be cooperative
the minor country could operate during the combat
and a new arrangement to split the BRPs would be made.
phase and air units could legally SR into the minor
EXAMPLE: Italy controls Belgrade and received the BRPs country and operate during the opponent's turn. If sea
for Yugoslavia during the preceding YSS. Partisans supply is used to intervene, the opponent has an
capture Belgrade, and German units immediately opportunity to cut the sea supply line. If air units are

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staged into the minor country to intervene, they would 55.3 If intervening units move into a minor country
not be able to help defend a sea supply line traced into during a game turn in which the minor country has
the minor country during the initial supply already taken an independent turn (53.4), the minor
determination phase (29.45). country’s forces, having already had their turn,
may not move or participate in any attacks made by
55.21 A major power which is not already at war the intervening major power. The minor country
with the attacking major power must declare war units are unaffected by any combat results
on the attacker before it may intervene. involving the intervening units, even if they are
55.211 Intervention is automatic if an opposing stacked with such units.
major power already has units in the attacked CLARIFICATION: An associated minor’s units may not
minor country as a consequence of an earlier move by SR, nor may its fleets cross front boundaries
diplomatic result (56.66). when they change base (27.212).
55.22 ASSOCIATED MINOR COUNTRIES: Intervention
56. MINOR ALLIES
results in the minor country being associated with
the intervening major power, with the following 56.1 Minor countries may become minor allies of
consequences: major powers only as a result of diplomatic die
rolls. Intervention on behalf of a minor country
A. The intervening major power controls all hexes results only in the minor country becoming
controlled by the associated minor country, and is associated with the intervening major power (55),
considered to have controlled such hexes from the and does not make that minor country a minor ally.
start of the player turn of intervention. Major powers may acquire minor allies as follows:
B. The associated minor country’s units are moved
by the intervening major power. 56.11 GERMANY: Finland, Hungary, Rumania,
C. The units of the intervening major power and the Bulgaria, Yugoslavia, Greece, Turkey, Iraq, Persia,
associated minor country may stack together. Poland, Sweden, Ukraine, Vichy France and Spain.
D. The intervening major power and the associated
56.12 ITALY: Greece, Turkey, Iraq, Persia and Spain.
minor country move in unison, selecting the same
front options. 56.13 WESTERN ALLIES: Turkey, Vichy France.
E. The area restrictions on the operation of the
associated minor country’s units set out in 53.7 and 56.14 RUSSIA: Turkey. One of Hungary, Rumania,
53.71 continue to apply. Bulgaria, Yugoslavia or Greece may become a
F. The intervening major power receives the BRPs Russian minor ally as a result of Allied variant 9.
for the associated minor country in the next YSS
56.15 After activating as Axis minor allies, Hungary,
(unless the associated minor country is conquered
Rumania, Bulgaria, Yugoslavia, Greece, Turkey,
before that time).
Spain, Sweden and Vichy France may become
G. The restrictions on the reconstruction of the
Western Allied or Russian minor allies as a result of
associated minor country’s units set out in 53.5
switching sides (56.92).
continue to apply, except that the cost of
reconstruction must be paid by the major power if 56.16 Minor countries other than those listed in
it received the BRPs for the associated minor 56.11-56.15 may never activate as minor allies of a
country during the previous YSS. major power.
H. Any diplomatic limitations on the number of
major power factors allowed in the minor country 56.2 Minor countries activate as minor allies during
are negated (EXCEPTION: Finland, 56.61). the game turn in which the diplomatic die roll
which activates them is made. The minor country

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remains neutral until the start of the player turn of 56.3 ACTIVE MINOR ALLIES: Activation of a minor
their major power ally. BRPs added for minor ally country as a minor ally has the following
activation thus do not affect the determination of consequences:
the initiative during the turn of activation, nor are
the diplomatic effects of minor ally activation felt A. The major power controls all hexes controlled by
during the diplomatic phase in which the the minor ally, and is considered to have controlled
diplomatic die roll for the minor ally is made. such hexes from the start of the major power’s
player turn.
56.21 Until activated as a minor ally, minor B. The minor ally’s units are moved by the major
countries are governed by the restrictions set out in power.
rule 53. Associated minor countries are governed by C. The units of the major power and the minor ally
rule 55. may stack together.
D. The major power and the minor ally move in
EXAMPLE: Britain selects Turkey for a diplomatic die unison, selecting the same front options.
roll and obtains a “-4” result Turkey will activate as a E. The area restrictions on the operation of the
British minor ally at the start of the Allied player turn. If minor ally’s units in 53.7 are replaced with the
the Axis have the initiative, Turkey may be attacked by restrictions in 56.4 instead.
the Axis before it activates, and the provisions governing F. The major power ally receives the BRPs for the
attacks on neutral minor countries apply until Turkish minor ally at the start of its player turn. These BRPs
activation occurs at the start of the Allied player turn. continue to be added to the totals of the major ally
56.22 A minor country which is at war with a major during each YSS, subject to rule 56.35.
power may be activated as a minor ally, but only if G. The provisions of 53.52 apply to the
the activating major power is already at war with or reconstruction of the minor ally’s units. All of the
declares war on the major power which is at war minor ally’s units currently on the board, except
with the minor country. If it fails to do so, the naval units, and all previously eliminated infantry
diplomatic result is negated. A major power may units may be rebuilt, with the major ally paying the
select a lesser diplomatic result (59.91) during the BRP cost.
diplomatic phase if it anticipates that it will not or
cannot make the required DoW. This also applies to 56.31 The BRP value of Finland or Rumania is
diplomatic results that give a major power control reduced by five BRPs if the Finnish border hexes or
over hexes in a minor country. Bessarabia have been occupied by Russia (58.62,
58.72).
EXAMPLES: Russia is at war with Rumania. Germany
makes a diplomatic die roll for Rumania and achieves a 56.32 Vichy France proper yields no BRPs to its
“7+”. result. Germany must declare war on Russia major ally. Vichy colonies may, following a
immediately after activating Rumania as a minor ally. If diplomatic result of “9+” for Vichy, or if conquered
Germany is unwilling or unable to declare war on Russia, from the Allies (70.8).
the diplomatic result for Rumania is negated. A neutral 56.33 Once a minor ally is activated, its units may be
Russia makes a diplomatic die roll for Turkey and moved by SR. Such SRs count against the major
achieves a “-4” result. Germany holds the initiative and ally’s SR capacity.
declares war on Turkey but fails to conquer it. Russia
may activate Turkey if it declares war on Germany. If 56.34 Minor allies are automatically at war with all
Russia is unwilling or unable to declare war on Germany, enemies of their major ally when activated. No DoW
the diplomatic result for Turkey is negated. costs are paid. Similarly, minor allies may be
attacked at no DoW cost by major powers at war
with the major ally (46.2).

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56.35 In all scenarios major powers receive the BRPs I. RUMANIA: Rumania, Yugoslavia, eastern Europe
of their minor allies, and lose BRPs for them if they and Russia.
are conquered by the enemy or if they switch sides J. SPAIN: The Mediterranean and Eastern fronts
(56.92). (EXCEPTION: Spanish volunteers after a Spanish
diplomatic result of “5-6”, “7” or “8” may only be
56.36 Upon initial activation, minor ally units are used on the Eastern front). Spanish units may SR
placed on any supplied, controlled hex in their through the Western front.
home country. Rebuilt minor ally units must be K. SWEDEN: Sweden, Finland, Norway and six hexes
placed out of enemy ZoCs on a supplied, controlled from the Finnish border or coastline.
hex in their home country. L. TURKEY: The Mediterranean front, Bessarabia
56.4 GEOGRAPHICAL RESTRICTIONS: After initial and Russia.
placement, minor ally units may be moved and M. UKRAINE: The Ukraine.
SRed normally. The restrictions in 53.7 no longer N. VICHY FRANCE: No restrictions (EXCEPTION:
apply, but minor ally units are only permitted in Vichy French volunteers after a Vichy diplomatic
the following areas: result of “7” may only be used on the Eastern front).
O. YUGOSLAVIA: Yugoslavia, Greece, Rumania,
A. BULGARIA: Bulgaria, Yugoslavia, Greece and eastern Europe and Russia.
European Turkey.
CLARIFICATION: The Bulgarian air unit may not base CLARIFICATION: In all cases, minor ally units may
in Rumania, but it may fly missions over Rumanian attack hexes adjacent to the limit of their geographical
hexes and may prevent a Russian airdrop into Rumania. areas, but they may not advance after combat if they
B. FINLAND: Finland, six hexes from the Finnish win.
border or coastline. 56.41 [Moved to the Iraq section (62.41)]
CLARIFICATION: A Finnish unit may be sea transported
or SRed from Helsinki to Oslo, even though its route takes 56.42 [Moved to the Persia section (62.71)]
it farther than six hexes from the Finnish coastline.
C. FREE RUSSIAN UNITS (Axis variant 18): Russia 56.5 Air and naval units must always be based in
and Poland. accordance with the above restrictions, but may
D. GREECE: The Mediterranean front, but not in operate freely from their bases. Thus Spanish fleets
French North Africa or Spain. based in northern Spain and Turkish fleets based in
E. HUNGARY: Hungary, Yugoslavia, eastern Europe, Gibraltar could both operate in the Atlantic.
Poland and Russia. 56.6 Apart from a DoW, major power units may
CLARIFICATION: Hungarian units may not move or SR enter and operate in potential minor allies only if a
through Germany to reach an allowed area. Hungarian diplomatic result allows them to do so (EXCEPTION:
air could stage over Germany (or Rumania) to reach an Axis units may enter Vichy France (56.62, 70.31)).
allowed area, but could not base in these countries.
F. IRAQ: Iraq, Kuwait, Persia, Lebanon-Syria, 56.61 Once a diplomatic result allows German
Palestine, Transjordan and Arabia. ground and air units to enter Finland, Hungary,
G. PERSIA: Persia, Kuwait, Iraq, Lebanon-Syria, Rumania, Bulgaria or Yugoslavia, the hexes of that
Palestine, Transjordan and Arabia. minor country are controlled by Germany. Germany
H. POLAND: If Poland activates as a Germany minor may freely move, SR and trace supply through that
ally after a Polish diplomatic result of “8+”, Poland, minor country, subject to the constraints of the
the Baltic States and Russia. If Poland is Allied, diplomatic result for that minor country, and may
Poland or Germany (58.12). launch attacks from its territory. Any diplomatic
limitation on the number of factors allowed in a

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particular country may not be exceeded, even by 56.65 Neither Axis nor Allied units may enter
Axis units retreating after Allied attrition (16.57), or Sweden while it is neutral (EXCEPTION: Axis SRs
even after the minor has been conquered by the through Sweden after a diplomatic result of “7”).
Allies. If, following a subsequent diplomatic die roll,
the minor country activates as a German minor ally, 56.66 If a major power has units in a potential
these limitations no longer apply (EXCEPTION: No minor ally, and enemy forces attack the potential
more than five German ground/air factors may minor ally, intervention and association (but not
enter or trace supply through Finland, even after activation) is automatic and immediate if the
Finnish activation). attacking major power and the garrisoning major
power are at war. Both the units inside the minor
56.611 [Redundant.] country and other units controlled by the major
power may then assist the potential minor ally in
56.612 German units may not be placed in the repelling the attack. If the two major powers are
Finnish border hexes or Bessarabia until Germany not at war, the garrisoning units are immediately
and Russia are at war. Russian control of Bessarabia relocated to the nearest hex(es) controlled by the
does not prevent Germany from placing units in garrisoning major power outside the minor
Rumania proper, if Germany is otherwise able to do country.
so.
CLARIFICATION: Germany has gained control of the
56.62 Axis forces may operate in Vichy French hexes in a potential minor ally and the only Axis units in
territory, including Vichy colonies, although the it belong to Italy, which is at war with the Allies. If the
entry of Axis troops into and the tracing of supply minor country is attacked by the Allies, it automatically
lines through such areas adversely modifies the becomes an Italian associated minor country. Germany
Vichy diplomatic die roll. loses the BRPs for the minor country, and Italy receives
56.63 Certain diplomatic die rolls for Spain and the BRPs for the minor country in the next YSS,
Turkey allow either Axis or Allied forces to enter assuming, of course, that the Allies have not conquered it
those countries before they have activated as full by that time.
minor allies. These diplomatic results do not 56.7 An inactive minor ally which has been
activate these countries as minor allies. If a conquered (or subverted, Allied variant 9) cannot
subsequent diplomatic die roll reverses such a later be activated. Whether inactive or active, the
result, any foreign units in the country may no minor country does not get one turn to attempt to
longer attack out of the country and must be retake its capital If a major power declares war on a
removed by the end of their player turn potential minor ally, that minor country may not
immediately following the diplomatic die roll. Units later become a minor ally of that major power. A
which do not leave by the end of their next SR major power may declare war on a minor country
phase are eliminated. During its own player turn in which the major power has garrisoning units (see
immediately following the diplomatic reversal, the 53.12).
foreign major power may continue to trace supply
through the minor. 56.8 Unless already at war with Germany, Russia
may not declare war on a minor country controlled
56.64 Iraq and the Ukraine are controlled by Britain by Germany or Italy without declaring war on the
and Russia, respectively, at the start of the Axis.
Campaign Game and 1939 scenarios. Axis forces
may freely enter Iraq and the Ukraine, if able to do 56.81 German garrisons in Finland and Rumania do
so in the normal course of events, regardless of the not prevent Russian subversion (Allied variant 9) of
status of those areas as minor allies. an otherwise eligible minor country.

