Aeto 3 of 4
Aeto 3 of 4
EUROPEAN THEATER
of
OPERATIONS ( 2 )
[ ix ] COUNTER SYMBOLS [ ix ]
OFF
Allied Control Axis Control Offensive General
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[PART 5] OFFENSIVE PHASE [PART 5]
The Offensive Phase permits players to “Activate” (i.e., move and/or attack with) any eligible unit(s) by conducting “Offensives”.
There are three types of Offensives that may be conducted during the Offensive Phase; Air Offensives, Land Offensives and Sea
Offensives (in no particular order). Naval and Air Offensives are described under PART 3 and PART 4 respectively, although the
rules governing Land Offensives are described here under PART 5. Offensives - themselves - exist quantitatively and may only be
purchased or allotted during a Seasonal Turn (see [8.13]), and are individually expended when any type of Offensive is conducted
during an Offensive Phase.
At the beginning of the Offensive Phase, the player that controls the Initiative (see [8.13]) may decide (and must declare) which
side (i.e., Allies or Axis) will perform the first Offensive of the Offensive Phase. Moreover, the player controlling the Initiative may
choose to perform the first Offensive before all other allied players, or he may confer the first Offensive to be performed to any
particular allied player of his choosing. If the player controlling the Initiative allows the enemy side to perform the first Offensive,
the onus is then upon the enemy player that began the season with the most Offensives as to which enemy player will perform the
first Offensive.
The mechanics of the Offensive Phase is such that each side (i.e., the Allies and the Axis) must alternate conducting Offensives
until either side has declared a “pass” (i.e., declining any further Offensive actions), or until either side expends all Offensives, and
has no Offensives remaining. Players may spend EPs to conduct Combined Offensives, allowing them to perform multiple
Offensives simultaneously. Additionally, Joint Offensives allow players to perform two types of Offensives simultaneously as well.
If a player declares a Land Offensive, the Activation and Command rules (see below) dictate how and what units may be
“Activated”. Activated land units are eligible to move and/or attack, and may be coordinately supported by friendly air and/or naval
units (if circumstances permit).
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Lone HQs may move into and through unoccupied enemy-owned hexes (if not within uninhibited enemy ZOC), although a lone
HQ does not cause any enemy-owned hex to revert ownership to the HQ’s nationality. Any such hex remains enemy-owned while
it is occupied by a lone HQ, and after it has been vacated.
NOTE: Though a lone HQ does not revert ownership of any enemy-owned hex that it occupies, a lone HQ is assumed
to retain a ZOC within its own hex. As such, normal ZOC restrictions apply within the HQs own hex.
HQ Intervals
An HQ chit may never occupy the same hex as any other HQ chit. Additionally, an HQ chit may not operate or function while
adjacent to any other friendly HQ (of the same nationality), regardless of any Activation status, terrain or ZOC.
EXCEPTION: The French 2nd, 3rd and ALPs HQ chits (i.e., with a command radii of “1") may operate while adjacent to
one another, without restriction (although they may never stack together in the same hex, nonetheless).
If - at any time - two or more HQ chits (of the same nationality) move (even if temporarily) adjacent to any other compatriot HQ
chit(s), the owning player must immediately eliminate one (or more) HQ chits to annul the violation. Any such eliminated HQ chit is
then returned to the force pool, and is eligible to arrive in play again normally during the following Seasonal Turn.
A Joint Air-Land Offensive enables the Activating player to conduct an Air Offensive simultaneously with a Land Offensive.
A Joint Air-Sea Offensive enables the Activating player to conduct an Air Offensive simultaneously with a Sea Offensive.
A Joint Land-Sea Offensive enables the Activating player to conduct a Land and Sea Offensive simultaneously (as part of
a conjunctive Amphibious Assault).
A Joint Offensive need not be conducted in any particular order (e.g., a player may conduct the Land Offensive first, and then the
Air Offensive, or vice versa), although each type of Offensive must adhere to all pertinent Activation stipulations, as well as the
normal Sequence of Play.
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[5.7] Land Movement (During Offensives) [5.7]
When Activated, land units may simply move a number of contiguous land hexes up to or equal to their own printed movement
ratings. A land unit’s own movement allowance may never be increased (during an Offensive), although land movement can be
reduced by out-of-supply effects, specific terrain MP costs, inclement weather, and/or enemy ZOC, if applicable during movement.
During a Land Offensive, an Activated land unit may be moved up to the extent of its available movement, or not at all, if preferred.
However, in all cases, any attacking land unit(s) must be adjacent to their intended target hex to conduct (or participate in) any
such attack (i.e., at the moment of the attack). Obviously, any such attack must be presently geographically and politically legal.
NOTE: Multiple HQ chits may never be stacked together in the same hex. Multiple Generals, however, may be stacked
together in the same hex, although no more than one General chit (in the same hex) may contribute its combat strength
and/or exploitation rating to any land unit(s) in the same hex.
Land units are not subject to stacking limits as they are moving (or if forcibly retreated), or when legally embarked aboard any
naval unit(s). Accordingly, stacking limits are only actually enforced at the end of the actuating player’s own friendly Step(s) during
any monthly game-turn. Any unit(s) that are attacked while temporarily over-stacked (i.e., moving units subject to an Armor
Reaction Attack; see [5.17], retreated units; see [5.18], or where a fully stacked hex’s fortification chit has been destroyed; see
[5.9]) cannot be counted when totaling the strength points of the defending units in the combat hex, although the defending player
may choose which land unit(s) in that combat hex are considered to be over-stacked (and thus excluded), even if not moving
unit(s) that caused the over-stacking. Nonetheless, the over-stacked land unit(s) are liable to the same land combat results as the
legally-stacked land units in the same combat hex.
Air units, naval units, airfield chits, fortification chits and supply chits never apply against land stacking limits. Air and naval units
are governed by separate stacking restrictions (see [3.0] and [4.9]).
Partisans may never be stacked together, or stacked with any other air or land unit, or embarked aboard any naval unit.
Units are never required to be stacked in any particular order (if optional rule [11.20] is not in effect), unless being transported
aboard an ATP, STP or CL/DD combo, in which case the transported unit(s) must be stacked directly beneath the transporting
unit(s).
If any hex remains over-stacked at the end of the Movement Phase, the owning player must simply eliminate sufficient land unit
steps in that hex to become compliant with the land unit stacking limits in that hex.
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[5.10] Generals [5.10]
Generals possess no combat capability unless presently stacked with at least one friendly combat land unit (of the same
nationality), although a General may stack and move with other allied combat land units.
A General may only contribute its combat strength to one land unit that is (stacked with that General in the same hex) which is
added to the collective total of the stack normally. In addition, a General’s Exploitation capability (if any) may be applied to any
eligible armor and/or mechanized unit(s) stacked with that General.
A General may ride pick-a-back with any combat land unit(s) it is stacked with, and may switch between any other friendly land
unit(s) in the same hex, even if another friendly combat land unit simply passes through the General’s hex. However, a General
may only move or ride as pick-a-back within the parameters of the Offensive being used to move or collect the General (and the
movement limit of the unit or units it is moving with). In such a case, the General is Activated via that Offensive normally, and
cannot be voluntarily moved again after the conclusion of that activating Offensive (until the next monthly game-turn).
A General may move alone during either the Offensive Phase or the Movement Phase with an inherent movement of “5” MPs. A
General cannot, however, both move alone and with a combat land unit during the same monthly game-turn (although a General
may stack with a combat land unit before, during or after moving alone, in which case the General is placed beneath the land
combat unit or stack in that same hex). In such a case, the General may still contribute its combat strength to any one unit it is
stacked with (whether attacking or defending), although the General may not move with the unit(s) afterward (even to Advance
After Combat). Nonetheless, a General is liable to the same land combat results of any unit(s) it is stacked with (even if it is not
contributing any combat strength to any unit in that same hex).
NOTE: If any enemy land unit enters a lone General’s hex, the General chit is simply removed from the map and then
returned to the force pool (of the General’s same nationality).
A lone General may move via rail, in which case the General moves like any other land unit, using any portion of its inherent “5”
MP allowance to move and/or entrain normally. A lone General is moved via rail as if it was a single infantry unit (see[6.1]).
A lone General may never enter any enemy land unit’s uninhibited ZOC (even if contested).
A lone General may be embarked-aboard and/or debarked-from an ATP or an STP normally (without being counted against the
ATP’s or STP’s transport capacity), but obviously not to conduct an Amphibious Assault or a Paradrop.
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Behind the Front
When a “Front” is demonstrated, all hexes behind that “Front” automatically become friendly to the unit’s creating the “Front”, with
the following exceptions:
Any hex that is occupied by an enemy unit remains as enemy controlled (although only while such a hex is actually occupied
by an enemy unit).
Vacant hexes (behind a “Front”) that are within any enemy unit’s ZOC do not become friendly simply because a “Front” is
created.
Enemy airbases, grass airfields, cities, fortifications* and resource hexes do not become friendly simply because a “Front” is
created. Such hexes must be physically occupied (i.e., captured) to become friendly (or via a conquest, if the owning nation
has been conquered outright).
*Unoccupied enemy fortification hexes (if isolated behind a “Front”) do become friendly (thus eliminating the fort) if there
are no enemy combat land units within the printed movement range (including applicable movement effects) up to (not
necessarily into) the fort’s hex. At that time, any such fortification(s) are removed from the map, and the hex(es) the
fort(s) previously occupied then revert to the control and ownership of the invader.
If multiple enemy units are behind a “Front”, they do not necessarily negate it, and they may, in fact, form a mini-Front behind the
“Front”. As such, any vacant hexes behind the mini-Front are therefore not automatically reverted to the control or ownership of
the units creating the “Front”.
Units that are out-of-supply behind an enemy “Front” do not revert the control or ownership of any hexes that they move through
(although a unit’s own hex is always considered controlled by that unit, and owned by its nation).
EXCEPTION: Airbases and/or grass airfields - when occupied by any enemy unit (even if out-of-supply) - will become
reverted (and remain) as an enemy controlled and owned hex, even if after all occupying enemy units vacate the airbase
and/or airfield hex.
A land unit’s ZOC never extends across any all-lake or any all-sea hex or hexside, even if currently frozen or bridged by a
ferry symbol.
EXAMPLE: A land unit in hex E 3120 (in the Soviet Union) - which is assumed to be on the north bank of the inlet -
does not exert any ZOC across the inlet to the south back.
Commandos, Generals, HQs, paratrooper units and partisans do not exert any ZOC.
No land unit ever exerts any ZOC into any forest or mountain hex.
Armor and mechanized units do not exert any ZOC into or out of any marsh hex.
Land units embarked aboard air or naval transports (including CL/DD combos) do not exert any ZOC while embarked. When
debarked, such land units then exert a ZOC again normally (notwithstanding other ZOC restrictions).
