Professional Documents
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A3R Rulesrewrite v3
A3R Rulesrewrite v3
A3R Rulesrewrite v3
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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
“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).
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.)
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).
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:
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)).
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
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.
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
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
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.
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
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.
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.
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
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
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
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
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.
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
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
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.
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
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
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
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.
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
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.
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
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
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
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
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
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
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.
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
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.
49.48 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
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
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
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).
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
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
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
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.
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
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
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,
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
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
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
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
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
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:
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.
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
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
-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