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56.9 In addition to the normal rules of conquest for 57. GERMAN ECONOMIC PENETRATION OF
minor countries, certain Axis minor allies may MINOR COUNTRIES
surrender or switch sides as a result of a diplomatic
57.1 When Germany obtains an economic interest in
die roll.
a minor country, some or all of the minor country’s
56.91 SURRENDER: If a minor ally surrenders, all its BRPs are added to the German total at the start of
units are immediately and permanently removed the Axis player turn. Germany may obtain such an
from play. Hex control and BRPs for the minor ally economic interest as follows:
are unaffected by surrender.
57.2 WITHOUT HEX CONTROL: Germany may obtain
56.92 SWITCHING SIDES: If a minor ally switches an economic interest in the following minor
sides, it becomes a minor ally of the Allied major countries, without gaining control of that minor
power which placed the greatest number of DPs in country’s hexes or being able to move units into
it (a die roll if tied). that minor country, after the following diplomatic
results:
56.921 All minor ally units stacked with Axis units,
as well as all minor ally units which are not on the A. BULGARIA: After a diplomatic result of “4” (5
board, are permanently eliminated. The remaining BRPs) or “5” (10 BRPs).
minor ally units remain on the board and become a B. HUNGARY: After a diplomatic result of “2” (5
part of the controlling Allied power's force pool BRPs) or “3” (10 BRPs).
during the diplomatic phase (59.4). If Axis units C. RUMANIA: After a diplomatic result of “3” (5
occupy the capital of the minor ally, the Allies have BRPs) or “4” (10 or 15 BRPs, depending on the
one turn to gain control of the capital. If the capital status of Bessarabia).
is not controlled by the Allies at the end of the next D. YUGOSLAVIA: After a diplomatic result of “5” (5
Allied combat phase, all the units belonging to the BRPs) or “6” (10 BRPs).
minor ally are eliminated. (EXCEPTION: After a
diplomatic result of “-1” for Vichy France, the Axis 57.21 The Campaign Game and 1939 scenarios begin
must control both Vichy city and Paris to eliminate with Germany having an economic interest in
the Vichy French units.) Finland (a diplomatic result of “1-2” for Finland is
in effect). This reflects Finland’s proximity to the
CLARIFICATION: Any minor country units on the map Swedish iron ore fields. Germany does not receive
that find themselves in “illegal” areas after switching any BRPs from Finland.
sides, such as Vichy French units in Russia (50.6), are
eliminated (but not permanently). 57.22 Once Germany has an economic interest in a
minor country (including Finland), Russia may only
56.922 All hexes not occupied by Axis units become declare war on that minor country (without
Allied-controlled. declaring war on Germany itself), after a Russian
diplomatic result of “0” or less. Germany may then
56.923 The BRPs for the minor ally are immediately announce its support for the minor country,
added to the total for the controlling major power. whereupon Russia must either declare war on
If Axis units occupy the capital of the minor ally, Germany at a cost of 35 BRPs or back down and lose
the Allies have one turn to gain control of the the 10 BRPs it spent for the DoW against the minor
capital. If the minor’s capital is not controlled by country. A German economic interest does not
the Allies at the end of the next Allied combat prohibit Russian attacks on Bessarabia (58.63) or
phase, the BRPs are lost. Similarly, the BRPs are lost the Finnish border hexes (58.73).
by the Axis only if they do not control the minor’s
capital by the end of the next Axis combat phase.

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57.23 If Germany fails to support a minor country in option on the Eastern front (EXCEPTION: An “8+”
which it has an economic interest against a Russian diplomatic result for Poland). No German BRPs are
attack, it immediately loses the BRPs it previously expended for this option, although it counts as an
received for that minor country. Similarly, a Axis offensive option for the USAT (76). Germany is
Western Allied conquest of a minor country in not required to make any attacks against Poland in
which Germany has an economic interest results in Fall 1939 or on any subsequent turn. Britain sets up
an immediate BRP loss to Germany. and controls Poland.

57.3 WITH HEX CONTROL: A more favorable 58.12 If Poland survives Germany’s initial attack,
diplomatic result for Germany in Bulgaria, Poland and Russia move at the same time. Poland
Hungary, Rumania and Yugoslavia than those set may take independent offensive or attrition options
out above allows Germany to obtain both an in the east at no BRP cost. These options may only
economic interest in the target minor country and be directed against the Axis, even if Russia has
control of that minor country’s hexes. Once this occupied eastern Poland. The Nazi-Soviet partition
occurs, Russia may not attack that minor country line has no effect on Polish units or their
without a DoW against Germany. German control of movement. Polish units may enter any hex in
Rumania or Finland thus prevents a Russian attack Germany or remain in Poland. Polish BRPs do not
on Bessarabia (58.63) or the Finnish border hexes count toward the Allied totals for determination of
(58.73), respectively. But see 58.64 if this happens the initiative (9.11) until 1940 (58.13). If Russia
while a border war is ongoing. enters eastern Poland on an attrition option, it
makes an attrition die roll against Poland only if
57.4 If Germany obtains an economic interest in a one or more Russian units are adjacent to a Polish
minor country which is at war with Russia, it must unit east of the partition line.
declare war on Russia or forfeit the economic
interest. Similarly, if Germany gains control of the 58.13 If Poland survives to the 1940 YSS, the 20
hexes in a minor country which is at war with Polish BRPs are added to the Allied total (but not to
Russia, it must declare war on Russia or forfeit the Britain or any other Allied major power, unless
hex control. intervention (55) has occurred). During each YSS in
which Warsaw is controlled by regular Polish forces
57.5 Certain other diplomatic results provide for (not partisans), Britain receives one DP
some minor countries to become associated to (EXCEPTION: An “8+” diplomatic result for Poland).
major powers without the need for intervention.
The successful major power would then receive the 58.14 Russian troops may cross the partition line
BRPs for the minor country in the next YSS. and enter western Poland if Russia is at war with
However, a major power may not receive BRPs for a Germany, but this does not constitute intervention.
minor country without controlling the minor All Russian-Allied cooperation problems (50) apply,
country other than as set out in 57.2, above. and the Polish BRPs continue to add to the Allied
totals independently. Polish and Russian options
58. POLAND AND EASTERN EUROPE must be compatible once Russia has joined the
58.1 POLAND: Allies.

58.11 The Campaign Game and 1939 scenarios begin 58.2 GERMANY’S EASTERN FRONT GARRISON:
with Germany at war with Britain, France and
58.21 At the start of the Campaign Game and 1939
Poland. No BRP costs are paid for declarations of
scenarios, a “3-5” diplomatic result for Russia is in
war in Fall 1939 unless a major power declares war
effect. Germany must therefore maintain a garrison
on a country which was neutral when the game
of at least 10 ground combat factors on the Eastern
began. In Fall 1939, Germany has a free offensive

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front in order to prevent a Russian violation of the 58.31 Eastern Europe consists of eastern Poland (10
Nazi- Soviet pact. BRPs), the Baltic States (15 BRPs), Bessarabia
(Rumania east of the Eastern front boundary) (five
58.22 The number of German ground factors BRPs) and the three Finnish border hexes
required to prevent a Russian declaration of war (A46/B45/C44) (five BRPs). The line running from
against the Axis may be altered by the Russian the north edge of the board to the Black Sea is the
diplomatic result currently in effect. If a result of partition line agreed to in the Nazi- Soviet pact of
“1-2” is in effect, 20 ground factors are required; a August 1939.
result of “0”, 30 ground factors; a result of “-1”, 40
ground factors; a result of “-2”, 50 ground factors. If 58.32 All four parts of eastern Europe are treated as
a result of “-3” is in effect, a Russian DoW cannot be separate areas for the determination of conquest
prevented. If a result of “6-7” or “8+” is in effect, no and reconquest (54.4).
German garrison is required.
58.33 The Russian occupation of a part of eastern
CLARIFICATION: The size of the German garrison is Europe does not make that area part of Russia for
calculated immediately before a Russian DoW; the purposes of unit construction, partisans,
fluctuations during the previous Axis turn are irrelevant. weather or movement.

CLARIFICATION: A Russian reaction roll (made at the 58.34 When the Axis and Russia go to war, either
beginning of the Allied turn, 59.7) that causes the Eastern side may enter any part of eastern Europe occupied
front garrison requirement to increase allows Russia to by the other. If the Baltic States are still neutral,
DoW Germany on that turn if the existing garrison fails their occupation must still be preceded by a DoW
to meet the new garrison requirement. Therefore, a (10 BRPs).
Germany that anticipates an adverse Russian reaction
must increase its garrison in advance. 58.4 EASTERN POLAND:

58.23 In addition, German ground factors in excess 58.41 Eastern Poland consists of the portion of
of the required number may modify the diplomatic Poland east of the partition line. Eastern Poland is
die roll for Russia. treated as an entity separate from western Poland
throughout the game. It has a value of 10 BRPs,
58.24 When determining the size of the German distinct from the 20 BRPs for Poland. It is
garrison on the Eastern front, German units in conquered when Vilna, Brest-Litovsk and Lvov are
Finland are counted; German units in Rumania, controlled by the conquering major power, even if
Sweden and Turkey are not, nor are Italian and Poland itself remains unconquered.
minor ally units anywhere. The size of the German
garrison is determined as required during play. 58.42 In Fall 1939, German units may move across
the partition line into eastern Poland, but may not
EXAMPLE: Germany has a garrison of 30 ground factors remain there at the end of their turn unless
at the start of the Spring 1941 game turn, giving it a +1 Germany has declared war on Russia in Fall 1939
modifier on the Russian diplomatic table. By the end of (compliance with this restriction may require the
the Axis player turn, builds and SRs have increased the voluntary elimination of German units: 20.9).
garrison to 70 ground factors. If Russia were to make a (EXCEPTION: An “8+” diplomatic result for Poland.)
reaction die roll at the start of its player turn (59.7),
Germany would receive a +3 modifier, reflecting the 58.43 In Fall 1939, Russia may occupy eastern
increased size of the garrison at the time of the reaction Poland. Russian entry into eastern Poland does not
die roll. require a DoW or an offensive option. Russian units
may not move across the Polish partition line
58.3 EASTERN EUROPE: unless Russia is at war with Germany. German and

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Russian units ignore each other’s ZoCs. Once Russia frontier, and the remainder of Rumania is worth 10
has conquered eastern Poland, hex control is BRPs until the YSS following Bessarabia’s
automatically determined by the partition line. reconquest by the Axis. Should the Axis later
reconquer Bessarabia, it is reincorporated into
58.44 If Russia does not occupy eastern Poland in Rumania, and Rumania is restored to its full value
Fall 1939, either the Axis or Russia may do so on any of 15 BRPs. If Russia later conquers the rest of
subsequent turn (EXCEPTION: Russia may not Rumania, Rumania and Bessarabia remain separate
occupy eastern Poland if the current diplomatic until a later Axis reconquest of both.
result for Russia is “6-7” or “8+”). Neither side need
make a DoW or employ an offensive option to carry CLARIFICATION: If Germany has obtained an economic
out this action. The Axis occupation of eastern interest in Rumania that gave it Rumania's full BRP
Poland gives the Allied player the option to make a value and Russia then seizes control of Bessarabia,
Russian reaction die roll (59.7). Once one side has Germany must gain control of Bessarabia at the end of its
entered eastern Poland, the other side may not do next combat phase or lose five BRPs.
so until the Axis and Russia are at war.
58.63 If Russia wishes to occupy Bessarabia, Russia
58.5 THE BALTIC STATES: announces this intention by demanding Bessarabia
at the start of its player turn, at the same time as it
58.51 The Baltic States are a minor country worth announces DoWs. Russia may demand Bessarabia
15 BRPs. Occupation of the Baltic States requires a only if the current Russian diplomatic result is “3-
DoW (10 BRPs), but no offensive option is necessary. 5” or less. If Rumania concedes Bessarabia to Russia,
The Baltic States do not deploy forces if attacked. no war breaks out between Russia and Rumania and
They are conquered when Riga, Parnu and Tallinn Russia gains control of Bessarabia. Once Rumania
are controlled by the conquering major power. concedes, Russia may not renounce its claim. If
58.52 Germany may not declare war on the Baltic Rumania resists a Russian demand for Bessarabia,
States in Fall 1939, but Russia may do so. If Russia Russia may either back down or immediately begin
does not declare war on the Baltic States in Fall a border war with Rumania without the need for a
1939, either the Axis or Russia may do so on any formal DoW costing 10 BRPs. This Russian action
subsequent turn (EXCEPTION: Russia may not does not count as a modifier for the USAT. Germany
declare war on the Baltic States if the current decides whether Rumania resists Russian demands.
diplomatic result for Russia is “6-7” or “8+”). 58.631 Once the border war has started, Rumania
Neither side need employ an offensive option to may either renounce its claim to Bessarabia at the
carry out this action. An Axis declaration of war on start of its independent turn (53.4) or continue
the Baltic States gives the Allied player the option fighting. This procedure is then repeated for the
to make a Russian reaction die roll (59.7). Once one duration of the border war. Russia may renounce its
side has declared war on and entered the Baltic claim during the declaration of war phase of any
States, the other side may not enter the Baltic subsequent Russian player turn, and Rumania may
States until the Axis and Russia are at war. renounce its claim at the start of any subsequent
58.6 BESSARABIA: independent Rumanian turn.