Air and naval units do not ever exert any ZOC. Air units at an airbase or airfield do not negate enemy ZOC into their own hex,
although air units will always contest an enemy unit’s ZOC into their own hex.
A land unit’s ZOC never extends into any enemy fortification hex, or across any enemy Permanent Fortification hexside.
Coastal forts do not negate any land unit’s ZOC, however.
A land unit’s ZOC never extends across any impassable hexside.
A land unit’s ZOC never extends into or out of the Iraq Transit Box.
Partisan chits automatically inhibit enemy ZOC in any hex they presently occupy.
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Contesting and Inhibiting ZOC
A Zone of Control may be either contested or inhibited:
A contested Zone of Control is any unoccupied hex that is within the ZOC of an enemy and a friendly land unit (i.e., that can
project a ZOC). Supply lines and rail movement is not permitted into or through any contested ZOC hex.
An inhibited Zone of Control is any hex that is within an enemy land unit’s ZOC, but is occupied by a friendly land unit (which
is inhibiting the enemy land unit’s ZOC). Friendly supply lines and rail movement is permitted into or through a hex within an
enemy land unit’s inhibited ZOC.
All land units (except for armor, commando and mechanized units) must immediately stop moving when entering any enemy land
unit’s ZOC, even if contested or inhibited, and may move no further during that movement (except to subsequently Advance After
Combat). However, a land unit that begins the Offensive or Movement Phase within an enemy land unit’s ZOC may leave that
hex, and may thus move normally after moving out of the enemy land unit’s ZOC (provided it does not enter another enemy unit’s
ZOC). A moving unit may never, though, move from an enemy ZOC hex directly into another enemy ZOC hex.
Armor and Mechanized ZOC Exception
Unlike other units, all armor and mechanized units may move into an enemy land unit’s ZOC, and then move one additional hex,
even if the additional hex is also within an enemy land unit’s ZOC (whether contested, inhibited or not).
An armor or mechanized unit that begins any Step within an enemy land unit’s ZOC may leave that hex, and may move normally
after moving out of the enemy land unit’s ZOC (provided it does not enter another enemy unit’s ZOC). If an armor or mechanized
unit exits all enemy land unit’s ZOC, but then enters any enemy land unit’s ZOC again, it may move one additional hex (as
stipulated above). However, if any armor or mechanized unit moves from an enemy land unit’s ZOC hex directly into another
enemy land unit’s ZOC hex, in that case it must immediately stop moving, and may move no further during that movement (except
to subsequently Advance After Combat).
Commando ZOC Exception
Like armor and mechanized units, a commando unit may move into an enemy land unit’s ZOC, and then move one additional
hex, even if the additional hex is also within an enemy land unit’s ZOC (whether contested, inhibited or not).
A commando unit that begins any Step within an enemy land unit’s ZOC may leave that hex, and may move normally after moving
out of the enemy land unit’s ZOC (provided it does not enter another enemy unit’s ZOC). If any commando unit exits all enemy
land unit’s ZOC, but then enters any enemy land unit’s ZOC again, it may move one additional hex (as stipulated above).
However, if any commando unit moves from an enemy land unit’s ZOC hex directly into another enemy land unit’s ZOC hex, in
that case it must immediately stop moving, and may move no further during that movement (except to subsequently Advance
After Combat).
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Land Combat Procedure
The Combat Procedure is an agendum of numbered sequences to resolve each pending land combat attack, tabulated as follows:
[ 1 ] Total the combat strength point(s) of all attacking land units. Add the combat strength point(s) of any participating General(s),
Bomber(s) and/or any Naval Bombardment support. See [5.10], [4.22] and [3.28] respectively.
[ 2 ] Total the combat strength point(s) of all defending land units. Add the combat strength point(s) of any present fortification,
General, participating Bomber(s), and/or any Naval Bombardment support. See [5.10], [4.22] and [3.28] respectively.
[ 3 ] Divide the defender’s net strength point total into the attacker’s net strength point total, rounding any fractions down*. The
solution is then factored as an odds ratio (e.g., a total attacking strength of 21 points against a total defending strength of 6
points equates to a 3:1 combat attack odds; i.e., 6 divided into 21 is 3.5, which is rounded down* to 3).
*Unless optional rule [11.17] is in effect.
NOTE: Calculated odd ratios greater than 5:1 are resolved as 5:1. Conversely, calculated odd ratios less then 1:3 are
resolved as 1:3.
[ 4 ] The attacker then rolls one 8-sided die, applying all applicable die roll modifiers (see [5.16]), and cross-references the
modified die roll result with the calculated odds ratio on the Combat Results Table (printed on the map).
[ 5 ] Implement the indicated land combat result immediately. If the land combat result affects both the attacker and the defender,
the defender always completely implements his own combat result effects first.
Strength Point Variations
The printed combat strength of any land unit is subject to possible variation(s) depending upon other contributory circumstances,
conditions, statuses and/or units, tabulated as follows:
NOTE: Each land unit’s own combat strength rating may be increased to a maximum of double its own printed combat
strength (but never more), regardless of the accumulation of other contributing circumstances, conditions, statuses and/or
units.
EXCEPTION: A General’s combat rating is always applied after any halving effects (e.g., rivers), but before adding any
bomber and/or naval gunfire combat strength points.
Permanent Fortifications: Each land unit in a Permanent Fortification hex defends at double its own printed combat
strength if all of the participating enemy land units (i.e., that are participating in the attack) are attacking across a Permanent
Fortification hexside. If any of the participating enemy land units are attacking across a normal hexside - if any - (e.g., from
behind the Permanent Fortification), then none of the defending unit(s’) strength are doubled.
An unoccupied Permanent Fortification is assumed to possess an inherent defense strength of “2” when attacked from across
a Permanent Fortification hexside. If attacked from across a normal hexside - if any -, an unoccupied Permanent Fortification
has no inherent defense strength, and is considered to be a normal unoccupied hex instead (in which case, in fact, no attack
may actually occur).
Any [-/1] combat result (i.e., a bracketed defender step loss) against a Permanent Fortification is automatically backfired as
1/- result instead (i.e., an attacker step loss)*, assuming that all of the participating land units were attacking across a
Permanent Fortification hexside. If any of the participating land units were attacking a Permanent Fortification across a
normal hexside - if any - (e.g., from behind the Permanent Fortification), a [-/1] combat result then applies normally (see
[5.18]).
*Except if a German land combat attack during a Blitzkrieg Turn.
Fortification Chits: Each land unit stacked with a fortification chit defends at +2 combat strength points. An unoccupied
fortification chit is assumed to possess an inherent defense strength of “2”.
Any [-/1] combat result (i.e., a bracketed defender step loss) against a fortification chit is automatically backfired as 1/- result
instead (i.e., an attacker step loss)*.
*Except if a German land combat attack during a Blitzkrieg Turn.
Coastal Fort Chits: Each land unit stacked with a coastal fort chit defends at +2 combat strength points if attacked via an
Amphibious Assault. Coastal fort chits have no effect when attacked from any adjacent (and connected) land hex (e.g., a
coastal fort is not applicable against an attack from across any river or strait). An unoccupied coastal fort chit is assumed to
possess an inherent defense strength of “2” (if attacked via an Amphibious Assault).
Any [-/1] combat result (i.e., a bracketed defender step loss) against a coastal fort chit (during an Amphibious Assault) is
automatically backfired as 1/- result instead (i.e., an attacker step loss)*.
*Even if a German land combat attack during a Blitzkrieg Turn.
Rivers/Straits: Any land unit(s) attacking across a river hexside or across a strait always attack at half (fractions rounded
down) of their own printed combat strength rating(s). When calculating an attack across a river hexside or a strait, the
collective total combat strength of all attacking land units is halved (i.e., not each unit). Attacks across any frozen river
hexsides are not halved.
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NOTE: Paratrooper units are not halved (nor calculated as part of the halved collective total combat strength) when
conducting a Paradrop into a target hex that is across a river or a strait. However, a paratrooper unit never negates a
river’s or a strait’s halving-effect for any other land unit(s) participating in that same land attack.
General Chits: One General per hex may add its printed combat strength rating to one land unit (of the same nationality)
in the same hex (i.e., stacked with the General). The General’s combat strength rating is applied after any halving effects
(e.g., rivers), but before adding any bomber and/or naval gunfire combat strength points.
A General may only contribute its combat strength rating if it is stacked with at least one land unit of the same nationality.
Moreover, no more than one General may ever contribute its combat strength to the same hex.
EXCEPTION: Any Soviet land unit stack (even if only a single land unit) within the command radius of Zhukov’s adjutant
HQ will receive a +2 combat strength rating in addition to the added combat strength of any other single Soviet General
that is stacked in that same hex.
Bombers: Each unaborted Bomber, Fighter-Bomber and/or Naval-Air unit in the same target hex may add its printed combat
strength rating to the attacking or defending land unit(s). Heavy Bombers, however, are halved (see [4.0] and [4.22]).
Naval Bombardment: Any named naval unit(s) presently occupying the same coastal hex as the target may contribute 1
combat strength point per each block of 3 naval gunnery points within that task force (i.e., the total gunnery value of all
named naval units in the contributing task force is divided by 3, rounding all fractions down). In addition, if any CL naval
unit(s) are present in the task force (regardless of how many), they can collectively contribute 1 combat strength point.
Likewise, if any DD naval unit(s) are present in the task force (regardless of how many), they can also collectively contribute 1
combat strength point.
Naval units may contribute their own gunnery strength points to as many land combat attacks as occur in their same coastal
hex (i.e., where the naval units presently reside), whether contributing to the attacking or to the defending unit(s).
Both friendly and enemy naval units in the same coastal hex may contribute their naval gunnery combat strength points to
land combat occurring in that same hex (i.e., to the attacker and the defender, respectively). Naval units that have “withdrawn”
from naval combat (see [3.17]) during a preceding naval engagement (if occurring that Phase) cannot, however, contribute
any naval gunnery strength points.
Expeditionary Minor Partner Units: Minor partner ally units that are attacked in any hex outside of their own home nation
will automatically only defend at half of their own printed combat strength rating (fractions rounded up) unless provided at
least 1 contributory combat strength point from any supporting allied major power Bomber, Fighter-Bomber, Naval-Air unit
and/or naval unit. Inclement weather, ipso-facto, does not necessarily negate any contributory support eligibility, except in a
case when air is actually grounded. Minor partner units are never halved when they are attacking any enemy units outside of
their own home nation, however.
[5.15] Land Combat Restrictions [5.15]
Land units are never required to attack, except in the case of a failed Armor Breakthrough Attack (see [5.21]). Additionally, not all
of the land units that are Activated for an attack are necessarily required to attack (e.g., some land units may be Activated in
place, or simply moved to an alternate location - within legal parameters - but not attack or participate in an attack, if the owning
player prefers). Furthermore, not all of the land units within the same Activated stack are required to attack (or required to attack
the same target).
To conduct an attack, any and all participating land units must be currently Activated to do so. Each Activated unit (or stack of
units) is only permitted to conduct one particular attack per Activation (per Offensive Phase). Previously Activated units may
never participate in any subsequent Activations and/or attacks, even if they did not attack (though were Activated) hitherto.
EXCEPTION: Armor Reaction Attacks (see [5.17]).
Any infantry-type* land unit(s) that are Activated by an HQ must be within range of that activating HQ’s command radius at
the moment the land unit(s) conduct the attack (although the target hex itself need not be within the activating HQ’s command
radius).
*Defined as any non-armor, non-mechanized and non-cavalry land unit.
Any attacking land unit(s) may only attack an adjacent (and connected) target hex, although a land unit may be Activated and
then moved adjacent to an intended target hex (if within movement range), and then attack (per the normal combat
sequence).
No land unit may attack any empty (i.e., unoccupied) enemy hex* (even if within enemy ZOC), any enemy air and/or naval
unit (even if presently at a base or port, respectively), any unoccupied enemy installation (except an unoccupied fortification,
which possesses an inherent defense strength of “2”), or any lone enemy General. Any undefended enemy hex may be simply
captured when occupied by any combat land unit (see [5.11]).
*Except as an Amphibious Assault (see [3.25]; Intrinsic Garrison).
No land unit may ever attack across an impassable hexside, or an all-lake (even if frozen) or an all-sea (unless across a ferry
symbol) hexside (i.e., if there is no connecting land bridge from the attacking land unit or unit’s hex to the target hex).
EXAMPLE: A land unit in hex E 4531 (in Greece) may attack an enemy land unit in hex E 4532, but not E 4631.
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Each individual land combat attack (i.e., die roll) is always directed at one specific target hex, and never more (regardless of
the quantity of participating units). Moreover, the same target hex may not be attacked more than once during the same Step
(although a target hex may possibly be attacked more than once within the same Phase and/or monthly game-turn).
EXCEPTION: No coastal hex may be attacked more than once via an Amphibious Assault during the same monthly
game-turn.
All defending land units in a target hex must be attacked as an aggregate group (i.e., as a net combat strength value). The
attacking player may not only attack some units, but not others (in the same hex). The defending player may choose to only
defend with some units in a particular target hex (e.g., if some units are out-of-supply, and others are not), although all of the
defending land units in the same target hex are liable to the same combat result, even if the defending player elected to
exclude some land units from contributing combat strength points to that hex’s defense.
Multiple attacking land unit chits in the same stack may attack different target hexes from that stack (if more than one land
combat attack is licit per the current Activation method; see [5.0]), although each individual target hex must be declared and
identified as such before any actual land combat attacks. Individual steps or combat points of the same land unit may never
be individually apportioned to attack different target hexes or different units.
Attacking land units cannot cancel any announced attack after a Paradrop has occurred in the target combat hex during the
same Activation (unless the paratrooper unit had been eliminated prior to or as a result of the Paradrop). Additionally, if a
defending Western Ally or Soviet player declares the usage of an Ultra chit, the Axis player may not then cancel his
announced attack upon that target hex, nor may any player cancel his announced attack after either side has declared and
expended an Offensive for a Re-Roll option. Of course, no player may ever cancel his attack after actually rolling the land
combat attack die roll to resolve that attack.
If any attacking land units’ hex(es) are over-stacked (at the time of an attack), only as many land units as may legally stack in
the attacking units’ hex(es) may attack from the attacking hex(es). Likewise, if any defending land units’ target hex is over-
stacked (at the time of the attack), only as many defending land units as may legally stack in the defending unit’s target hex
may defend in such a hex. In any case, the owning player must choose and announce which land units are participatory.
Nonetheless, any over-stacked land units are always liable to the same combat results as the otherwise legally-stacked land
units.
Fighting Vichy units may not ever conduct any land combat attack at less than a 1-1 combat odds ratio.
Blitzkrieg Bonus
If the Blitzkrieg Bonus is in effect (see [10.2]), any German land combat attacks are entitled to a +2 land combat die roll
bonus during the first Blitzkrieg monthly game-turn, and then a +1 land combat die roll bonus during the second consecutive
Blitzkrieg monthly game-turn.
NOTE: The Blitzkrieg Bonus only applies during one monthly game-turn (a +2) against any US combat land units, and
is not applicable to any UK combat land unit(s) unless the UK land unit(s) are presently stacked with at least one US
combat land unit during that one monthly game-turn (in which case the co-stacked UK combat land unit or units are
liable to the same land combat result).
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Mud Weather Penalty
Any land combat attacks against defending target hexes during Mud weather conditions (where Mud is in effect; see [1.3] and
[1.4]) must suffer a -1 land combat die roll penalty.
Concentric Attack Bonus
Any land combat attacks from at least two diametrically opposite land hexes (i.e., from at least two opposite sides) upon the
same target hex (during the same land combat attack) are entitled to a +1 land combat die roll bonus, unless either of the
opposite sides of a Concentric Attack is attacking across a Permanent Fortification hexside. Dual Amphibious Assaults upon
opposite sides of an island or a peninsula is not considered a Concentric Attack.
NOTE: Fortifications, unaccompanied Generals, non-land units, non-attacking land units and/or ZOCs do not - in and of
themselves - ever qualify when determining attacks from diametrically opposite hexes.
Mountain Terrain Penalty
Any land combat attacks against any enemy combat land unit(s) presently in any mountain hex must suffer a -1 land combat
die roll penalty.
EXCEPTION: Mountain units (or any land combat attacks involving at least one mountain unit) are never subject to the
aforementioned penalty.
Paradrop Bonus
If a paratrooper unit successfully conducts a Paradrop into a target combat hex (if the paratrooper unit did not become
depleted as a result of the drop) just prior to a conjunctive land combat attack, that land combat attack is entitled to a +1 land
combat die roll bonus. A paratrooper unit that conducts an attack alone (as a Paradrop) is also entitled to a +1 land combat
die roll bonus normally (if the lone paratrooper unit did not become depleted as a result of the drop).
Strait Penalty
Any land combat attacks against any enemy land unit(s) across a strait (except in Denmark), must suffer a -1 land combat
die roll penalty, even during Winter monthly game-turns. This modifier applies in addition to the normal halving effect for land
combat attacks across a strait (see [5.14]).
1944 German/Soviet Armor Bonus
Beginning in 1944 (i.e., as of the January monthly game-turn, and until the end of the war), all German and Soviet armor units
(not mechanized units) receive a +1 land combat die roll bonus during any land combat attacks in any clear terrain hex. Any
such attack, however, must consist of at least 50% armor combat strength points to be eligible for this land combat die roll
bonus. Conversely, any enemy land combat attack against a hex consisting of at least 50% German or Soviet armor units
must suffer a -1 land combat die roll penalty (beginning in 1944). If sufficient German or Soviet armor units (if consisting at
least 50% armor combat strength points) attack Soviet or German armor units, respectively (if consisting at least 50% armor
combat strength points), the opposing modifiers thus cancel out.
NOTE: Mechanized units are not considered “armor” for purposes of this rule.
Soviet Winter Bonus
If the Soviet Winter Bonus is in effect (see [10.23]), any Soviet land combat attacks within the Soviet Union proper are
entitled to a +1 land combat die roll bonus during the first consecutive Winter monthly game-turns after Germany is at war
with the Soviet Union.
Italian Apathy Penalty
All Italian land combat attacks against any enemy land unit(s) must suffer a -1 land combat die roll penalty (if involving any
Italian combat land unit). Conversely, any enemy land combat attacks against Italian combat land units are entitled to a +1
land combat die roll bonus. An unoccupied Italian fort or an unoccupied Italian coastal hex, however, is never subject to the
Italian Apathy Penalty.
NOTE: Italy may abrogate the Italian Apathy Penalty (permanently) if Italy autonomously conquers Greece (i.e., without
German or Axis minor partner military assistance, cooperation or participation). If any non-Italian Axis unit enters and/or
overflies any Greek mainland or island hex (even if currently controlled by Italy), or contributes Ground Support and/or
Naval Bombardment for any Italian units in any Greek hex (before Greece is conquered), the Italian Apathy Penalty
cannot, therefore, ever be abrogated. If, however, Italy can conquer Greece (without any German or other Axis minor
partner military assistance, cooperation or participation), the Italian Apathy Penalty is then nullified and never reinstated.
EXCEPTION: Any Italian combat land unit(s) stacked with General “Rommel” and at least one German combat land unit,
and/or presently within the command radius of the German “AFRIKA” HQ (regardless of the HQ’s or Italian combat land
unit’s location) are thus exempt from the Italian Apathy Penalty.
Supply Status Penalty/Bonus
If any land combat attack includes any out-of-supply land unit(s) - even if not actually “marked” as out-of-supply - the land
combat attack must suffer a -2 land combat die roll penalty. Conversely, any land combat attack against any out-of-supply
land unit(s) - even if not actually “marked” as out-of-supply - is entitled to a +1 land combat die roll bonus.
If a defending hex includes some land unit(s) that are out-of-supply, but others that are not, the defending player may choose
(before the combat die roll) to exclude all of the out-of-supply units from that land combat, and thereby avoid the out-of-supply
die roll modifier. However, any land unit(s) excluded from land combat cannot contribute any combat strength points to that
land combat. If any out-of-supply land unit(s) are included in any land combat, the out-of-supply die roll modifier then applies
normally.
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NOTE: A functional Permanent Fortification always automatically provides supply for one land unit (only) in its hex.
Thus, if a Permanent Fortification hex itself is out-of-supply, one land unit (of the owning player’s choice) in that hex is
considered to be supplied.
Amphibious Assault Penalty
Any land unit(s) that are performing an Amphibious Assault land combat attack upon an enemy’s coastal hex (even if not
occupied) must suffer a -3 land combat die roll penalty (-4, if an Axis or a Soviet Amphibious Assault).
An assaulting player may abrogate the Amphibious Assault penalty if the Amphibious Assault is coordinated with a normal
land combat attack upon the same target coastal hex (from any connecting land hex or hexes). The coordinating land combat
attack, however, must consist of at least 50% of the total land combat strength points attacking the target coastal hex (i.e.,
where the Amphibious Assault is occurring). In such a case, the Amphibious Assault penalty is nullified (and the attack is not
considered an Amphibious Assault for re-roll purposes).
NOTE: If a coordinated land combat attack originates from across a river, the attacking, coordinating land unit(s) are
halved normally, and thus is only counted as half when determining the ratio of amphibious-to-over-land land units.
AE = All of the attacking units are eliminated (i.e., removed from the map).
3/- = The attacker loses (i.e., must eliminate) three land steps / The defender is unaffected.
2/- = The attacker loses (i.e., must eliminate) two land steps / The defender is unaffected.