58.61 Bessarabia is worth five BRPs and is 58.64 If Russia engages in a border war with
conquered when Cernauti and Kishinev are Rumania for Bessarabia, at least six Rumanian
controlled by the conquering major power. ground units, including the two 2-3 Rumanian
infantry units, must deploy in Bessarabia. Russian
58.62 If Russia conquers Bessarabia, the Eastern units may only enter Bessarabia. The provisions of
front boundary becomes the new Rumanian rule 53 apply to Rumanian units. The war ends

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when either side renounces its claim to Bessarabia part of Rumania and may no longer be separately
or when Russia controls both Bessarabian cities at attacked by Russia.
the end of a Rumanian combat phase. If Rumania
voluntarily withdraws all its units from Bessarabia, 58.67 Bessarabia, if unconquered by Russia when
it is considered to have renounced its claim and the Germany and Russia go to war, remains part of
border war ends. Rumania, and may not be entered by Russia without
a separate DoW (10 BRPs) against Rumania. This
CLARIFICATION: During a border war, Russian air units requirement for a separate DoW is lifted if Russia is
may only fly missions over Bessarabia. Russian ZoCs do at war with Germany and Rumania has activated as
not extend into the rest of Rumania. a German minor ally.

CLARIFICATION: If Russia renounces its claim, it may 58.7 THE FINNISH BORDER HEXES:
later renew it and make a second claim, if it is otherwise
allowed to do so. 58.71 The Finnish border hexes are worth five BRPs
and are conquered when all three hexes are
CLARIFICATION: If Germany gains control of Rumania controlled by the conquering major power.
diplomatically (57.3) while a border war is ongoing, and OPTIONAL: These hexes are considered to be
neither side renounces their claim to Bessarabia, 56.22 mountain terrain (5.1).
applies.
58.72 If Russia conquers the Finnish border hexes,
58.641 Rumania may rebuild one infantry unit each the remainder of Finland is worth five BRPs until
turn after the outbreak of war, whether or not the the YSS following the reconquest of the Finnish
war is continuing, but Germany must pay the BRP border hexes by the Axis. Should the Axis later
cost of such reconstruction (53.51). Surviving reconquer the Finnish border hexes, they are
Rumanian units remain on the board, and are reincorporated into Finland, and Finland is restored
controlled by the German player. to its full value of 10 BRPs. If Russia later conquers
the rest of Finland, Finland and the Finnish border
CLARIFICATION: If Germany or Italy declares war on hexes remain separate until a later Axis reconquest
Rumania after a border war, Russia redeploys and of both.
controls the Rumanian units.
58.73 If Finland resists a Russian demand for the
58.65 RUSSIAN DoW ON RUMANIA: Russia may only Finnish border hexes, war may break out between
attack Rumania proper if allowed to do so by a Russia and Finland in the same manner as set out in
Russian diplomatic result of “1-2” or less. If 58.63. At least one Finnish ground unit must deploy
Germany has an economic interest in Rumania, a in each Finnish border hex. The conflict between
Russian diplomatic result of “0” or less is required. Russia and Finland is subject to the same rules and
An attack on Rumania proper requires an restrictions and ends in the same way as a Russo-
expenditure of 10 BRPs for a DoW. If Russia attacks Rumanian war over Bessarabia (58.64).
Rumania before it has occupied Bessarabia,
Rumanian units may set up in Bessarabia. 58.74 At the start of the Campaign Game and 1939
scenarios, Germany has an economic interest in
58.66 Once Rumania is under German control, Finland, and Russia may not attack Finland proper
Bessarabia remains part of Rumania and may no unless allowed to do so by a Russian diplomatic
longer be separately attacked by Russia. result of “0” or less. Once Finland is under German
CLARIFICATION: If Germany DoWs Rumania before control, the Finnish border hexes remain part of
Russia has demanded Bessarabia, Bessarabia remains Finland and may no longer be separately attacked
by Russia.

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58.75 The Finnish border hexes, if unconquered by 59.2 ALLOCATION OF DPs: After determining the
Russia when Germany and Russia go to war, remain total number of DPs available, each major power
part of Finland, and may not be entered by Russia secretly records its allocation of DPs, revealing
without a separate DoW (10 BRPs) against Finland. them during the ensuing year. In a multi-player
This requirement for a separate DoW is lifted if game, a player may, but need not, consult with
Russia is at war with Germany and Finland has other players and inform them of his allocations.
activated as a German minor ally.
59.21 DPs may, subject to the restrictions set out
59. DIPLOMACY below, be allocated to the U.S. and any of the
countries listed in Appendix II. A major power may
59.1 DIPLOMATIC POINTS (DPs): During the opening
allocate DPs to itself.
setup of each scenario, including the Campaign
Game and 1939 scenarios, after the deployment of 59.22 No major power may place more than half
all units, each major power receives a basic (rounded up) of its DPs in a single country. Belgium
allotment of DPs. During each subsequent YSS, DPs and Luxembourg are considered to be one country
are similarly received and committed immediately for diplomatic purposes.
after BRP calculation, and before SW construction.
The basic allotments are: 59.23 Russia may allocate DPs only to Balkan
countries (Bulgaria, Hungary, Rumania, Yugoslavia
Germany, Britain, U.S.: 3 each; and Greece), Persia, Japan, Sweden, Finland,
Italy, Russia, France: 2 each. Turkey, the Ukraine and itself. Russia may only
allocate DPs to a Balkan country if it controls a
59.11 Each major power receives an additional DP
supplied hex adjacent to any one of them during
for every 100 BRPs available to it during the YSS
the YSS.
(EXCEPTIONS: Games that start in 1939 (59.12), and
the U.S. before it is at war (59.24)). The number of 59.24 Before it is at war, the U.S. may only allocate
additional DPs thus acquired may not exceed the DPs to the extent that it is allowed by the USAT
major power’s basic DP allocation. The acquisition Table (76).
of these DPs is automatic and does not require any
BRP expenditure. 59.25 DPs may only be placed in Poland during the
opening setup of the Campaign Game and 1939
59.12 During the opening setup of the Campaign scenarios.
Game and 1939 scenarios, each major power
receives only its basic allotment of DPs. Additional 59.26 DPs may only be placed in the U.S. during the
DPs may not be gained during the opening setup of opening setup of the Campaign Game and 1939
the Campaign Game and 1939 scenarios. Additional scenarios and the 1940 and 1941 YSS. Russia may
DPs are gained at the start of the 1941, 1942 and not place DPs in the U.S.
1944 scenarios.
59.27 DPs may only be placed in Japan during the
59.13 The DPs available to each major power are 1941 YSS.
also increased or decreased by various military and
59.28 Although a normal diplomatic die roll may
political developments, as set out in Appendix I.
not be made for Russia during 1939, DPs may be
Once a DP is gained in the YSS, it is not lost if
placed in Russia during the opening setup of the
control of an area that granted that DP is lost
Campaign Game and 1939 scenarios, in order to
during the year. DPs allocated to targets remain in
modify a possible Russian reaction die roll (59.7).
play for the remainder of the year.

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59.29 DPs may not be placed in Vichy France during make a diplomatic die roll if Germany does not do
a YSS in which France is still unconquered. so.

59.3 DPs may not be accumulated from year to year, 59.412 Of the Western Allied powers, Britain has the
either by the major power generating them or in a first option to make a diplomatic die roll. France
recipient, so there is no point in leaving DPs may only make a diplomatic die roll if Britain does
uncommitted. At the end of each year, all DPs are not do so. The U.S. may only make a diplomatic die
eliminated, even in recipients which were not roll if Britain and France do not do so.
selected for a diplomatic die roll.
59.42 Each major power making a diplomatic die
59.31 A major power cannot begin a year with a roll selects and announces its target before major
negative number of DPs. In such a case, no DP powers reveal the number of DPs that they placed
deficit is carried forward to the next year, nor is in any of the selected targets. Major powers then
there any other diplomatic penalty. The major decide, in the same order that they named targets
power simply cannot allocate any DPs during that (59.41) whether they will engage in covert
year. If a major power is conquered, its DPs remain operations to remove enemy DPs (59.43) before any
in play for the remainder of the year. diplomatic die rolls are actually made.

59.4 DIPLOMATIC DIE ROLLS: At the start of each 59.43 COVERT OPERATIONS: Covert operations
game turn, immediately after determining the allow a major power to negate either one or two
initiative, the Axis, Western Allies and Russia enemy DPs during the diplomatic phase,
(whether neutral or not) may each make one immediately after an opponent has selected his
diplomatic die roll. Diplomatic die rolls are made at target and the number of DPs in that target have
no BRP cost. Diplomatic rolls are made after all been announced. Enemy diplomatic effects in the
targets have been named, in the order the targets United States (59.8) may be similarly opposed.
were named (59.41, 59.42).
59.431 COVERT OPS CAPABILITIES: Germany, Italy
EXCEPTIONS: Germany may additionally make die rolls and Britain each gain a covert operation capability
for Bulgaria, Hungary, Rumania and Finland (59.52), and of one in the 1940 YSS. Russia gains a covert
in certain cases, Vichy (70.91). While neutral, Russia may operation capability of two at the same time. These
additionally make reaction rolls each turn at the capabilities are not renewed each year. Once a
beginning of an Allied turn (59.7). DPs allocated to the major power uses its covert operation(s), the
U.S. do not require die rolls (59.8). capability is exhausted for the remainder of the
game.
59.41 The coalition which has the initiative (9.11)
selects its diplomatic target first. If the Axis have 59.44 CONDUCTING COVERT OPS: Covert operations
the initiative, either Germany or Italy selects a are permitted only if at least one “friendly” DP was
diplomatic target and announces its selection. placed in the target in the current year. Germany
Britain, France or the U.S. then selects a diplomatic and neutral Italy, and the Western Allies and
target and announces its selection. Finally, Russia neutral Russia, are considered “friendly” for the
selects a diplomatic target and announces its purposes of covert operations. Thus Germany may
selection. If the Allies have the initiative, the same conduct a covert operation based on a neutral
procedure is followed, with the Western Allies Italian DP, and a neutral Russia may conduct a
selecting first, then Russia and finally the Axis. covert operation based on a Western Allied DP.
Similarly, Britain and Russia may combine to negate
59.411 Of the Axis powers, Germany has the first Axis DPs in the same target if both have a
option to make a diplomatic die roll. Italy may only remaining covert operations capability, provided at

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least one of them placed a DP in the target during not make any diplomatic die rolls, but may allocate
the current year. any available DPs during the YSS.