1/- = The attacker loses (i.e., must eliminate) one land step / The defender is unaffected.
[-/1] = The attacker is unaffected / The defender loses (i.e., must eliminate) one land step, unless the defending hex contains a
fortification symbol or chit (or is a Soviet home city hex; see [10.10]), in which case the attacker loses (i.e., must
eliminate) one land step instead, but the defender is unaffected.
EXCEPTION: If the German Blitzkrieg Bonus is currently in effect, a German [-/1] land combat attack result upon any
enemy fortification chit (or Soviet home city hex) is considered a normal -/1 result instead (i.e., a defender step loss).
This Blitzkrieg exception does not apply if the land combat attack is across a Permanent Fortification hexside, however.
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-/2 = The attacker is unaffected / The defender loses (i.e., must eliminate) two land steps. If this combat result eliminated at
least 1/2 (i.e., half) of the total defending land unit steps in the combat target hex, the defender is subject to a Retreat
Check (see below).
-/3 = The attacker is unaffected / The defender loses (i.e., must eliminate) three land steps. If this combat result eliminated at
least 1/2 (i.e., half) of the total defending land unit steps in the combat target hex, the defender is subject to a Retreat
Check (see below).
DE = All of the defending units are eliminated (i.e., removed from the map).
Implementing Step Losses
A step loss is implemented by flipping any one full-strength land unit (that engaged in the cognate combat), or by eliminating one
depleted land unit (that engaged in the cognate combat). Paratrooper units, however, regardless of their size, must be eliminated
completely if they suffer a step loss (or are selected as a step loss). Multiple step losses are implemented the same way. As such,
players may choose to implement multiple step losses among any of the participating land units in any factorable, binary
combination (e.g., a player that suffers three step losses may opt to eliminate one full land unit and deplete another, or deplete
three full land units, assuming - in the latter case - at least three land units participated in that combat engagement).
NOTE: Players may not voluntarily eliminate more steps than is required by any particular land combat result.
Land units that are eliminated are returned to the owning player’s force pool (including minor partner ally land units), unless noted
as (cbr) in the force pool (i.e., cannot be rebuilt). Some infantry units that became eliminated within their home nation’s borders
are eligible to be placed into the Replenishment Box instead, and are thus eligible for Replenishment (see [7.14]).
Retreat Checks
On any Combat Results Table result with a “ ” (dot) symbol (if the combat result eliminated at least 1/2 of the total defending land
unit steps), the defender must check for a possible retreat from that combat target hex. In such a case, the defender must roll one
die (8-sided) immediately following that combat result die roll. If the defender rolls a number that is equal-to or greater-than the
attacker’s net land combat die roll attack result (i.e., the combat result that caused the retreat check), the defender must then
immediately retreat (i.e., move) all defending (i.e., surviving) land units (in the target combat hex) one hex (closer* to a friendly
supply source) into any legally accessible adjacent land hex that is not occupied by any enemy chit (although the retreating unit or
units can force a lone enemy HQ to be “bumped”; see [5.2]). All retreats are mandatory, even if detrimental. No units may ever
retreat more than one hex, however, regardless of any other present circumstances.
*When any land unit(s) are retreating closer toward a friendly supply source, the defending player may designate any
legitimate supply source as compliant per this stipulation (i.e., even if it is not necessarily the “closest” friendly supply
source) unless the retreating land unit(s) are currently out-of-supply at the moment of the required retreat (even if not
marked with an “Out-of-Supply” chit). Any retreating land unit(s) that are currently out-of-supply must always retreat
toward the “closest” supply source possible.
EXAMPLE: An attacker result of “6” on the 2-1 odds column is a “-/2 ” result, which requires the defender to lose two
steps and check for a possible retreat (if there were not more than four - that is, more than 1/2 - land steps in the target
combat hex). Thus, the defender must roll an 8-sided die. If the defender also rolls a “6” (or greater), the defender must
then retreat all remaining land units in the target combat hex one hex away (toward a friendly supply source), even if the
retreat would be detrimental to the retreating (or any other) unit(s).
Land units may never retreat into any uninhibited enemy ZOC, even if contested. Retreating land units may retreat into an enemy
ZOC if the hex is occupied by any other friendly land unit(s) or a friendly fortification (i.e., an inhibited enemy ZOC hex).
Retreating unit(s) may not retreat into or across any hex that is otherwise prohibited to land movement (although mountain units
may retreat across mountain-impassable hexsides).
Retreating unit(s) may retreat into an unoccupied enemy-owned hex (if not within any enemy unit’s uninhibited ZOC), although
any such hex is not then considered friendly to the retreating (or compatriot) unit(s). If the retreating unit(s) remain in the hex unto
the beginning of the next monthly game-turn, however, such a hex will - then - become controlled by the retreating unit(s), and
considered friendly to them (and any compatriot units).
A stack of multiple retreating units may be split up and retreated in different directions, if desired, provided that each retreat hex is
closer to a friendly supply source than the combat hex (and, of course, an eligible retreat hex, as explained above).
NOTE: If possible, retreating unit(s) must always choose to retreat without over-stacking (if any other valid retreat hexes
exist). If no other valid retreat hex(es) exist, retreating unit(s) may temporarily* over-stack with other non-retreating land
units in a (if eligible) retreat hex. In such a case, the owning player may not subsequently attack and/or defend with any
units in excess of the legal stacking limits, however. Any retreating land unit(s) that are currently out-of-supply, though,
must always prioritize a retreat path that is closer to a friendly supply source - even if such a hex would become over-
stacked - rather than a hex that would not be over-stacked, but is further from a supply source.
*Until the end of the Movement Phase.
If any retreating unit(s) retreat into a hex with any other friendly land unit(s), the retreating unit(s) may not contribute combat
strength to the defense of that same hex if that hex is attacked during the same Step - in which the retreating unit(s) retreated -
nor may any retreating unit(s) be eliminated or depleted to comply with any enemy’s combat result upon that same hex. However,
if an enemy’s combat result causes more step losses than actually exist in that same combat hex (notwithstanding the retreated
units), then enough of those retreated unit(s) must be expended to settle any excess step losses. Furthermore, any DE result
upon a hex with any retreated land units always eliminates all of the units in that same combat hex (i.e., including those that had
retreated therein).
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Retreated units are not applicable when determining if “1/2” of the units in a combat hex have been eliminated (subjecting such
units to a Retreat Check, if such is the case). Retreated units are, however, subject to any additional retreat result upon their hex,
and must retreat again if the other unit(s) therein are required to subsequently do so.
Voluntarily Retreat
If at least 1/2 of the land steps in a combat hex are eliminated (requiring a Retreat Result), the owning player may then voluntarily
retreat all of the surviving land units, even if not required to do so. In such a case, however, the owning player must retreat every
unit therein. A player may not voluntarily retreat only some units, but not others. Until 1944, German land units may not voluntarily
retreat, if optional rule [11.8] is in effect.
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[5.20] Eliminating Generals [5.20]
Generals are only affected during an enemy attack that eliminates every land unit in the General’s same hex (i.e., stacked with
the General chit). If every land unit stacked with a General is eliminated (as a result of a combat elimination, but not due to an
elimination as a result of being out-of-supply), the defending player must then immediately roll one die (6-sided): On a die roll of 1-
2, the General is eliminated (permanently) and removed from the game. The following Generals, however, are subject to a die roll
modifier when checking for their elimination:
+1 : General Zhukov
- 2 : General Kluge
- 2 : General Vlasov
- 2 : General Graziani
- 1 : General Model
- 1 : General Paulus
Nonetheless, on a net die roll of 3-6, the subject General is removed from the map and returned to the force pool. Then, that
General is eligible to arrive in play again as of the following Seasonal Turn normally (during the Construction Phase).
A lone General cannot be attacked, and thus is never subject to a combat elimination. However, If any enemy land unit enters a
lone General’s hex, the General chit is simply removed from the map and returned to its force pool.
[5.21] Armor Breakthroughs [5.21]
Armor Breakthroughs occur before the Combat and Exploitation Steps of the Offensive Phase, which - if successful - may allow
other land units to follow-up each Armor Breakthrough attack (presumably to capitalize upon a breach in the enemy’s present
positions). All Armor Breakthrough Movement and/or attacks must occur during the Breakthrough Step of the Offensive Phase. As
implied, only armor (and/or mechanized) units are eligible to conduct any Armor Breakthrough (although paratrooper units may
participate as an affiliated Paradrop). A General that is stacked with an armor (and/or mechanized) unit or stack may contribute its
combat and exploitation capability during the Breakthrough Step normally. Only armor and/or mechanized units with a circled
printed movement rating are ever eligible to perform Armor Breakthroughs.
NOTE: Depleted Italian armor and mechanized units may not perform Armor Breakthroughs. As such, Italian armor and
mechanized unit’s movement ratings are not circled on the depleted side.
When performing an Armor Breakthrough, only a single stack of armor and/or mechanized units may do so (i.e., multiple stacks
of armor and/or mechanized units in different hexes may not coordinate to attack the same hex as an Armor Breakthrough).
Furthermore, the armor and/or mechanized stack must begin the Step stacked together (and must remain stacked together until
the Armor Breakthrough attack is resolved).
All standard terrain movement costs apply normally, although Armor Breakthrough attacks are never permitted into any Marsh hex.
Activation
An armor and/or mechanized stack may be Activated as a Stack Activation to conduct an Armor Breakthrough attack (i.e., at a
cost of one Offensive normally).
Multiple armor and/or mechanized stacks may also be Activated via an HQ Activation to conduct multiple individual Armor
Breakthrough attacks (at a cost of one Offensive to Activate the HQ). As such, the HQ may Activate as many eligible armor and/or
mechanized stacks as equal to the HQ’s command rating (i.e., an HQ with an command rating of “2” may Activate up to two
armor and/or mechanized stacks to conduct two individual Armor Breakthrough attacks).
NOTE: Multiple armor and/or mechanized units within the same hex may be Activated separately (to perform separate
Armor Breakthrough attacks), provided that each Armor Breakthrough attack is Activated and resolved upon a different
target hex.
If multiple armor and/or mechanized stacks are Activated to conduct separate Armor Breakthrough attacks (during the same
Breakthrough Step), each Armor Breakthrough attack and all associated movement must be resolved completely and concluded
sequentially, before beginning the next pending Armor Breakthrough. In all cases, separate Armor Breakthrough attacks cannot
be directed against the same target hex during the same Breakthrough Step.
Pre-Attack Armor Breakthrough Movement
Prior to an Armor Breakthrough attack, an armor and/or mechanized stack may move up to 2 hexes (but never more), or 1 hex if
moving from enemy ZOC to enemy ZOC. A General, if present, is irrelevant in this regard, but may accompany the move normally.