59.441 A country which has a covert operations 59.52 Each major power (or, if it passes, its ally) may
capacity of two may choose to limit a covert select only one target each turn.
operation to negating one enemy DP so as to use its
remaining capability elsewhere. EXCEPTION: Germany may select inactive Bulgaria,
Hungary, Rumania and Finland at any time, even if it
59.442 DPs negated in Russia by covert operations selects another target in the same turn and even though
are eliminated for the rest of the year. Only it placed no DPs in them. Germany may select these
Germany may conduct a covert operation in Russia countries once per year.
when Russia makes a reaction die roll (59.7).
59.53 Once all targets are named, all DPs placed in
59.443 If all the naming player’s DPs in a target are the targets in the preceding YSS are revealed,
negated by a covert operation, no diplomatic die including those placed by major powers which have
roll is made for that target unless the opposing surrendered since the start of the year. After covert
player wishes. operation decisions are made (59.581), one die is
rolled by the player who named the target. The die
59.444 In targets in which DPs are doubled roll is increased by the total number of Axis DPs in
(Denmark, Axis DPs in Finland and the Balkans, the target, and decreased by the number of Allied
Russian subversion (Allied variant 9)), covert DPs in the target.
operations negate enemy DPs after the doubling has
occurred. 59.54 German and Italian DPs are combined even if
Italy is still neutral. Western Allied and Russian DPs
EXAMPLE: Germany has two DPs in Rumania, and are combined only if Russia is at war with the Axis
Russia conducts a covert operation after Germany has (EXCEPTION: Western Allied and neutral Russian
selected Rumania as a diplomatic target. Russia opts to DPs are combined in Japan and in a neutral Russia
use both of its covert operations (59.441). The German in 1944 and thereafter). If Russia is neutral, the
DPs are doubled to four, then reduced to two. Allied total is the greater of all Western Allied or
59.45 Covert operations may not be used in targets Russian DPs. The remaining DPs are disregarded.
named by a friendly country. A player may 59.55 In addition to DPs, the modifications set out in
therefore not name a target, then use his covert the applicable diplomatic table are taken into
operation capability to negate opposing DPs in account in determining the modified diplomatic die
order to increase his chances of a successful result roll result. A diplomatic die roll is not affected by a
(although he could do so if his opponent named the diplomatic result which occurred during the same
target). diplomatic phase, although a Russian reaction die
59.5 A major power may only select a diplomatic roll (59.7) may well be affected by diplomatic events
target in which it has placed DPs in the preceding which occurred earlier in the turn. The results are
YSS (EXCEPTION: Inactive German minors (59.52)). implemented as set out in the applicable diplomatic
DPs placed by an ally are not sufficient. table.

59.51 A major power whose capital is controlled by 59.56 A target may only be named for a diplomatic
the enemy may not make a diplomatic die roll, die roll once each game year, even when there is
although its DPs remain in play for the year, even if one diplomatic table for a minor country before it
it surrenders. A conquered Britain or Russia may activates as a minor ally and another for after it
activates. Similarly, Vichy France could not be

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selected in the same year in which France roll if the Allies choose to make one (which would
surrendered. have to be based on some other change in the
Russian diplomatic table). All applicable modifiers
59.57 Russia may not be named for a diplomatic die are considered, and the result is immediately
roll in 1939, although DPs may be placed in Russia implemented.
during the opening setup of the Campaign Game
and 1939 scenarios. Sweden and Yugoslavia may not 59.71 For greater clarity, the following actions give
be named by Russia for a diplomatic die roll until the Allies the option of making a Russian reaction
Russia is at war with Germany, although Russia may die roll (see the diplomatic table for Russia for
place DPs in either country while neutral. This greater detail):
prohibition does not apply to the Western Allies.
A. The Axis occupy eastern Poland.
59.6 For certain countries, diplomatic results are B. The Axis declare war on the Baltic States.
triggered by events other than their selection for a C. Germany obtains an economic interest in the
diplomatic die roll. Balkans. This applies only to the first German
economic penetration of a minor country which
59.61 A diplomatic die roll is made immediately negates the +1 modification for Russia resulting
when France or Italy is conquered. from any one of Bulgaria, Hungary, Rumania and
59.611 Only the side which has fewer DPs in France Yugoslavia not being subject to Axis economic
or Italy may utilize their covert operation capability penetration or control.
(59.43) to negate opposing DPs at the time of French D. Each time the Axis attack or gain control of
and Italian surrender (in effect, the side with more Bulgaria, Hungary, Rumania or Yugoslavia.
DPs in the target is deemed to have named it). E. The Axis declare war on or gain control of
Turkey.
59.62 A diplomatic die roll is made for Denmark F. The Axis successfully invade Britain.
when Germany declares war on Denmark, provided G. The Axis gain control of an objective hex in
Germany has not declared war on any other minor Britain.
neutral on a previous turn. H. Germany reduces its garrison on the Eastern
front.
59.7 RUSSIAN REACTION DIE ROLLS: Whenever an I. Germany obtains and accepts (59.91) an “8+”
Axis action changes a modifier for the Russian diplomatic result for Poland.
diplomatic die roll in the Allies’ favor, the Allied
player may, if he chooses, make a diplomatic die CLARIFICATION: If Germany begins a Campaign game
roll for Russia at the start of the following Allied with 30 factors in East Prussia and leaves only 10 factors
player turn. Russian or Western Allied actions in Poland at the end of the Axis Fall 1939 turn, this does
which change a Russian modifier do not trigger a not count as a reduction of Germany’s Eastern front
Russian reaction die roll. A Russian reaction die roll garrison (59.71H) and does not allow a Russian reaction
may be made whether or not a normal diplomatic roll.
die roll for Russia has already been made during
that year and whether or not other Russian CLARIFICATION: A German airdrop into Britain only
reaction die rolls have been made earlier in that triggers a Russian reaction if it successfully captures an
year. Only German covert ops are allowed before a objective. In addition, an Axis invasion of Britain only
Russian reaction roll (59.442). An increase in the triggers a Russian reaction if there were no Axis infantry
German Eastern front garrison (58.2), even if it or armor units in Britain prior to that invasion. A second
results in an overall change in modifiers in favor of invasion would thus trigger a reaction only if all units
the Axis, does not prevent a Russian reaction die involved in the first invasion had been eliminated.

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EXAMPLE: Germany obtains a diplomatic result of “8”
59.8 UNITED STATES: DPs may be allocated to the for Vichy France, activating it as a minor ally. If a
U.S. to increase or decrease tensions between the subsequent diplomatic roll result is greater than “0” but
U.S. and the Axis. DPs allocated to the U.S. may be less than “8”, Germany may select a “1-4” result, which
activated by the owning major power during any would cause Vichy France to continue its current
diplomatic phase of the year following their alliance with Germany. Note that Germany may not
allocation to trigger or delay U.S. pro-Allied choose a “0” or “-1”, even if it wished to.
activities. A major power may, if it wishes, activate
only some of the DPs it allocated to the U.S. in a MISCELLANEOUS RULES
given diplomatic phase, activating other DPs later 60. ARABIA
that year as required. Each DP may only be used
once to increase or decrease the USAT. DPs 60.1 Arabia is a neutral minor country with no BRP
allocated to the U.S. may be activated even if the value. Neither side may enter neutral Arabia
owning major power has made a normal diplomatic without paying 10 BRPs for a DoW. Arabia is
die roll in the same turn. The changes in USAT conquered when the attacker gains control of Kaf
brought about by DPs are permanent. and Jauf.

59.9 PERMANENT RESULTS: A “*” beside a 61. GIBRALTAR


diplomatic result means the result is permanent
61.1 The loss of Gibraltar does not cost Britain any
and the target may not again be selected for a
BRPs. However, if the Axis control Gibraltar and one
diplomatic die roll in a future year. After the
of Brest, St. Nazaire, La Rochelle or Vigo, each
activation of a minor country, using its “inactive”
German submarine factor eliminates four Allied
table, diplomatic die rolls may be made for that
BRPs (42.5221). Loss of Gibraltar also effects British
minor country using its “active” table.
Surrender (75) and the USAT (76).
59.91 LESSER RESULTS: A major power which
61.2 The side which controls Gibraltar, and only
achieves a favorable diplomatic result (e.g., a result
that side, may SR units by sea into, out of, or
on its side of a “no effect” result) may choose to
through Gibraltar, regardless of the presence of
implement any lesser result, either to avoid a “*”
enemy units on any adjacent hex. The converse is
result or to achieve a particular lower-ranked but,
not true; units may not SR into or out of Z8, or SR
in the circumstances, more desired result.
between the Atlantic and the Mediterranean, if
CLARIFICATION: For the purposes of this rule a Gibraltar is in enemy hands (20.4).
“continues current policies result” is treated as a “no
61.3 Gibraltar, as a two-front port, may be invaded
effect” result.
by fleets based in both the Mediterranean and the
CLARIFICATION: A player invoking this rule may not Western fronts during a Mediterranean offensive
force his opponent to take a result favorable to them. In option or limited offensive operation, provided, of
effect, the player invoking this rule must either take a course, that there is no 9-factor fleet in Gibraltar at
“no effect” result or a result less favorable to himself. the moment of invasion.

EXAMPLE: Germany obtains a diplomatic result of “5” 62. IRAQ, KUWAIT & PERSIA
for Hungary. Germany then makes another diplomatic
62.1 IRAQ: Iraq is a British colony worth 10 BRPs.
die roll for Hungary in a subsequent year and obtains a
Iraq may rebel against the British as a result of
“3” result. Germany may select a “1” result in order to
diplomatic activity by the Axis (62.4). Axis units
maintain its position in Hungary.
may freely enter Iraq if they are otherwise able to,

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regardless of its status as a colony or minor ally 62.412 Once placed, the Iraqis are eliminated if the
(56.64). Allies recapture Baghdad.

62.2 Basra is an unlimited supply source for 62.42 Iraqi forces may only enter Iraq, Kuwait,
Western Allied units (29.213). Baghdad is a limited Persia, Lebanon-Syria, Palestine, Transjordan and
supply source for the side which controls it Arabia (56.4F).
(29.224).
62.5 Britain may construct up to three BRPs worth
62.3 The Allies may SR units by sea from Europe to of British infantry and replacement units (only) in
Basra. Such units incur a one turn delay. Units SRed Suez, Basra and the India box each turn (in total -
by sea from Suez to Iraq are not delayed (20.511). not three BRPs in each location) (19.35).

62.4 Iraq may be activated as an Axis minor ally by a 62.6 KUWAIT: Kuwait is a British colony with no
successful Axis diplomatic die roll. Iraqi activation BRP value. Kuwait is conquered when the attacker
negates British control of all Iraqi hexes except gains controls of Al Kuwait.
those occupied by Allied units. Basra loses its status
as an unlimited Western Allied supply source until 62.7 PERSIA: Persia is neutral at the start of the
the Iraqi rebellion is suppressed. Allied units in Iraq Campaign Game with no BRP value. Neither side
when the rebellion breaks out are automatically in may enter Persia without a DoW (EXCEPTION: 38.2),
limited supply for one Allied player turn. Iraq may unless Persia has activated as an Axis minor ally.
not be selected for a diplomatic die roll if it is 62.71 Persian forces operate under the same
conquered by the Axis. Nor may it be selected if restrictions as Iraqi rebels (62.41, 62.42, 56.4G),
there is a chance that as a result of the die roll, it except that they are also deployed when a major
would activate as an Italian minor ally and Italy is power DoWs Persia. Persian units draw supply from
still neutral. Tehran or any other Axis supply source. If Tehran is
62.41 Iraqi forces are rebels and deploy only after a garrisoned by Allied units when Persia activates as
diplomatic result of “7+” for Iraq and draw supply an Axis minor ally, the Axis have one turn to
from Baghdad or any other Axis supply source. occupy Tehran with an Axis ground unit.
During their turn of initial placement Iraqi units 63. IRELAND
are automatically in supply. If Baghdad is
garrisoned by Allied units when Iraq activates as an 63.1 Northern Ireland (Ulster) is an integral part of
Axis minor ally, the Axis have one turn to occupy Britain for all purposes. The remainder of Ireland is
Baghdad with an Axis ground unit. If they fail, all a neutral minor country with no BRP value. Neither
Iraqi units are eliminated at the same time as side may enter neutral Ireland without paying 10
unsupplied units. BRPs for a DoW.

62.411 If all Iraqi cities are garrisoned when Iraq 63.2 If the Allies declare war on Ireland, Germany
activates, the Iraqi air unit is placed on the board may construct three partisans, at the rate of one
only after one of them is captured by the Iraqis. The per turn, in any vacant Irish hex not in an Allied
air factor is placed face up and may fly a mission in ZoC, regardless of which side controls the hex, and
the following phase. Thus, if the Axis captured an whether or not the Allies have conquered Ireland.
Iraqi city in the movement phase, the air unit Germany may also construct partisans in Ireland
would be immediately placed in that city and could after a diplomatic result of “7” or “8+” for Ireland.
fly a mission in the combat phase. Axis partisans may not be constructed in Ulster,
although they may move and attack into Ulster

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once they have been built. Britain loses one BRP for directed against the same Axis activity in the same
each Irish partisan on the board. turn. Each submarine factor may be used only once
per game turn, and is inverted after use,
CLARIFICATION: Britain many not attack Irish construction or repair.
partisans which are adjacent to Ulster without a DoW on
Ireland. 64.42 Malta’s five submarines are treated as British
fleet factors for interception and combat purposes.
64. MALTA A separate interception die roll is always made for
64.1 The basing capacity of Malta for both air and the British submarines in Malta. Intercepting
naval units is the same as any other port. An airbase British submarines are not subject to counter-
may be placed in Malta. interception by Axis fleets. In addition, Malta
submarines may not be attacked by Axis air units
64.2 Air units in Malta may, at their option, decline while in port, but Axis air factors within range of
counterair combat. If they do so, they are inverted Malta may attack intercepting British submarines
and cannot carry out any activity for the remainder as they leave Malta by making a single air attack
of the game turn. For the effect of this rule on air dice roll (no air defense dice roll is made).
attacks against naval units based at Malta, Additional air sorties against British submarines
(26.4527). once they are at sea are not permitted.

64.3 Malta is a limited supply source for Western CLARIFICATION: British submarines are also not
Allied units in Malta only, provided the Western subject to attack by Axis variant 12 (harbor defenses).
Allies control at least one fully supplied port in the
Mediterranean (29.227). To operate air and naval 64.43 Combat between Axis fleets and British
units in Malta, the Allies must trace sea supply to submarines is resolved as fleet combat. If British
Malta from a fully supplied port. submarines are operating in concert with other
Allied, including British, fleets, the provisions of
CLARIFICATION: “A fully supplied port in the 27.5715 apply. The submarines are considered a
Mediterranean” means “a port bordering the separate component of the Allied naval force
Mediterranean sea”, not “a port on the Mediterranean engaged.
front”. Thus, Basra does not allow Malta to be a limited
supply source. 64.44 British submarines which are eliminated may
be rebuilt in Malta, even if it is not fully supplied, at
64.4 BRITISH SUBMARINES: Britain begins each the cost of one BRP per submarine factor. Damaged
scenario with five submarine factors in Malta. submarine factors return to Malta for immediate
These submarines may be used against any Axis repair in the same manner as regular fleet factors
naval activity in the Mediterranean, including sea damaged in combat.
supply, naval missions and interceptions, sea escort
and SR of naval units. They may not conduct shore 64.45 If Malta is conquered by the Axis, the British
bombardment, sea transport or invasion missions, submarines based in Malta are eliminated. If the
nor may they protect Allied sea supply or provide Allies reconquer Malta, Britain may restore Malta’s
sea escort. Submarines may operate from Malta submarine capacity by rebuilding submarines in
even when it is not fully supplied, but if Malta loses Malta.
its limited supply source status, any submarines 64.46 Britain may never have more than five
based there are inverted. submarine factors in play, and may not construct or
64.41 Malta’s submarines may be used on their own base submarines in any port other than Malta.
or in conjunction with Allied fleets, and need not be 65. SIBERIAN TRANSFER

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65.1 Historically, in December 1941 the Germans no BRP cost incurred by the Russian player for such
were surprised by the sudden appearance of placement.
Russian units from Siberia. The timing of the
transfer of units from Siberia is determined not 65.41 The Siberian transfer is the only exception to
only by the outbreak of war between Germany and the unit construction process. Otherwise, unbuilt
Russia, but also by Russo- Japanese relations. units may be placed on the board only during the
unit construction phase.
65.2 EFFECTS OF SIBERIAN TRANSFER: On the first
turn of the Siberian transfer, the Russian player 65.5 WHEN SIBERIAN TRANSFER OCCURS: Barring a
adds one 3-5 armor and three 3-3 infantry units to diplomatic result for Japan which affects Siberian
his force pool and places them on the board prior to transfer, Russian units from Siberia first appear on
his movement phase, immediately after initial the third Russian player turn following the
supply determination (29.42). During the following outbreak of war between Germany and Russia. If
three turns the Russian player may similarly place Russia declares war on Germany, the turn in which
unbuilt units on the board prior to movement as the declaration of war takes place is not counted.
follows: 2nd turn: one 4-5 armor and two 3-3 EXAMPLES: If Germany declared war on Russia in
infantry units; 3rd turn: one 4-5 armor and one 3-3 Summer 1941, the Siberian units would appear during
infantry unit; 4th turn: one 3-3 infantry unit. These the Russian Winter 1941 player turn. If Germany
subsequent transfers come from Russian allowable declared war in Spring 1941, the Siberian units would
builds. appear in Fall 1941. If Russia declared war on Germany in
CLARIFICATION: If Barbarossa is delayed such that Spring 1942, the Siberian units would appear during the
Siberian transfer does not take place until after Winter Russian Winter 1942 player turn.
1941, Russia may not add the Winter 1941 Siberian 65.51 If a “-1” or “0” diplomatic result for Japan
transfer units to its force pool since these additions only occurs, the Siberian transfer begins on the third
take place as a result of Siberian transfer. Subsequent Russian player turn following the diplomatic result,
Russian force pool additions, however, are added to the even if Germany and Russia are not at war
Russian force pool regardless of Barbarossa’s start date. (EXCEPTION: Siberian transfer may occur sooner if
Russia may pay for and build those units when they it has already been triggered by the outbreak of war
become available. between Germany and Russia).
65.3 Units placed on the board by Siberian transfer 65.52 If a “6-7” or “8+”. diplomatic result for Japan
must initially be placed in a controlled Russian city occurs, no Siberian transfer is allowed. Any Siberian
which can trace a supply line from the east edge of transfer which is underway as a result of the
the board. The city may be in an Axis ZoC. Normal outbreak of war between Germany and Russia is
stacking limits must be adhered to during initial aborted. A 3-5 armor and three 3-3 infantry units
placement. Units may move during the movement are added to the Russian force pool by placing them
phase immediately following placement. Siberian on a Russian-controlled hex on the east edge of the
transfer units reduce Russian capacity to SR units to board, at no SR or BRP cost to the Russian player,
and from Siberia when placed on the board (20.514). during the SR phase of the Russian Winter 1942
CLARIFICATION: Units may not appear in the Siberia player turn or the third Russian player turn
box, nor may they appear in a city that did not receive following the outbreak of war between Germany
supply by land from the east edge of the board. and Russia, whichever is later. All 1942 force pool
additions must be constructed normally.
65.4 Units placed on the board by Siberian transfer
are not constructed in the normal sense - there is

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CLARIFICATION: If these diplomatic results occur after interception, fleets moving through the Suez Canal
Russia has completed some or all of its Siberian transfers, pass through hexes MM30 and LL31. The two hexes
Japanese actions have no retroactive effect on already south of the canal (the Gulf of Suez) are full ocean
transferred units. hexes and are treated accordingly.

65.6 If a 4-5 armor unit is not available during the CLARIFICATION: Naval movement between Port Said
second or third turn of the Siberian transfer, either and Suez may not be intercepted by naval units.
because the Siberian transfer began early or
because of Allied variant 12, the Russian player may 67.2 The loss of Alexandria and/or Suez does not
substitute an unbuilt 3-5 armor unit or an infantry cost Britain any BRPs, but has an effect on several
unit for the 4-5 armor unit. Similarly, if no 3-3 diplomatic tables as well as the USAT.
infantry unit is available for placement during the 67.3 An Allied fleet based in Suez may provide sea
second, third or fourth turn of the Siberian escort for a unit SRing to Basra, Bushire, the South
transfer, a smaller infantry unit may be substituted. Africa box (67.5) or, provided the Suez canal is
65.7 Siberian transfer may be invoked without any open, a Mediterranean port. If the Axis gain control
effect on Allied victory conditions or any other of any hex adjacent to the Suez Canal, and the Allies
adverse effects. fail to immediately recapture it, the canal becomes
unusable. It does not again become usable until the
65.8 [Moved to 65.41] Allies have controlled all canal-side hexes for two
complete game turns. If control of the canal again
66. SPAIN & SPANISH COLONIES changes, another two turns are required to repair
66.1 Spanish Morocco and the Balearic Islands are it. Allied naval units may only move or SR through
an integral part of Spain. They pass to the control of the Suez Canal if it is usable. Wafdist partisans may
any major power which controls Spain itself. Spain close (67.1), but not damage, the Suez Canal.
may not construct units in Spanish Morocco or the 67.31 Axis fleets may not move, SR or provide sea
Balearic Islands, although Spain may deploy forces escort through the Suez Canal, regardless of who
there when Spanish forces are first placed on the controls the canal.
board.
67.4 If Allied fleets in Suez city are displaced by Axis
66.2 Spanish units (only) are automatically in ground units, the displaced fleets are relocated to
limited supply when in Spanish Morocco. ports elsewhere in East Africa between Suez and the
66.3 An Axis declaration of war on Spain has South Africa box (See 27.214). They arrive in the
diplomatic repercussions for Germany in the South Africa box during the Allied SR phase
Balkans. following their displacement. Such fleets are
subject to Axis air interception as they leave Suez.
67. THE SUEZ CANAL/EGYPT
67.5 Allied units may be SRed between Suez and the
67.1 The Suez Canal consists of hexsides LL30/LL31, Western front via the South Africa box (20.511).
MM30/LL31 and MM30/MM31. The Suez Canal is Units SRed in this manner move off the board to the
treated as a river for all purposes, including South Africa box, then, on the following turn, move
movement and combat, with the exception that to their destination. If units are SRed from the
naval units may enter the canal. Naval movement South Africa box to Suez, then into the
and sea supply through the Suez Canal is permitted Mediterranean by sea, sea escort is required at Suez
only if all the hexes adjacent to the canal are under or some other Mediterranean port. SRs by sea
friendly control. For the purposes of air

116 A3R rules rewrite v.3


between Suez and Basra or Bushire do not incur a ally. It is treated as an ordinary city at all other
one-turn delay. times.

67.6 Britain may construct up to three BRPs worth 70.21 Marseilles and Lyons count as German-
of British infantry and replacement units (only) in controlled objectives while under Vichy control
Suez, Basra and the India box each turn (in total - (EXCEPTION: If Italy controlled a Vichy objective
not three BRPs in each location) (19.35). when France surrendered, that objective is
considered to be an Italian-controlled objective
68. SWEDEN which is under Vichy control).
68.1 Swedish iron ore shipments to Germany may 70.3 Germany controls the movement and
be limited or interrupted by a diplomatic result of placement of Vichy forces. While Vichy France is
“0” or “-1”, respectively, for Sweden. Iron ore neutral, Vichy forces may freely move between
shipments are also interrupted by an Allied Vichy France and Vichy French colonies, but
conquest of Sweden, or if Germany and Sweden go otherwise must remain in Vichy territory. If Vichy
to war and Sweden survives the initial German France is attacked, the limitations of 53.7 apply. If
attack. If iron ore shipments are limited, Germany Vichy France activates as a German minor ally,
immediately loses five BRPs; if shipments are there are no area restrictions on Vichy unit activity.
interrupted, Germany loses 10 BRPs. These BRP
losses are also incurred during each subsequent YSS 70.31 German units may freely move, SR and trace
(prior to SW construction), unless Germany supply through Vichy territory, although doing so
reverses the diplomatic or military situation which may adversely affect the diplomatic die roll for
triggered the BRP loss. Vichy France. German units may stack with Vichy
units. Italian units may do the same unless Italy is
68.2 SR between Sweden and Finland via the north still neutral, provided Germany grants its
edge of the board is permitted in some permission. Any SRs by Vichy count against the
circumstances (20.513). German SR capacity. Vichy units may be supplied
69. SWITZERLAND from Axis supply sources. While Vichy is neutral,
Vichy fleets may perform no functions other than
69.1 No nation may declare war on Switzerland. protecting Vichy sea supply lines and sea escorting
Swiss hexes may not be entered by ground units or Vichy units.
overflown by air or airborne units.
70.32 If a major power declares war on Vichy
70. VICHY FRANCE France, Vichy units remain in their current
positions (53.1) for that game turn. If Germany or
70.1 Vichy France is created when France Italy declares war on Vichy France, all Vichy
surrenders to the Axis. For the rules governing the colonies and the Vichy French units in them
establishment of Vichy France, see 47.64. become Free French, even if Vichy France is
conquered by the Axis.
70.2 While Vichy France is inactive, its units remain
on the board, and may be moved and SRed by CLARIFICATION: If Vichy survives the first turn of
Germany. Vichy city functions as the capital of Allied attacks against it, its forces may be moved
Vichy France between the fall of France and the normally by Germany in subsequent turns (70.3).
conquest or deactivation of Vichy France. It is an
unlimited supply source for Vichy units. It becomes CLARIFICATION: If Axis units are stacked with Vichy
a limited supply source for other Axis units only units when the Axis declare war on Vichy, any Axis units
after Vichy France activates as a German minor

117 A3R rules rewrite v.3


stacked with Vichy units are displaced to adjacent hexes. controlled by Allied forces, including partisans. Any
See 53.12. hexes in Vichy France not already controlled by the
Allies revert to German control; any remaining
70.33 Vichy infantry and replacements incur a -1 Vichy colonies are controlled by no one.
DM if attacked while outside France or a French
colony (15.24B). 70.51 Vichy France also ceases to exist and all Vichy
units are removed from the board at the end of any
70.4 Vichy France may only be activated as a Axis combat phase in which the Axis fail to
German minor ally by a diplomatic result of “8” or recapture an Allied or partisan-controlled Paris.
“9+”. When activated, all Vichy units become part of
the German force pool, but no BRPs are received by 70.6 Any Vichy units destroyed in combat before
Germany (EXCEPTION: Vichy French colonies after Vichy activates as a German minor ally are
a diplomatic result of “9+” for Vichy France). governed by 53.5.