The armor and/or mechanized stack may temporarily over-stack, if necessary (because stacking limits are not enforced until the
end of the current Step), although only as many armor and/or mechanized units as may legally stack in the attacking armor and/or
mechanized units’ hex may attack from that attacking hex.
Armor Breakthrough Attacks
After performing Pre-Attack Armor Breakthrough Movement (if any), the armor and/or mechanized stack then conducts the Armor
Breakthrough attack (although Pre-Attack Armor Breakthrough movement is not a requisite to conduct an Armor Breakthrough
Attack). The attacking player may also attempt a Paradrop into the target combat hex at this time (see [4.1])*. Both the attacker
and the defender then contribute Ground Support and/or Naval Bombardment (if allowable) per the normal rules, resolving all
interceptions and combat normally.
*If an Armor Breakthrough attack results in an attacker step loss (either due to a failed Armor Breakthrough attack, or as an
Advance After Combat Attrition, after a “ ” result), an extant participating paratrooper unit (i.e., after the Paradrop) may be
eliminated (not merely depleted) to fulfill one required step loss.
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If the Armor Breakthrough attack is successful, the armor and/or mechanized stack may then Advance After Combat normally,
and is then eligible to conduct Armor Breakthrough Movement.
Armor Breakthrough Movement
Immediately after a successful Armor Breakthrough attack (whether the armor and/or mechanized stack Advances After Combat
or not), the armor and/or mechanized stack is entitled to perform Armor Breakthrough Movement. If no General* is stacked with
the armor and/or mechanized stack, the stack may then move 1 hex (regardless of ZOC, in this case). If, however, a friendly
General is stacked with the armor and/or mechanized stack, the stack may then move up to the extent of that General’s printed
exploitation rating (per the normal movement, supply and weather rules). After Armor Breakthrough Movement, flip the participating
General (if any) to its reverse side, indicating that the General cannot contribute any additional movement to the armor and/or
mechanized stack during that monthly game-turn. The armor and/or mechanized stack is then marked with an “Active” chit
normally.
*Or if General Graziani is stacked with an eligible Axis armor and/or mechanized stack.
NOTE: A moving armor and/or mechanized stack may split up as it moves (within the aforementioned movement limits),
even if any particular armor and/or mechanized unit does not actually remain with the actuating General chit (if any).
Repeated Armor Breakthrough Attacks
If any Breakthrough attack fails to extirpates the target hex (or if the Armor Breakthrough attack is canceled prior to the attack die
roll), the surviving armor and/or mechanized unit(s) must repeat the attack again during the Combat Step. Because the repeated
attack is occurring during the Combat Step (of the Offensive Phase), other friendly units are eligible to participate in that repeated
attack. If a separate attack (by other friendly land units) extirpates that targeted hex before the repeated attack, the surviving armor
and/or mechanized unit(s) are then marked with an “Active” chit normally.
Armor Breakthrough Restrictions
An armor and/or mechanized stack that begins the Offensive Phase in a hex that is affected by Mud weather condition cannot
conduct a Breakthrough attack. Additionally, a hex affected by Mud weather condition cannot be attacked or entered as a
Breakthrough.
An armor and/or mechanized stack that conducts an Armor Breakthrough attack is not eligible to participate in the Exploitation
Step of the same Offensive.
No unit may conduct a Secondary Advance after an Armor Breakthrough attack (i.e., during the Breakthrough Step).
An armor and/or mechanized stack (that conducted an Armor Breakthrough) cannot move during the normal Land Movement
Step. An armor and/or mechanized stack (that conducted a Breakthrough) may, however, conduct a normal land attack
during the Combat Step (after which its movement is considered ended for the duration of that current monthly game-turn).
If a paratrooper unit participates in a failed Armor Breakthrough attack (i.e., an attack that fails to extirpate the target hex), the
paratrooper unit is automatically eliminated. If a paratrooper unit participates in a successful Armor Breakthrough attack
(assuming it survives), the paratrooper unit must remain in the target hex (as Activated). It may defend normally (and retreat,
if necessary), although it may not move or attack for the duration of the current monthly game-turn.
After concluding the Breakthrough Step of a Land Offensive, any participating General(s) are then flipped to their reverse (ineligible
to exploit) sides, regardless of their contribution (or lack thereof) to any Armor Breakthrough.
If the armor and/or mechanized unit(s) did not participate during the Breakthrough Step.
If the armor and/or mechanized unit(s) and General began the Exploitation Step stacked together (though they need not have
necessarily been stacked together before then).
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Exploitation Movement
When beginning Exploitation Movement, all eligible armor and/or mechanized units (stacked with a General) may move up to the
extent of the General’s printed exploitation rating*. As with Armor Breakthrough Movement, a moving stack of multiple armor
and/or mechanized units may split up as it moves (within the aforementioned movement limits), even if any particular armor
and/or mechanized unit does not actually remain with the actuating General chit (if any). All MP costs and movement restrictions
apply normally to Exploitation Movement, except as noted below:
*A General’s exploitation rating always supersedes the printed movement rating of any armor and/or mechanized unit(s) it
is stacked with (during Exploitation Movement only; this supersedence does not apply during the Breakthrough Step).
NOTE: Any armor and/or mechanized unit(s) that begin their Exploitation Movement as supplied are considered to be in
supply for the duration of their movement (and any subsequent Exploitation attacks that they conduct). Supply
considerations are only applicable to any participating armor and/or mechanized unit(s) at the beginning of that Offensive
and at the end of the current Exploitation Step (see [7.10]).
Exploitation Attacks
After conducting all Exploitation Movement (unlike Armor Breakthroughs, which are resolved sequentially), the exploiting armor
and/or mechanized unit(s) may then conduct Exploitation attack(s), if adjacent to an eligible target hex (although Exploitation
movement is not a requisite to conduct an Exploitation attack). Each armor and/or mechanized stack may attack a different target
hex, or, several armor and/or mechanized stacks may collectively attack the same target hex, if desired. Exploitation attacks are
conducted and resolved like normal land combat attacks (which may include participating paratrooper units as an affiliated
Paradrop), although Exploitation attacks are not required to be within the command radius of any activating Command Agent.
Both the attacker and the defender then contribute Ground Support and/or Naval Bombardment (if available) per the normal rules,
resolving all interceptions and combat normally.
NOTE: Any air unit(s) that supported an armor and/or mechanized attack during the Armor Breakthrough Step and/or the
Combat Step are also eligible to support an Exploitation attack (see [4.1]).
After resolving each Exploitation attack, the successfully attacking armor and/or mechanized unit(s) may then Advance After
Combat normally. Unlike during Breakthroughs, any land unit(s) (if not Activated during a previously Offensive) may conduct a
Secondary Advance normally as well (see [5.19]).
Any Exploiting armor and/or mechanized unit(s) may be commanded by any other simultaneously Activated HQ (if within that
HQ’s command radius), even if that activated HQ (during the Exploitation Step) is not the original HQ that initiated the Activation
of the armor and/or mechanized unit(s) during the previous Combat Step. All normal international cooperation restrictions apply
normally, however (see [9.26]).
Exploitations Restrictions
Only armor and/or mechanized units (with a circled movement rating) may perform Exploitation Movement and/or attacks.
Only armor and/or mechanized units (with a circled movement rating) that were Activated during the previous Command Status
Step or Land Movement Step may conduct any Exploitation Movement and/or attack(s) during the Exploitation Step. Multiple
participating armor and/or mechanized units may only conduct as many Exploitation attacks as is normally permitted by the
Command Agent that had initiated the original Activation(s). Multiple accompanying Generals may conduct additional
Exploitation Movements, but they cannot conduct any attacks in excess of the original Activating Command Agent(s) normal
attack limit (see [5.0]).
A land unit Activated during an Offensive during the preceding Offensive Phase cannot move by rail.
A land unit cannot move by rail if - at any time - it is within or enters an enemy land unit’s uninhibited Zone of Control
(even if contested). This restriction is not applicable if another friendly land unit occupies (i.e., inhibits) the hex wherein
the enemy’s ZOC extends.
A land unit moving by rail may enter friendly-controlled (or allied) hexes only.
A land unit is eligible for rail movement only if, at the instant it moves, it may trace an overland line of supply to a legal
supply source.
Effects of Conquest upon Rail Movement
A conquered nation will retain an inherent Rail Capacity of 1 (useable by the conqueror), but never more (regardless of its pre-
conquest Rail Capacity). For purposes of this rule, Occupied France and Vichy France are considered one nation (i.e., they have
a Rail Capacity of 1 between them), unless Occupied France is liberated, or Vichy France is conquered. If Occupied France is
liberated separately, or if Vichy France is conquered separately, then each is assumed to possess a Rail Capacity of 1.
A conquered nation’s original Rail Capacity is not restored if the nation is subsequently liberated. It remains as 1 Rail Capacity.
Domestic Rail Capacity Reduction (after an Invasion)
Any nation that loses its capital (assuming this does not result in a conquest) automatically losses 1 Rail Capacity, except in the
case of the Soviet Union (see below). The lost Rail Capacity is regained if the capital is regained (but not if it is a liberation, which
does not reconstitute lost Rail Capacity; see above).
Soviet Domestic Rail Capacity Reduction (after an Invasion)
The Soviet Union’s Rail Capacity is automatically reduced if certain Soviet cities are captured by the Axis. These cities and the rail
points they imbue are noted on the map, and listed as follows:
Minsk (E 2330) = 1 Rail Value
Moscow (E 1924) = 2 Rail Value
Kazan (E 0465) = 1 Rail Value
If any Western Ally unit traces an overland line of supply within or through the Soviet Union (or any Soviet controlled territory),
Soviet Rail Capacity (for that monthly game-turn) is reduced by one per each Western Ally chit doing so. Accordingly, the
maximum number of Western Ally units that may trace a line of supply within or through the Soviet Union (or Soviet controlled
territory) can never exceed the Soviet Union’s current Rail Capacity.
Axis Minor Partner Rail Deployment Restrictions
Axis minor partners are restricted as to their allowable rail deployments during the war, which applies to rail movement as well,
listed as follows:
FINLAND = May rail into or out of the Soviet Union only.
RUMANIA = May rail into or out of Greece, Poland, Yugoslavia and/or the Soviet Union only.
HUNGARY = May rail into or out of Germany, Poland and/or the Soviet Union only.
BULGARIA = May rail into or out of Albania, Poland, Rumania (through only) and/or Yugoslavia only
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France: In addition to home city/resource hexes, French (or Vichy) units in the Middle East may draw supply from Beirut (E
5118), while French (or Vichy) units in North Africa may draw supply from Algiers (W 1316). Additionally, Dakar (W 0904)
functions as a supply source for any French (or Vichy) units in the Dakar hex. Furthermore, the fortress (i.e., Maginot) hexes
in France (W 2921), (W 3021), (W 3122) and (W 3121) each function as a supply source for one French unit in each
respective hex. French supply sources (including Algiers and Beirut) only supply French (or Vichy) units.