70.41 A diplomatic result of “0” for Vichy France, 70.7 FREE FRENCH: Britain receives the BRPs for
before or after Vichy activation, deactivates Vichy Free French colonies during each YSS, unless they
France. Vichy France ceases to exist as a political have been conquered by Axis. Free French units are
entity, becoming again merely a part of France. All added to the British force pool and function as
Vichy forces are removed from the board. Vichy British units in all respects, except that they retain
colonies become uncontrolled. The first major their nationality DRMs and cannot combine with
power to gain control of a former Vichy colony’s British air or fleet factors. Britain pays for their
capital conquers that colony. All hexes in European offensive operations, and may rebuild eliminated
Vichy France and Corsica not already controlled by Free French units in Britain, Suez, Basra or India
Allies pass to German control. (19.35). If Britain surrenders, Free French units are
treated as British units and are added to the
70.42 A diplomatic result of “-1” for Vichy France American force pool (75.52). Objective hexes
causes any Vichy colonies and the Vichy units in controlled by Free French units count as British-
them to become Free French. If the Allies control a controlled objectives.
supplied hex in continental Europe adjacent to or in
Vichy France, Vichy itself also switches sides 70.8 The Axis do not normally receive BRPs for
(56.92). If Vichy becomes an Allied minor ally, all Vichy colonies, even if Vichy France has activated
Vichy French units that survived the change, as as a German minor ally (EXCEPTION: associated
well as all Free French units are treated as French colonies (70.931) and/or a diplomatic result of “9+”
minor allied units and are built in France, i.e. for Vichy France). The Axis do receive BRPs for
Britain no longer has Free French units in its force French colonies conquered before the fall of France,
pool. Both results occur during the diplomatic and Vichy colonies reconquered from the Allies, or
phase. The controlling Allied power immediately conquered after Vichy deactivation, or an Axis DoW
receives the BRPs for these colonies. on Vichy France.

CLARIFICATION: Allied forces in Corsica do not count as 70.9 BRITISH ATTACKS ON VICHY COLONIES: Britain
being “in continental Europe” for the purposes of Vichy may attack Vichy colonies without paying 10 BRPs
France switching sides. for a declaration of war on Vichy France, and
without triggering a decrease in the USAT. Each
70.5 Whether active or inactive, Vichy France Vichy colony is treated as an independent minor
ceases to exist and all Vichy units are removed from country worth five BRPs, with forces consisting of
the board at the end of any Allied combat phase in those Vichy units in the colony when it is attacked.
which the city of Vichy is solely occupied or

118 A3R rules rewrite v.3


Tunisia, Algeria and Morocco are treated as 70.94 While Britain is at war with a Vichy colony,
separate colonies for the purposes of this rule. the colony’s capital acts as a limited supply source
for all Vichy French units in the colony. Supply may
70.91 For each Vichy colony attacked by Britain, a not be traced from any other supply source unless
+1 modifier for the Vichy diplomatic die roll is the colony survives the initial turn of attack and
triggered. In addition, Germany may make a Vichy the Axis intervene. Since Vichy French forces are
reaction die roll in the diplomatic phase of the turn moved by Germany during the Axis player turn, a
following such an Allied attack. This roll may be Vichy colony attacked by Britain does not get an
made even in the year in which France falls, and independent player turn following the British
even if a diplomatic die roll has already been made attack. In the unlikely event that fighting is still
for Vichy earlier in the year, whether or not there going on in a Vichy colony when Vichy activates as
are any Axis DPs in Vichy, and whether or not other an Axis minor ally, deactivates, switches sides or
diplomatic targets are named by Germany that the Allies declare war on Vichy, the colony is again
turn. considered part of Vichy France and all normal
70.92 Vichy forces in a colony attacked by Britain rules for that colony apply.
may be used to defend the colony, but Vichy forces
VARIANTS
outside the colony take no part in the fighting and
may not be used to reinforce the colony. Vichy
71. VARIANTS
infantry and replacement units eliminated during
an Allied attack on a Vichy colony may be rebuilt in 71.1 There are 25 Axis and 25 Allied variants. These
Vichy France, as per 53.51 (one unit per turn), but variants are set out in Appendix IV (Axis) and
Germany must pay the BRP cost of such Appendix V (Allied). Numbered counters have been
reconstruction. Axis forces may be used to provided to facilitate the selection of variants.
reinforce the colony, although this may trigger an 71.2 The use of variants is optional. If used, variants
adverse modifier for future Vichy diplomatic die may be employed in any manner agreed upon by
rolls. the players, provided this is done prior to the start
70.93 CONQUEST: Allied occupation of the colony’s of the game. Some suggestions follow:
capital results in its immediate conquest and the 71.21 In a two-player Campaign Game:
elimination of any remaining Vichy French forces
in the colony. All hexes in the colony pass to British A. Each side draws an equal number of variants. It is
control, unless the Axis have intervened in the suggested that the number drawn not exceed five
colony, in which case normal hex control rules per side.
apply (54.2).
B. Each side draws a “1939-40” variant. When it is
70.931 INTERVENTION: If the colony already played, a “1941-42” variant is drawn. When it is
contains Axis units when it is attacked, intervention played, a “1943-45” variant is drawn. The categories
and association is automatic and all hexes in the are; “1939-40”: Axis 1-12; Allied 1-10; “1941-42”:
colony come under Axis control. Axis intervention Axis 13- 22, Allied 11-19; “1943-45”: Axis 23-25,
on behalf of a Vichy colony in this instance does not Allied 20-25.
trigger the -3 diplomatic modifier otherwise
incurred with Axis entry into Vichy territory. C. Each player draws two variants and retains the
During each YSS, the Axis receive 5 BRPs for each one he prefers, discarding the other (this method
associated Vichy colony, regardless of subsequent can be used with greater number of variants as
diplomatic developments with respect to Vichy well).
France itself.

119 A3R rules rewrite v.3


71.22 In a multi-player Campaign Game, each Axis control all Vichy French hexes, including
country may draw one or more variants, depending Vichy French colonies, and may enter them without
on the relative abilities and wishes of the players a DoW against Vichy France. Britain may build two
(variants are a good way of ensuring an equal game Free French 1-3 infantry units in Free French
between players of different strengths). All Axis colonies, in addition to any units which turned Free
variants are German, except 1, 3, 9 and 11-15, which French.
are Italian. All Allied variants are British/American,
except 1-3, which are French, and 4, 6, 8, 9, 12, 14 72.23 In Winter 1940, Germany receives 5 BRPs from
and 15, which are Russian. each of Hungary, Rumania and Bulgaria. In Spring
1941, Hungary, Rumania and Bulgaria activate as
71.3 If mutually exclusive variants (Axis 23 and 24; German minor allies. Finland activates as a German
Allied 1 and 2) are drawn, the drawing player minor ally in Summer 1941.
discards the unwanted variant and draws a
replacement. This is not revealed to the opponent. 72.24 Russia may declare war on the Axis in Spring
1942 or thereafter, or prior to that date if Germany
71.4 Some variants may be played at any time; fails to maintain a garrison of 10 ground factors on
others may be played only at a certain point or the Eastern front. Russia may declare war on the
during a certain time frame. A variant is played by Baltic States, occupy eastern Poland and demand
disclosing it to all other players. The effects of the Bessarabia and the Finnish border hexes. Otherwise
variant are then implemented. Russia remains neutral and discounts the possibility
of a German attack. Russian infantry units, on all
71.5 If a power is conquered before it plays a types of hexes, are subject to -1 DM (15.24) on the
variant, the variant is passed to an ally (if first turn of a German invasion.
applicable), and may be played later.
72.25 The U.S. enters the war, without the need to
71.6 If a limited scenario is being played, all pay for a DoW, in Spring 1942, with a BRP base and
variants not applicable to that scenario are BRP total of 200 and 13 ASW factors.
removed before either side draws its variants.
72.26 The U.S. grants Britain five BRPs in Summer
OPTIONAL RULES 1941 and 10 BRPs in Fall and Winter 1941.

72. OPTIONAL RULES 72.27 In Fall 1941, the U.S. may place one ASW
72.1 Some players may wish to simplify the game factor and one 9-factor fleet in the SW box. In
and speed play by opting out of certain rules, as set Winter 1941, the U.S. may place one ASW factor and
out below. These simplified rules are not two 9-factor fleets in the SW box.
recommended, but are included primarily for the 72.28 When Germany declares war on Denmark,
benefit of players who are new to the game. Danish forces are not placed on the board and all
72.2 DIPLOMACY: Danish hexes are deemed to have been controlled
by Germany from the start of the German player
72.21 Disregard all references to Appendices I, II turn.
and III. DPs are not allocated, and diplomacy plays
no part in the game. The following historical events 72.3 VARIANTS: Do not use any variants.
occur: 72.4 BRITISH SURRENDER: Britain surrenders if
72.22 French colonies become Free French on a die London, Birmingham and Manchester are
roll of 1-3; Vichy French on a die roll of 4-6. Vichy controlled by the Axis at the end of an Allied
France remains neutral for the entire game. The combat phase. If Britain surrenders:

120 A3R rules rewrite v.3


72.41 Canada becomes an American minor ally reenter the war at no BRP cost. Garrison units may
worth 20 BRPs, with the following forces: one 4-5 later be withdrawn from Russia if they are replaced
armor and two 3-4 infantry units, two air factors by other Axis units. Russia retains control of any
and two 9-factor fleets. Units on the board are used hexes it controls, and takes no further part in the
to make up the Canadian forces. Unbuilt units may game.
be used only if no other units are available. All
other British ground and air forces are removed MULTI-PLAYER GAMES
from play. Half (rounded up) of the remaining
British fleet factors are immediately moved to the 73. THE MULTI-PLAYER GAME
U.S. box, may be used by the U.S., and may be 73.1 Two players may play the 1940 and Barbarossa
reconstructed if lost. All other British fleet factors, scenarios. Up to four players may play the 1944
including those which are unbuilt at the moment of scenario. Up to five players may play the 1941 and
surrender, are permanently removed from play. All 1942 scenarios. Up to six players may play the
British SW units become American. Campaign Game and 1939 scenarios.

72.42 All British-controlled hexes pass to German 73.2 If a player withdraws from a multi-player
control at the end of the Allied player turn in which game, play continues with control of the
Britain surrenders, except those occupied by other withdrawing player’s power(s) being assigned to
Allied units. one of his allies. If, as a result of withdrawals, only
two players remain, the victory conditions for the
72.43 In each YSS after the surrender of Britain, the two-player game apply. If three or more players
major power which controls London at the end of play to completion, the multi-player victory
each year receives half (rounded down) of the conditions are used. Under the multi-player victory
British BRP base at the time of surrender. conditions a member of an alliance may emerge as
72.5 RUSSIAN SURRENDER: Russia surrenders if the biggest individual winner, even though his
Moscow, Leningrad, Stalingrad and Grozny are alliance loses the war. As a result, keeping one’s
simultaneously controlled by the Axis at the end of allies busy against the enemy while picking up
an Allied combat phase. If Russia surrenders: objectives yourself becomes quite critical. The
Western Allies may find Russia strangely reluctant
72.51 Russia retains control of all hexes able to to enter the fray unless Germany threatens to win it
trace a supply line to Moscow or the Russian hexes all, and the Italians may be equally reluctant to do
on the eastern edge of the board. All other Russian- Germany’s bidding without getting something out
controlled hexes come under German control and of it themselves.
the units in them are eliminated.
73.3 DIPLOMATIC AGREEMENTS:
72.52 During each Allied SR phase following Russia’s
surrender, Germany adds the current production 73.31 In addition to the normal diplomatic rules,
value of one Russian IC to its BRP total. players may make any agreements they wish, with
both allies and enemies, present and future, so long
72.53 The Axis must leave a garrison of ground/air as their agreements are not contrary to the rules of
factors in Russia equal to the number of Russian the game. Agreements may include, but are not
ground/air factors in play. No additional Russian limited to, cooperative conquests and intervention,
unit construction is allowed. If the Axis forces in neutrality, truce, BRP grants, spheres of influence,
Russia at the time of the Russian surrender do not command arrangements, basing privileges, air and
meet this requirement, the Axis must comply with naval support and limitations on SW or other arms
it during their next player turn or Russia may construction.

121 A3R rules rewrite v.3


73.32 Agreements need not be kept. Players are free are unable to agree, the BRPs are divided equally,
to break them at any time, just as nations broke dropping fractions.
treaty commitments before, during and after the
actual war. The only penalty for breaking an 73.7 A player may agree to place some of his units
agreement is to ensure the offended player’s under the control of one of his allies. However,
distrust for the remainder of that, and possibly except for lent Italian units (51.2), such changes of
future, games. control may not be used to enable one ally to evade
the BRP cost of offensive operations, nor can it be
73.33 Players may wish to agree before a game to a used to “transfer” unused SRs from one ally to
time limit on diplomatic discussions, or to restrict another.
them to certain parts of each game turn.

73.4 No player may move ground units to or over


hexes controlled by an ally during movement or SR
without that ally’s consent. Similarly, a player may
not base air or naval units at a base controlled by an
ally without that ally’s consent. A player who
controls a supply source may not refuse to allow an
ally to draw supply from that supply source, if
otherwise allowed to do so, or to trace supply
across hexes he controls.

73.5 Whenever two allies wish to attack the same


minor country or colony, or intervene in the same
minor country, on the same turn, a coin is flipped if
they cannot agree. The winner of the coin flip may
move one unit into, or adjacent to the forces of, the
territory in question. The loser then moves one
unit, and so on. This alternating movement
continues until one or the other does not wish to
move any more units in that vicinity. This
procedure may be used during movement, combat,
exploitation or SR, and may be adapted to other
situations where allies cannot agree on how to
proceed. Since such disagreements indicate a strain
on the alliance, units of the allies concerned may
not stack together on that front for the remainder
of that player turn, although units already stacked
may remain stacked together if they do not move.

73.6 A player may not enter a minor country


attacked by an ally without that ally’s permission.
Such permission, once given, cannot be revoked.
When two or more allies participate in a
cooperative conquest which yields BRPs, they may
divide those BRPs in any manner they desire. If they

122 A3R rules rewrite v.3


made, Axis-controlled hexes which cannot be fully
74. RUSSIAN SURRENDER RULES supplied from an Axis supply source revert to
74.1 WHEN RUSSIA SUES FOR PEACE: At the end of Russian control and any Axis units in such hexes
each Russian player turn, the Russian Resistance are repatriated to the nearest supplied, Axis-
Table is consulted to determine whether Russia controlled hex. Russian forces which can draw
offers to surrender. No die roll is made - if the net supply from Moscow or the east edge of the board
result on the Russian Resistance Table is zero or are unaffected by a Russian surrender.
less, Russia offers to surrender. Germany has the
74.5 POST-SURRENDER RUSSIA: After surrendering,
option of accepting the Russian surrender offer or
Russia remains in the game and continues to take
rejecting it in the hope of imposing more severe
its turns normally. Russian BRP totals are calculated
terms on Russia.
each YSS. Russian ICs increase in value normally.
74.2 [See The Russian Resistance Table] Russian BRPs are not added to the Allied total for
the purpose of determining the initiative and
74.3 GERMANY REJECTS A RUSSIAN SURRENDER neither Russia nor the Western Allies may build
OFFER: If Germany rejects a Russian surrender partisans (25.25) until Russia reenters the war.
offer, Russia and Germany remain at war and play
continues normally. At the end of each subsequent 74.51 RUSSIAN BRP GRANTS TO GERMANY: During
Russian player turn, the Russian Resistance Table is each Russian SR phase, beginning in the turn
again consulted to determine whether Russia again following a Russian surrender, Russia must grant
offers to surrender. Once Germany rejects a Russian BRPs equal to the current production value of one
surrender offer, it cannot change its mind that turn Russian IC to Germany. Russia must grant these
and must await a new offer at the end of another BRPs even if it has lost all its ICs. The amount of the
Russian player turn, which it can accept or reject as grant is not changed even if Russia's only remaining
it wishes. IC has an unusually low production value (34.42).
The grant occurs even if the BRPs are not available
74.4 GERMANY ACCEPTS A RUSSIAN SURRENDER and a BRP deficit for the following year is thereby
OFFER: If Germany accepts a Russian surrender created or increased. Such a deficit does not affect
offer, Russia surrenders, with the following results: the Russian BRP base. The Russian BRP spending
limit is disregarded when these BRP grants are
74.41 HEX CONTROL AND FORCES: All Russian-
made.
controlled partisans are eliminated and are not
taken into account in determining hex control. 74.52 AID FROM THE WEST: After it surrenders,
Russia retains control of all hexes it controlled at Russia may receive aid from the Western Allies. The
the moment of surrender, including objective hexes normal rules relating to the manner in which BRP
and ICs, provided it can fully supply them by grants are made to Russia and the means by which
tracing a supply line from Moscow or the east edge the Axis may interfere with or prevent such grants
of the board. ZoCs have no effect on the continue to apply after Russia surrenders.
determination of which hexes are supplied for the
purposes of this rule. All other Russian-controlled 74.53 Germany may DoW Russia after it has
hexes come under German control and the units in surrendered, even if the Russian resistance level is
them are eliminated and returned to the Russian still zero or less.
force pool. Control of Russian-controlled hexes
74.6 RUSSIAN REENTRY INTO THE WAR: Russia may
outside Russia and any Russian minor allies is
subsequently declare war on the Axis if the result
determined in the same manner. If the Axis manage
on the Russian Resistance Table at the end of the
to isolate the capital of a Russian minor ally, they
preceding Russian player turn was greater than
conquer that minor. After this determination is

123 A3R rules rewrite v.3


zero. The Axis may declare war on Russia at any
time after Russia has surrendered. Either DoW costs
35 BRPs and affects the USAT normally. Once a
second German-Russian war breaks out, Germany
no longer receives BRP grants from Russia (74.51).

74.7 A SECOND RUSSIAN SURRENDER: If Russia and


the Axis go to war a second time, calculations on
the Russian Resistance Table continue to be made,
and a second Russian surrender could occur. There
is no limit to the number of possible Russo-German
wars or Russian surrenders.

74.8 VICTORY DETERMINATION: Russia is not


considered to have been conquered for the purpose
of victory determination unless a Russian surrender
is in effect at the end of the scenario.

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75.41 BRITISH SURRENDER LEVEL: The British
75. BRITISH SURRENDER RULES surrender level is simply the net result on the
75.1 WHEN BRITAIN SUES FOR PEACE: At the end of British Resistance Table. The British surrender
each game turn, the British Resistance Table is level, which may not be less than - 10, reflects the
consulted to determine whether Britain offers to concessions a defeated Britain is willing to make to
surrender and, if Germany accepts the surrender, Germany. Germany may, for diplomatic reasons,
what role British forces will play for the remainder impose less severe terms on Britain if it wishes to
of the war. No die roll is made - if the net result on do so, and may even return conquered territory to
the British Resistance Table is zero or less, Britain British control.
offers to surrender. Germany has the option of
75.42 EFFECTS OF A BRITISH SURRENDER: The
accepting the British surrender offer or rejecting it
British Surrender Table sets out the British force
in the hope of imposing more severe terms on
pool levels after surrender, as well as the
Britain later in the game.
concessions which Germany may compel Britain to
75.2 [See The British Resistance Table] grant during negotiations.

75.3 GERMANY REJECTS A BRITISH SURRENDER 75.421 [See the British Surrender Table]
OFFER: If Germany rejects a British surrender offer,
75.422 UNITS: When Britain surrenders, the British
Britain and Germany remain at war and play
Surrender Table is consulted to see which British
continues normally. At the end of each subsequent
forces continue the fight against the Axis. At least
game turn, the British Resistance Table is again
one 4-5 armor and two 3-4 infantry units, two air
consulted to determine whether Britain again offers
factors and two 9-factor fleets (representing
to surrender, and on what terms. If a British
Canadian forces) are immediately added to the U.S.
surrender offer is rejected, Germany may not later
force pool. All Free French units are also added to
change its mind and accept the offer it must await a
the U.S. force pool. If Allied variant 11 (increased
new offer at the end of another game turn, and
commitments from the Dominions) is held by the
accept or reject the new offer as it wishes.
Allies, an additional 2-5 armor and 3-4 infantry unit
Starting on the turn after Germany rejects a British are added to the U.S. force pool. Other British units
surrender offer: join the U.S. force pool as indicated by the British
Surrender Table. The Allied player selects which
A. British units may be constructed in Canada. units are added to the U.S. force pool. Units which
B. Britain is considered conquered for the purposes are on the board must be selected first, and are
of 20.721. 20.724 applies to initial U.S. deployments. added to the U.S. force pool at no BRP cost. Unbuilt
units, including the Summer 1942 additions to the
75.4 GERMANY ACCEPTS A BRITISH SURRENDER
British force pool, may be selected only if no other
OFFER: If Germany accepts a British surrender offer,
units are available, and must be built before they
Britain surrenders and Germany decides on the
are used. Units which are on the board when Britain
precise terms of surrender it wishes to impose on
surrenders are removed from play only if their
Britain. The following steps are taken:
elimination is required to comply with the
1. The British surrender level is determined. reduction of the British force pool. British units
2. The British force pool is reduced in size. which are not added to the U.S. force pool are
3. Britain makes territorial and economic permanently eliminated. Allied variant 16
concessions to the Axis or has territory returned to (commandos) is not negated by a British surrender.
her following negotiations. All Allied SW units remain in play. Britain retains

125 A3R rules rewrite v.3


its Malta submarines unless Malta is taken as a BRPs for Britain during each subsequent YSS.
concession. Britain’s BRP value as a minor ally equals its BRP
base, minus the BRP value of any key economic
75.423 HEX CONTROL: In Britain, each side retains areas and colonies under Axis control. In each YSS
the hexes it controls, except that any hexes which after a British surrender, the Axis receive BRPs for
cannot be fully supplied are transferred to the any British colonies they control, as well as half
other side. ZoCs and air or naval interception have (rounded down) of the BRPs for London and
no effect on the determination of which hexes are Manchester/Birmingham, should they be under
supplied for the purposes of this rule. British units Axis control (40.3).
on such hexes are eliminated and returned to the
British force pool; Axis units on such hexes are 75.425 PARTISANS: After Britain surrenders, the
repatriated to the nearest supplied, Axis-controlled U.S., if at war with Germany, may build two
hex. In all other areas, the side which has control of partisans in Axis-controlled territory in Britain.
the area for BRP purposes gains control of all hexes
in the area and the other side must withdraw all its 75.4251 WAFDISTS: If Britain retains Egypt after a
units from that area. Once hex control is surrender, all Wafdists are eliminated and no new
determined, some areas may further change hands Wafdists may be built until the Axis are at war with
as a result of the terms of British surrender, as the U.S. If the Axis take Egypt as a concession,
outlined below. Wafdists remain in play as anti-Axis partisans,
though no new ones may be built by any major
CLARIFICATION: Wafdist control of hexes in Egypt power.
(25.52) is not considered Axis control for the purposes of
this rule. Thus, even if Cairo was occupied by a partisan 75.43 GERMAN-BRITISH NEGOTIATIONS
when Britain surrendered, Britain would retain control 75.431 TERRITORIAL DEMANDS: Germany may
of Egypt unless Germany took it as a concession (75.431). obtain territorial concessions from Britain as
75.424 ECONOMICS: Britain’s BRP base at the time of allowed by the British Surrender Table (75.421). The
surrender is determined by taking into account value of each territorial concession is set out in the
relevant BRP losses (33.3) up to the moment of British Concession Table (75.433). Germany may
surrender, after which it remains fixed for the select any combination of territorial and economic
remainder of the game. If the U.S. is at war with concessions up to the value allowed by the British
Germany when Britain surrenders, any British BRPs Surrender Table. Ceded territories in the
are added to the U.S. BRP total, while any non-base Mediterranean front may, if Germany wishes, come
deficit (33.7), including one created or increased by under Italian control. All British units in ceded
territorial concessions to the Axis or any indemnity areas automatically move to the nearest area
demanded by Germany, is subtracted from the U.S. remaining under British control (British player’s
BRP total. If the U.S. is neutral when Britain choice if two areas are equidistant). Such units
surrenders, any British deficit reduces both the U.S. must move to the nearest area even if that area
BRP base and BRP total, but surplus British BRPs are cannot be supplied, thus most likely being
added only to the U.S. BRP total, not to the U.S. BRP eliminated later due to being isolated. Areas which
base. Such surplus British BRPs may be used to contain American units come under American
rebuild British units, but otherwise expenditures control and may not be ceded by Britain. Russian
for the reconstruction of unbuilt British units prior units may not prevent the Axis from obtaining an
to U.S. entry into the war reduce both the U.S. BRP area and Russian units in such areas are relocated
base and BRP total. In either case, after these to the nearest Russian-controlled hex outside the
adjustments are made, the U.S. receives or deducts ceded area. Neutralized minor countries return to
their original status.