Italy: In addition to home city/resource hexes, Italian units in Albania may draw supply from Durazzo (W 1932).
Soviet Union: In addition to home city/resource hexes, Soviet units may draw supply from the city of Riga (E 1933), if the
Soviets capture or liberate Riga. Additionally, the Soviet Supply rail line hexes that meet the east map edge (E 1211), (E
1411) and (E 1811) each function as a supply source for Soviet units. Furthermore, the fortress (i.e., Sevastopol) hex in the
Soviet Union (E 3622) functions as a supply source for one Soviet unit in the Sevastopol hex.
UK: In addition to home city/resource hexes, UK units in the Middle East may draw supply from the Iraq Transit Box and/or
the city of Mosul (E 4810), while UK units in North Africa may draw supply from Cairo/Suez (E 5721). Additionally, the
Capetown hex (W 0306) functions as a supply source for any UK units in South Africa. The Canada Box, Iceland Box and the
India Box function as a supply source for any UK units therein. Furthermore, the fortress (i.e., Gibraltar) hex (W 1508) and the
fortress (i.e., Malta) hex (W 1128) each function as a supply source for one UK unit respectively. Scapa Flow (W 4717) itself
is never considered a supply source, but is always in supply.
US: US units and repatriated UK minor partner units (including the Free French) all draw supply from UK home supply
sources as if they were UK units*. Additionally, the United States Box, Canada Box and the Iceland Box function as a supply
source for any Western Ally units therein. Panama itself is never considered a supply source, but is always in supply.
*Only UK units may draw supply from the Iraq Transit Box, Mosul (E 4810), Capetown (W 0306) and/or Cairo/Suez (E 5721).
Minor Nations: In addition to home city/resource hexes, any island hex that is owned by a minor nation is never considered
a supply source, but is always in supply for any minor nation unit(s) on that minor nation’s island hex.
Supply Chits
Supply chits serve as portable, temporary supply sources. There are two types of supply chits; Air Supply and Sea Supply. Air
Supply chits may be transported by ATPs. Sea Supply chits may be transported via STPs or CL/DD combinations.
Supply chits are not built, per se, but are merely freely created in any friendly, supplied* port or airbase hex that currently harbors
an STP, CL/DD combination (see [3.27]), and/or ATP chit. Supply chits may not be created in any location without an STP, CL/DD
combo or ATP (except in an “isolated” supply source; see [7.8]). What is more, a player may only create as many supply chits as
may be legally loaded aboard whatever STP(s), CL/DD combo(s) and/or ATP(s) is in that hex. Players may not create excessive
supply chits expressly for the purposes of stockpiling supply chits in any hex. As such, when created, all supply chits must be (and
are assumed to be) loaded aboard whatever STP(s), CL/DD combo(s) and/or ATP(s) are in that hex.
*If an unobstructed path of passable land hexes is traceable to a home Map Supply Source.
Supply chits (either Air or Sea) may only be created during the Naval and Air Phase, although they do not cost any EPs, but are
free and may simply be created in any port or base that is not currently “isolated” (and also harbors an STP, CL/DD and/or ATP).
A player is free to create as many supply chits as can be loaded on whatever transporting vehicles exist in each such hex.
Obviously, an STP, CL/DD combo and/or ATP cannot carry more supply chits than their own load capacity permits. Thusly,
transporting vehicles with any supply chit(s) already embarked are limited to whatever load capacity remains (if any). As such, no
supply chit may ever be created during any other Phase of the game (they may only be created during the Naval and Air Phase).
Supply Logistics
Any supply chit in a hex may be expended to create another identical supply chit in another hex, provided that an unobstructed
path of friendly controlled land hexes exists betwixt each location. For example, if the French player has a supply chit in
Marseilles, but an STP in Calais (and an unobstructed path in-between both cities), the supply chit in Marseilles may be expended
to create an identical supply chit in Calais.
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Port Supply Capacities
A Coastal City or a Minor Port may each contain a maximum of one Sea Supply chit. A Major Port can contain a maximum of
three Sea Supply chits.
A Sea Supply chit cannot be debarked onto any non-port airbase or airfield, nor may an Air Supply chit be debarked into any port.
However, Air and Sea Supply chits (in the same hex) do not otherwise interfere with each other (e.g., a city/resource Major Port is
capable of retaining up to three Sea Supply and two Air Supply chits; see Player Aid Card “I”).
No more than one Sea Supply chit may be stacked in a Mulberry hex at any one time.
No more than one Mulberry may be constructed in any single hex. Moreover, no more than three Mulberries may be built
during any game.
A Mulberry cannot be constructed in any city, forest, lake, mountain, swamp, frozen or non-coastal hex, or in the Pacific.
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A constructed Mulberry is completed (flipped face up) during the End Phase of that same monthly game-turn (during the
Replenishment Step). It is thus considered functional as of the following and subsequent monthly game-turns.
Mulberry chits may be attacked via a normal Air Offensive during the Offensive Phase. Mulberry chits possess a target number of
“2” (unless that same hex is fortified, in which case a Mulberry’s target number is then “4”), plus any airbase capacity already in that
hex. Additionally, Mulberry chits may be attacked by enemy naval units (that enter the Mulberry’s hex) via Naval Bombardment. A
Mulberry chit is assumed to possess a target number of “2” with regard to Naval Bombardment as well (unless fortified, in which
case a Mulberry’s target number is “4”), plus any airbase capacity in that hex.
If a Mulberry is destroyed, place a “Destroyed Installation” chit atop the Mulberry chit. A destroyed Mulberry chit may be repaired
normally thereafter, as if it was a Minor Port.
If a Mulberry is occupied by any enemy land unit, it is automatically (and immediately) eliminated. In such a case, the Mulberry chit
is removed from the map permanently (i.e., it is not returned to the force pool).
Weather Effects
If Mud or Winter condition currently exists in any Mulberry’s hex (i.e., in the Severe Zone and/or the Moderate Zone), the Mulberry
is subject to possible destruction. Immediately after determining the current weather condition (during the Weather Phase), the UK
player must roll one die (6-sided) for each Mulberry within the Severe Zone and/or the Moderate Zone (during Mud or Winter
weather). If the die roll is a 2-6, there is no effect. If the die roll is a “1”, however, then that particular Mulberry chit is destroyed. If
so, place a “Destroyed Installation” chit atop the Mulberry. It may be repaired normally thereafter.
A Mulberry may be voluntarily and automatically eliminated by the UK or the US player at the end of the Offensive Phase (after all
players have “passed”) or at the end of the Movement Phase (after all land movement). No land unit need be present, although
the Mulberry must be in a friendly controlled hex to do so. When eliminated, the Mulberry chit is removed from the map and is
returned to the force pool (and thus eligible to be constructed again). No STP (nor the “Courbet”) is salvaged as a result.
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[7.11] Restoring Supply [7.11]
If a unit is currently out-of-supply, it will immediately be considered back “in supply” at the instant it can trace an unobstructed line
of supply to any valid permanent supply source (regardless of the Phase). A unit may also trace a line of supply to a supply chit if
that supply chit’s entire supply capacity is not maintaining other units at that moment.
If a unit (“marked” as “out-of-supply” with an “Out-of-Supply” chit) is restored to supply, but then subsequently becomes out-of-
supply again (during the same monthly game-turn), it is not “marked” as “out-of-supply” with an “Out-of-Supply” again chit again
until (if still out-of-supply) the Supply Step of the End Phase (although the unit itself is still considered to be out-of-supply normally,
nonetheless).
France (or Vichy France) and Italy may not replenish any chits.
Replenished chits cannot be placed aboard any STP or CL/DD combination, in any hex otherwise prohibited to entrance by
land units, or in excess of normal stacking limits.
Any chits eliminated as a result of out-of-supply depletion (see [7.13]) cannot be replenished.
Any chits eliminated on any island cannot be replenished. Furthermore, replenished chits cannot be placed on any island
(even if eliminated there).
Any chits that had been depleted, but not actually eliminated, cannot be “rebuilt” during the Replenishment Step. Only eligible
eliminated chits may be placed into the Replenishment Box. Moreover, eliminated chits must be placed into the Replenishment
Box in the exact condition as they were when they became eliminated (i.e., if a depleted unit is eliminated, that unit may only
be placed into the Replenishment Box as depleted, and thus may only be replenished as a depleted unit).
Any chits in the Replenishment Box that are not rebuilt during the Replenishment Step of the same monthly game-turn (in
which they were eliminated) must be returned to the force pool as of the end of that monthly game-turn.
A nation is only eligible to replenish chits of its own nationality.
UK “Home Guard” units may not be purchased or rebuilt via EPs. If eliminated, UK “Home Guard” units are simply returned to
the counter-mix.
UK “Home Guard” units may only arrive during the Replenishment Step.
If the United Kingdom is ever conquered, the UK is not eligible to receive any UK “Home Guard” units during any future
monthly game-turn, even if the UK is subsequently liberated and/or reinvaded.
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[PART 8] SEASONAL TURNS AND INCOME [PART 8]
During each Seasonal Turn, each player must manage his economy and production, attend to present political matters, and plan
his military strategy, particularly with regard to the ensuing monthly game-turns, explained as follows:
Command Reassignments
During the Seasonal Turn, each player may automatically remove any or all friendly Generals and/or HQs from the map (regardless
of their current location on the map), even if currently isolated or surrounded by enemy hexes and/or units. After removing any or
all friendly Generals and/or HQs, the owning player may then freely re-deploy each available General and HQ chit at any time
during the Seasonal Turn (ideally after all other arriving units have been placed on the map).
Any HQ chit(s) that had been eliminated in combat during any preceding monthly game-turn(s) are also eligible to be re-deployed
during the current Seasonal Turn. Eliminated Generals (if eliminated as a result of combat), however, are permanently removed
from the game when eliminated, and cannot ever be re-deployed.
NOTE: Bulgarian units may only ever enter Albania, Poland and/or Yugoslavia. Bulgarian land units may rail through
Rumania only. Likewise, Bulgarian air units may fly through Rumania only.
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IRELAND
The German player may attempt to activate Ireland by rolling a 0 on one die (6-sided), modified (cumulative) as follows:
+1 : If any UK land units occupy any hex in Northern Ireland (hexes W 4112 to W 4213).
+1 : If any Western Ally nation ever invaded any neutral nation.
- 1 : Per each UK home city occupied by a German land unit.
- 4 : If any German land units occupy Belfast (W 1234).
IRAQ
Iraq is a UK colony, although the German player may attempt to activate Iraq as a minor partner in the Spring Seasonal Turn of
1941 (or later) by rolling a 0 on one die (6-sided), modified (cumulative) as follows:
+2 : If the Axis ever invaded Turkey.
+1 : If the Axis ever invaded Yugoslavia prior to April 1941.
- 1 : If Germany has conquered France and all of the Low Countries.
- 1 : If Germany has conquered Denmark and Norway.
- 1 : If Yugoslavia is invaded and conquered by Germany after March 1941.
- 1 : If Germany or Italy has conquered Greece.
- 1 : If Germany and Italy are at war with the UK.
- 1 : If Germany and Italy are at war with the Soviet Union.
If Activated, Iraq is considered to be an Axis minor partner. Iraq has no units, but if Activated as a German minor partner, Germany
(and/or Italy) is entitled to all of the normal rules with regards to control, transit and basing (unless occupied by enemy land units).
Axis units may trace supply to Mosul if Iraq is Activated as an Axis minor partner. If Baghdad (E 5008), Mosul (E 4810) and the
Iraqi resource hex (E 5111) are occupied by Soviet and/or Western Ally land units, then Iraq is considered conquered, and no
further Activation of Iraq attempt is permitted thereafter (i.e., Iraq remains a German ally unless Baghdad, Mosul and the Iraqi
resource hex are conquered by Soviet and/or Western Ally land units).
LATVIA
Latvia cannot be Activated.
LITHUANIA
Lithuania cannot be Activated.
LUXEMBOURG
Luxembourg cannot be Activated.
NETHERLANDS
The UK player may attempt to Activate the Netherlands as a UK ally by rolling a 0 on one die (6-sided), modified (cumulative) as
follows:
+2 : If the French build forts in or adjacent to any hexes along the French-Belgian border
(hexes W 3518, W 3418, W 3319, W 3219 and/or W 3120).
+1 : If any Western Ally nation ever invaded any neutral nation.
+1 : If any Western Ally nation ever invaded Luxembourg.
- 1 : If Germany ever invaded Denmark.
- 1 : If Germany ever invaded Norway.
NORWAY
The UK player may attempt to Activate Norway by rolling a 0 on one die (6-sided), modified (cumulative) as follows:
+3 : If Germany has not invaded Denmark.
+3 : If Germany has conquered Sweden.
+2 : If France has been conquered.
+1 : If Sweden becomes an Activated ally of the Axis.
+1 : If any Western Ally nation ever invaded any neutral nation.
- 1 : If Germany has ever invaded the Netherlands and/or Belgium.
- 1 : If Germany has ever invaded Denmark.
- 2 : If the Soviet Union has conquered Finland (not per the Winter War, but rather a
complete conquest of Finland).
- 3 : If Germany has ever invaded, but not yet conquered, Sweden.
If Norway is Activated, the Vidkun Quisling rule (see [9.6]) is immediately abrogated, and never reinstated.
In spite of Norway’s neutrality, Allied naval units may occupy Norwegian coastal hexes to conduct strategic warfare
(interdiction of the Iron Ore Route; see [2.26]), which is not considered an Allied declaration of war upon Norway.
POLAND
Poland is considered to be at war with Germany when the game begins (in September of 1939). Poland is thus a UK and French
ally - and as such - France and the UK are automatically considered to be at war with Germany at the start of the game.
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PORTUGAL
Portugal cannot be Activated.
As of October 1943, UK and US naval and/or air units may be based at the Portuguese “Azores” island airfield/port located in
hex location (W 1902) if Italy has been conquered and if neither the UK or the Soviet Union is conquered. Moreover, Spain
must not be an Axis conquest or a German ally. Additionally, Portugal must not be an Axis conquest.
NOTE: These “privileges” represent Portuguese/Western Ally basing agreements in the Azores islands while Portugal
remained officially “neutral”.
RUMANIA
Rumania will become a German ally at the start of the Spring 1941 Seasonal Turn (or if invaded, whichever occurs first). The
German player may attempt to Activate Rumania early by rolling a 0 on one die (6-sided), modified (cumulative) as follows:
+1 : If Germany ever invaded Yugoslavia prior to April 1941.
+1 : If Germany ever invaded Spain.
- 1 : If Turkey is or has ever been a UK ally.
- 2 : If more than three Soviet units occupy Bessarabia
(hexes E 3229 to about E 3626).
- 2 : If Germany is currently at war with the Soviet Union.
NOTE: Rumanian units may only ever enter Poland, Greece, Yugoslavia and/or the Soviet Union. However, Rumanian
units may never stack with Hungarian units.
German and Italian tactical submarine units may dock (and be considered supplied) at any Spanish port(s), even while Spain
is neutral. This docking privilege will be rescinded, however, when the US enters the war, or if Spain is at war with the Axis.
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SWEDEN
The German player may attempt to Activate Sweden by rolling a 0 on one die (6-sided), modified (cumulative) as follows:
+2 : If the US is currently at war with the Axis.
+1 : If Germany ever invaded Yugoslavia prior to April 1941.
+1 : If Germany has not conquered Norway.
+1 : If Germany is currently at war with France (not Vichy France).
+1 : If there are any Western Ally land or air units in Norway.
- 1 : If more than seven Soviet units have entered Finland beyond the Finnish/Soviet
partition line (and remain therein at the time of the Activation attempt).
- 2 : If Finland is a conquest of the Soviet Union.
- 3 : If any Soviet land units end their movement along the Finnish and Swedish border
(i.e., adjacent to any Finnish/Swedish border hex).
SWITZERLAND
Switzerland may never be invaded, Activated or entered by any unit or game piece (nor may any line of supply be traced through
Switzerland). For all intents and purposes, anything that enters Switzerland disappears into the Twilight Zone (the 5th dimension).
TURKEY
Turkey will become an automatic Axis ally if both France and the Soviet Union are conquered by the Axis. Otherwise, the German
player may attempt to Activate Turkey by rolling a 0 on one die (6-sided), modified (cumulative) as follows:
+3 : If France is unconquered.
+2 : If Germany is at war with the UK.
+2 : If the US is currently at war with the Axis.
+1 : If the Axis invaded Yugoslavia prior to April 1941.
+1 : If Germany is currently at war with the Soviet Union.
+1 : If the island of Rhodes (E 4927) has been captured by the Soviet Union, UK, or the US.
- 1 : If Gibraltar (W 1508) has been captured by the Axis.
- 1 : If Moscow (W 1924) has been captured by the Axis.
- 1 : If Cairo/Suez (E 5721) and Port Said (E 5520) have been captured by the Axis.
- 1 : If more than eight Soviet units occupy any land hexes along the Soviet/Turkish
border (hexes E 3814 to about E 4010).
- 1 : If Iraq is an Axis minor partner.
- 2 : If the UK is conquered.
YUGOSLAVIA
Yugoslavia cannot be Activated.
FRANCE
France will gain +2 EPs per each enemy resource hex captured by French land units, if in supply.
France will gain +2 EPs per each friendly resource hex liberated* by French land units, if in supply.
France will gain +2 EPs per each friendly colony resource hex in Algeria and Lebanon-Syria.
France will cede -1 EP per each friendly home resource hex captured by enemy land units.
France will cede -3 EPs per each friendly home city/resource hex captured by enemy land units.
*Excluding French home resource hexes.
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GERMANY
Germany will gain +2 EPs per each enemy resource hex (non-Soviet) captured by German land units, if in supply.
Germany will gain +2 EPs per each friendly resource hex liberated* by German land units, if in supply.
Germany will gain +1 EP per each Soviet home resource hex (non-oil field) captured by German land units, if in supply.
Germany will gain +3 EPs per each Soviet Caucasus oil field resource hex (hex E 3312, E 3311, E 3410, E 3607 and/or
E 3707) captured by German land units, if in supply.
Germany will gain +2 EPs per each friendly minor partner resource hex (non-Ploesti oil field), if in supply.
Germany will gain +7 EPs for the Ploesti oil field hex (E 3629), if in supply (once Rumania is Activated or grants transit
permission). The +7 EPs inherently includes the resource symbol EP value there, not in addition to it.
Germany will cede -1 EP per each friendly home resource hex captured by enemy land units.
Germany will cede -3 EPs per each friendly home city/resource hex captured by enemy land units.
*Excluding German home resource hexes.
ITALY
Italy will gain +2 EPs per each enemy resource hex (non-Soviet) captured by Italian land units, if in supply.
Italy will gain +2 EPs per each friendly resource hex liberated* by Italian land units, if in supply.
Italy will gain +2 EPs per each friendly colony resource hex in Albania.
Italy will gain +1 EP per each Soviet resource hex (non-Caucasus oil field) captured by Italian land units, if in supply.
Italy will gain +3 EPs per each Soviet Caucasus oil field resource hex (hex E 3312, E 3311, E 3410, E 3607 and/or E 3707)
captured by Italian land units, if in supply.
Italy will cede -1 EP per each friendly home resource hex captured by enemy land units.
Italy will cede -3 EPs per each friendly home resource or city/resource hex captured by enemy land units.
*Excluding Italian home resource hexes.
UNITED KINGDOM
The UK will gain +2 EPs per each enemy resource hex captured by UK land units, if in supply.
The UK will gain +2 EPs per each friendly resource hex liberated* by UK and/or US land units, if in supply.
The UK will gain +2 EPs per each friendly colony resource and/or city/resource hex in Egypt, Iraq and/or South Africa.
The UK will gain +2 EPs per each friendly minor partner resource hex, if in supply.
The UK will cede -3 EPs per each friendly home city/resource hex (including Belfast) captured by enemy land units.
*Excluding UK home resource hexes.
UNITED STATES
The US will gain +2 EPs per each enemy resource hex captured by US land units, if in supply.
U.S.S.R.
The Soviet Union will gain +2 EPs per each enemy resource hex captured by Soviet land units, if in supply.
The Soviet Union will gain +2 EPs per each resource hex liberated* by Soviet land units, if in supply.
The Soviet Union will cede -1 EP per each friendly home resource hex captured by enemy land units.
The Soviet Union will cede -2 EPs per each friendly home city/resource hex captured by enemy land units.
The Soviet Union will cede -4 EPs per each Caucasus oil field resource hex (hex E 3312, E 3311, E 3410, E 3607 and/or
E 3707) captured by enemy land units.
*Excluding Soviet home resource hexes.
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German Lend-Lease to Italy
German lend-lease may be sent automatically to Italy (though not vice versa), provided that an unobstructed overland line of
supply can be traced from a German home city to any Italian home Map supply Source during any Seasonal Turn if Italy is at war
with the UK, US and/or the Soviet Union. Germany, however, may never send more than 15 EPs as lend-lease to Italy. German
lend-lease to Italy is never subject to Strategic Warfare.
NOTE: Italy cannot send lend-lease to Germany.
Lend-Lease Game Pieces
No player may ever confer the game’s designated nationality and ownership (and associated requirements) of any game piece as
lend-lease to any other nation. Lend-lease is only permitted in the form of Economic Points. The order-of-battle of certain nations
does include various chits of foreign historical origin, although any such chit(s) are not pertinent to the aforementioned “lend-
lease” rules, regardless of their historic origin; they are considered to be the nationality as they are printed in every legal respect.