126 A3R rules rewrite v.3


CLARIFICATION: The Axis taking control of a British- British Concession Table. All future British
controlled city with a USAT entry (such as Gibraltar, Resistance results and the USAT are reduced by the
Birmingham, etc.) triggers an increase in the USAT, just value of these concessions. Britain may not refuse
as if the Axis had captured it normally. the return of its conquered territories.

75. 432 INDEMNITIES: Germany may also impose a CLARIFICATION: In order to return southern England to
one-time indemnity of 10, 20 or 30 BRPs on Britain Britain, the Axis must control London. Similarly, the Axis
in the same manner as it obtains territory. Britain must control Birmingham and Manchester for Germany
immediately transfers these BRPs to Germany. If to return central England to Britain. Scotland, which
Britain does not have enough BRPs to pay the does not contain a key economic area, must be
indemnity, the deficit is paid by the U.S. If the U.S. completely controlled by Germany before it can be
also lacks the BRPs, it incurs a BRP deficit. returned to Britain.

75.433 [See the British Concession Table] CLARIFICATION: The Axis may return conquered Free
French colonies.
75.434 THE TERMS OF SURRENDER: The reductions
in the British force pool set out in the British 75.436 AMERICAN UNITS IN BRITAIN: If the U.S. is
Surrender Table are automatic and are not at war with Germany and has units in an
negotiable. The territorial and economic unsupplied area in Britain, they are unaffected by
concessions Britain may be compelled to make are the surrender process. The situation is resolved in
limited in value to the maximum set out in the the same manner as hex control after a French
British Surrender Table. The total value of any surrender. Hexes which contain American units
British territories acquired by Germany and any remain under Allied control, whether or not they
indemnity imposed on Britain may not exceed the can be supplied by the Allies. An area which
indicated maximum for the applicable surrender contains an American unit, even if the only
level. American unit is a fleet, may not be the subject of a
territorial concession (75.431). An American airbase
75.435 GERMAN FORBEARANCE: If the U.S. is not at is not considered a “unit” for the purposes of this
war with the Axis when Britain surrenders, the Axis rule.
may pursue a conciliatory policy with respect to
Britain and the United States by limiting their 75.5 AFTER A BRITISH SURRENDER
territorial and economic demands to less than the
maximum allowed by the British Surrender Table. 75.51 GERMANY MAY NOT BE ABLE TO BUILD
In addition, territories already controlled by the SUBMARINES: If the USAT is less than 37, Germany
Axis may be returned to British control, although may not build any new submarines as long as the
the Axis may not exchange territories they already peace with Britain lasts (42.212).
control for territories controlled by Britain at the 75.52 BRITAIN AS AN AMERICAN MINOR ALLY: After
moment of surrender. If the Axis return territory to surrender, Britain becomes an (inactive) American
Britain, they may not acquire other territory and minor ally. British units are included in American
must content themselves with economic and offensive options and use American SRs. Britain
political concessions. Such a policy does not affect receives only its basic allotment of DPs (59.51). It
the size of the British force pool, which is loses the ability to place airbases or bridgeheads, or
automatically reduced in size as set out in the to DoW other minors. Subject to the size of the
British Surrender Table. The value of the British force pool and naval reconstruction limits,
concessions renounced by the Axis, as well as the all types of British units, including fleets, may be
value of any territories returned to Britain during constructed by the U.S., even while the U.S. is
negotiations, is determined by reference to the

127 A3R rules rewrite v.3


neutral. British units must be constructed in deterioration in Britain’s position which results in
Canada unless Britain has reentered the war. U.S. the British Resistance level dropping below the
initial deployments are used to send British units to original British surrender level prior to British
Europe. If the U.S. is neutral when Britain reentry does not trigger a second surrender.
surrenders, Britain remains neutral and may not be
attacked by the Axis until Germany and the U.S. are 75.8 VICTORY DETERMINATION: Britain is not
at war, although British units may deploy to Europe considered to have been conquered for the purpose
before the U.S. enters the war. of victory determination unless a British surrender
is in effect at the end of the scenario.
75.53 British minor allies or minor countries
associated with Britain enter into the same
relationship with the U.S. if Germany does not
neutralize them as part of its demands on Britain
(75.433).

75.6 BRITISH REENTRY INTO THE WAR: Britain may


activate and reenter the war only if the U.S. is at
war with the Axis. Once the U.S. enters the war, the
players must again consult the British Resistance
Table at the end of each game turn.

CLARIFICATION: While Britain has surrendered, British


fleets are counted as Allied in calculating the fleet ratio
only if the U.S. has entered the war.

No modifier is applied for the British BRP level


(which no longer exists separately), but units which
were removed from the British force pool at the
time of surrender are considered to be unbuilt. If
the net result on the British Resistance Table rises
above zero, Britain renounces its peace treaty with
Germany, reenters the war and is no longer
considered to have surrendered. Britain continues
as an American minor ally after it reenters the war,
although its forces may again be constructed in
Britain, Suez or Basra (19.35), London again acts as
an unlimited supply source, and British fleets may
be reconstructed in Rosyth. Britain’s reduced force
pool and economic status are unchanged by its
reentry. The recapture of British key economic
areas and colonies (even prior to reentry) benefits
the U.S. by increasing Britain’s BRP value.

75.7 A SECOND BRITISH SURRENDER: Once Britain


reenters the war, it may surrender again if the
British Resistance Table again drops to zero or less.
The surrender is resolved as described above. A

128 A3R rules rewrite v.3


+1 Axis control of any of Madrid, Gibraltar,
76. U.S. - AXIS TENSIONS Alexandria, Suez (maximum +1 per game turn).
The USAT determines when the U.S. may declare Control by Axis partisans does not count.
war on the Axis, as well as the economic, strategic
and diplomatic involvement of the U.S. in the war EVENT MODIFIERS
prior to U.S. entry. USAT recording begins in Fall Event modifiers are implemented at the time the
1939, with the USAT at zero. A cumulative total of indicated event occurs. Modifiers based on control
the USAT is kept. Generally, the tension level will of territory are negated if the territory in question
rise, but Axis DPs and certain events may reduce is recaptured and apply again if the territory
the tension level. The USAT may become negative changes hands a second time.
during the game.
+1 For every 15 Axis BRPs spent on offensive
AUTOMATIC MODIFIER operations each turn. A remnant of eight or more
This modifier is automatically implemented at the BRPs at the end of the Axis player turn triggers an
start of each game turn, to reflect the fundamental increase; a remnant of seven or fewer BRPs is
differences between the Tripartite powers and the ignored.
U.S. +1 If the Axis perform any offensive operations
against Poland in Fall 1939.
+1 Each game turn, including Fall 1939 +1 Axis DoW against a minor neutral.
+2 Axis DoW against a major power.
DIPLOMATIC MODIFIERS
+2 Axis capture of Paris, London, or Moscow (each).
Diplomatic modifiers resulting from DP allocations
+1 Axis capture of Birmingham, Manchester,
may be triggered during any diplomatic phase as
Gibraltar, Malta, Suez, Alexandria, Baghdad,
desired by the allocating major power (59.8). More
Leningrad or Stalingrad (each). Capture by Axis
than one major power may activate DPs in the same
partisans does not count.
turn. All DPs must be used by the end of the year of
+1 Axis control of any hex in Palestine,
allocation.
Transjordan, Iraq, Lebanon-Syria, Persia or Turkey
+# For each Allied DP placed in the United States (only a maximum of +1 for any such hex).
-# For each Axis DP placed in the United States +1 Germany declares unlimited submarine warfare
(42.411).
STATUS MODIFIERS +1 If Britain loses 20 BRPs to SW (sum all Axis
Status modifiers are implemented each game turn raider, submarine, bombing and rocket attacks) in
that the indicated situation exists. The modifier for the current game turn, with an additional +1 for
the number of major powers at war with the Axis is every additional ten British BRPs eliminated.
determined at the start of each game turn. The Losses incurred by Murmansk convoys (37) do not
remaining status modifiers are triggered if the count.
indicated situation exists at the start of a turn or
arises in the course of a turn. -2 Western Allied DoW against a neutral NOT
controlled by the Axis.
+1 If two or more major powers are at war with the
-2 Russian DoW against the Axis.
Axis.
-1 Russian DoW against a minor neutral.
+2 If one major power is at war with the Axis.
-1 Russian subversion attempt (Allied variant 9),
+3 If no major powers are at war with the Axis.
whether successful or not.
+1 Axis ground units in Britain.
-1 Russian occupation of eastern Poland.
+1 Axis ground units in Russia.
-1 For every 10 BRPs Germany loses to Western
Allied bombing attacks in the current game turn,

129 A3R rules rewrite v.3


with an additional -1 for every additional ten rate at which tensions with the Axis rise - thus a
German BRPs eliminated rapid rise in tensions triggers more timely
preparations than a slow rise in tensions. No BRPs
FAR EAST EVENT MODIFIERS are spent for the construction of such forces. Force
The effects of Japanese actions are implemented at pool additions after U.S. entry into the war are
the end of the relevant game turn (Japan moves staggered as indicated. “DoW +” means that the
after both the Axis and Allies). The Japanese occupy units are available for construction that many turns
French Indochina in Summer 1941. after the U.S. goes to war with the Axis.

-3 Negotiations between Japan and the West reduce ASW FORCES: The U.S. may deploy one ASW factor
tensions in Asia.* at no BRP cost and deploy one 9-factor fleet to the
+2 Japan occupies French Indochina. SW box. In the next turn's SW deployment phase,
+2 Japanese DoW against Russia.* the U.S. may deploy another ASW factor and
+4 Japanese attack on British and Dutch possessions another 9-factor fleet. In the turn after that, the
in Asia.* U.S. may deploy another ASW factor and divert
another 9-factor fleet (42.412). This continues until
* Negotiations between Japan and the West, as well the next YSS, when the U.S. may start purchasing
as Japanese actions against Russia or the British and both ASW and SAC factors (42.211). In addition the
Dutch possessions in Asia may occur only as a result U.S. may deploy all available ASW factors and fleets
of a diplomatic die roll for Japan. to the SW box. U.S. fleets on ASW duty prior to U.S.
entry may not intercept German raiders.
RESULTS
Results are implemented as indicated. Results may BRP GRANTS PRIOR TO U.S. ENTRY
not be negated by a subsequent drop in the USAT.
BRP grants to Britain or France are allowed as
7 U.S. may allocate one DP in the next YSS (59.24). indicated by the tension level. BRP grants to Russia
25 Limited aid to Allies endorsed by Congress. U.S. are not allowed until the U.S. has entered the war.
may grant five BRPs each turn to Britain or France.
25 U.S. may allocate two DPs in the next YSS
(59.24).
32 Lend lease approved. U.S. may grant 10 BRPs
each turn to Britain or France.
34 U.S. may allocate three DPs in the next YSS
(59.24).
37 U.S. may immediately deploy ASW forces.
40 Lend lease expanded. U.S. may grant 20 BRPs
each turn to Britain or France.
45 U.S. may receive and allocate DPs normally in
the next YSS.
50+ U.S. may declare war against the Axis.

U.S. FORCES
The forces available when the U.S. declares war on
the Axis are fixed, regardless of when such a
declaration of war occurs. This is because the state
of American preparedness for war depends on the

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