Often, the order-of-battle of a particular belligerent may denote some chits as free “arrivals”, indicating that those chits are not
placed into the Force Pool, but rather arrive free on the game-map. Some free “arrivals” will be specified to arrive during a
Seasonal Turn, while others will be specified to arrive during a specific monthly game-turn. In the latter case, the free chit(s) are
assumed to arrive at the beginning of that specified monthly game-turn (i.e., before any Phases of that monthly game-turn
commence). If a specific hex or location is denoted with any arriving free chit, that chit must arrive in that indicated hex or
location.
If any unit cannot be legally placed on the game-map, it is placed in the subsequent Seasonal Turn Box, and then is placed on the
game-map during the Unit Arrivals and Removals Step of that Seasonal Turn (per the normal rules). This procedure is repeated
indefinitely, if necessary, until the delayed unit can be legally placed on the game-map. However, no unit may be purposefully
withheld from placement; if a unit can be placed on the game-map, it must be placed.
NOTE: The parenthetical nomenclature of each air unit chit (e.g., Fw-190) simply identifies the general type of air unit
represented by that chit, but has no pertinence to game play.
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[8.6] Construction [8.6]
Construction is the procedure via which players build new units, rebuild depleted units, construct installations, repair destroyed
installations, repair damaged naval units, perform specified tasks (e.g., Keeping Naval Units at Sea), and facilitate combat
capabilities. Various construction and tasks are effectuated instantly, although some construction and tasks require a “delay”.
Each construction and task requires a specified EP cost, although the EP cost of certain construction and tasks will occasionally
vary among different nations.
Only major powers are eligible to perform construction and tasks. Minor nations do not possess any EP income, and are thus
ineligible to perform construction and/or tasks (nor can any minor nation receive any lend-lease to do so), although an eligible
major power is permitted to perform construction and/or tasks for minor partners.
Combat units are eligible to be constructed from their current force pool (as allotted from the contemporary order-of-battle).
Installation chits, however, are not considered force pool pieces (to be kept in a general pool), and thus are available to all players
in any quantity that each constructing player desires (and can afford). Function chits (such as supply chits, control markers, etc.)
are automatically used when applicable, and thus are never purchased or constructed.
EP Costs
The EP cost of each construction and task is tabulated on the map as the EP Costs Table (also, see Player Aid Card “IV”). The
German and Italian player must use the Axis EP Costs Table. The French, UK and US player must use the Western Allies EP
Costs Table. The Soviet player must use the Soviet EP Costs Table. All EP costs are immutable throughout any game.
NOTE: No deficit spending is permitted. A purchasing player must currently possess available EPs to purchase any units,
installations, or to perform any tasks.
Constructing Units
During a Seasonal Turn, each player is eligible to purchase available units for the nation(s) that he officiates (via the Economic
Points allotted to the major power or powers that he controls; see [8.1]). Each unit to be purchased must be selected from the
owning player’s contemporary force pool and redeemed immediately (deducting the requisite EPs from the purchasing major
power’s EP Track). The purchased unit is then placed on the map (see [8.9]), or on the Turn Track if it requires a construction
“delay” (see below).
If a purchasable unit is listed with a concurrent construction “delay” (i.e., 1 season, 2 seasons, 3 seasons or 4 seasons), that unit
(when purchased) must be placed in a Seasonal Turn Box ahead on the Turn Track a number of seasons (either one, two, three
or four subsequent seasons) per the indicated construction “delay”. That unit, therefore, is not eligible to arrive in play (i.e., be
placed) until that subsequent Seasonal Turn.
EXAMPLE: If the German player purchases a U-boat unit during the Spring Seasonal Turn, it must be placed in the
Autumn Seasonal Turn Box on the Turn Track. Accordingly, that U-boat unit will arrive in play (i.e., placed on the
game-map) during the Unit Arrivals and Removals Step of the Autumn Seasonal Turn.
Air Units
Combat air units are two-step units (i.e., two-sided chits); they may be purchased as single-step or as double-step units,
although double-step combat air units are generally more potent and survivable. Some air units are, inherently, only one-step
air units (i.e., one-sided chits), and may only be purchased and constructed as single-step units. Most Naval-Air units, for
example, are single-step combat air units. No combat air unit is ever more than a two-step unit (i.e., chit).
Single-step (i.e., depleted) combat air units may never be combined together during a game to form two-step air units. Any
depleted combat air unit, however, may be “rebuilt” to full-strength (i.e., to a two-step air unit) during a Seasonal Turn (at the
normal EP cost for one air unit step), including those presently assigned as Convoy Duty Escorts.
ATPs (Air Transport Points) exist as points rather than steps (although functionally similar). An ATP chit may be purchased
as a 1-point or a 2-point ATP chit; ATP chits cannot exist as any other denomination, although a player may purchase and
construct (and operate) multiple 1-point ATP chits and/or couple multiple 1-point ATP chits together as 2-point ATP chits.
When constructing multiple ATPs of the same nationality, the owning player must always purchase the shortest-ranged (i.e.,
range-rated) ATPs presently available in the contemporary force pool before constructing any longer-ranged ATPs. However,
players are not required to repurchase a shorter-ranged ATP that was eliminated and then returned to the contemporary
force pool.
Land Units
Combat land units are two-step units (i.e., two-sided chits); they may be purchased as single-step or double-step units,
although double-step combat land units are generally more potent and survivable. Some combat land units are, inherently,
only one-step land units (i.e., one-sided chits), and thus may only be purchased and constructed as single-step units. No
combat land unit is ever more than a two-step unit (i.e., chit).
Single-step (i.e., depleted) land units may be combined together with other single-step land units during a game to form two-
step land units during the Movement Phase (only) if they are the exact same combat land unit (the removed land unit is
returned to the force pool normally, even if optional rule [11.13] is in effect). Two identical single-step combat land units may
be combined to form one identical two-step (i.e., full-strength) combat land unit if they are presently occupying the same hex
during the Movement Phase. The combination of two identical one-step combat land units does not require any additional MP
expenditure, but cannot occur during any other Phase. Additionally, any depleted combat land unit may be “rebuilt” to full-
strength (to a two-step combat land unit) during a Seasonal Turn (at the normal EP cost for one step).
133
Naval Units
Naval units are two-step units (i.e., two-sided chits), although naval units cannot be purchased as single-step units. One-step
naval units are considered to be “damaged” (if a named naval unit) or “depleted” (if an unnamed naval unit, representing
fewer ships) not merely an even divisor of both sides of the chit). Accordingly, the EP cost of any naval unit is indicative of a
full-strength naval unit.
When constructing multiple unnamed combat naval units (CLs, CVEs, DDs, DEs and/or SS’) of the same type, the owning
player must always purchase the slowest (i.e., movement-rated) naval units presently available in the contemporary force
pool before constructing any faster naval units. However, players are not required to repurchase a slower naval unit that was
sunk and then returned to the contemporary force pool.
Damaged named naval units and or depleted unnamed naval units may be “repaired” (see [8.8]) during a Seasonal Turn, but
cannot be rebuilt in the same manner as a combat land or air unit.
STPs (Sea Transport Points) exist as points rather than steps (although functionally similar). An STP chit may be purchased
as a 1-point or a 2-point STP chit. STP chits cannot exist as any other denomination, although a player may purchase and
construct (and operate) multiple 1-point STP chits, and/or couple multiple 1-point STP chits together as 2-point STP chits.
Rebuilding Depleted Combat Land and/or Air Units
During a Seasonal Turn, any depleted combat land and/or combat air unit (including currently arrived depleted combat land and/or
combat air units) is eligible to be rebuilt to full-strength (per the normal EP cost for one step of the same exact unit), unless the
depleted unit is currently out-of-supply or presently embarked aboard any transporting naval unit(s). Furthermore, depleted units
may not be rebuilt in violation of stacking limits. When rebuilt, a depleted combat land and/or air unit is immediately flipped to its
full-strength side, regardless of its current location, even if within enemy ZOC. Units in an isolated location may also be rebuilt as
well, provided that the isolated location is not currently out-of-supply (i.e., if there is a supply chit presently extant in the isolated
hex).
Constructing Installations
During a Seasonal Turn, each player is eligible to purchase any constructible installation(s) for the nation(s) he officiates (via the
Economic Points allotted to the major power he controls; see [8.1]), which must be redeemed immediately (deducting the requisite
EPs from the purchasing major power’s EP Track). The purchased installation is then placed on the map as “under construction”
(see [8.9]) in any friendly, supplied hex (but not within contested or inhibited enemy ZOC). Up to one installation chit of each type
may be constructed in each eligible land hex (i.e., no two installation chits of the same type may ever occupy the same hex). For
example, a player may construct up to one airbase, one fortification and one coastal fort (regardless of any map-printed
installations) in the same hex, but not two airbases, two fortifications or two coastal forts in the same hex, et cetera.
NOTE: A grass airfield may not be constructed in a hex with any other installation (including any other grass airfield).
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[8.7] Voluntary Installation Demolition [8.7]
During a Seasonal Turn, a player may opt to voluntarily demolish any friendly, supplied installation(s) if the owning nation is
presently at war with a major power. However, at least one supplied friendly combat land unit must presently occupy the specified
installation hex, regardless of the quantity of installations that will be voluntarily demolished therein.
To voluntarily demolish any installation, the owning player must pay the specified EP cost, listed as follows:
Grass Airfield = 1 EP
Small Airbase = 2 EPs
Large Airbase = 3 EPs
Coastal Fort = 1 EP
Fortification = 2 EPs
Permanent Fort = 6 EPs
Coastal City Port = 3 EPs
Minor Port
*
= 4 EPs
Major Port* = 5 EPs
*Unlike during a bombardment or bombing mission, a voluntarily demolished major port is not merely reduced to a minor
port, but is considered to be completely destroyed.
When any particular installation is demolished, place a “Destroyed Installation” chit atop that installation (although a demolished
grass airfield is simply removed from the map). If the hex itself contains multiple installations and/or installation chits (e.g., an
airbase with a fortification chit), the owning player must designate which installation(s) will be voluntarily demolished. If all of the
installations are installation chits, a “Destroyed Installation” chit is placed under the installation chit(s) that are not demolished. If
the hex contains any map-printed installations (e.g., a Major Port, which also functions as a small airbase, or a large airbase if a
resource symbol is printed in that same hex), the owning player must maintain an accessible record of which installation is
demolished in a particular hex. Otherwise, an effective house-rule is to simply write “port”, “airbase” and/or “fort” on some extra
“Destroyed Installation” chits from the counter-mix, and place them as needed. All players are entitled to such information.
NOTE: UK Radar Sites cannot be voluntarily demolished.
The voluntary demolition of any particular installation has no effect upon any other installation(s) in the same hex, even if the
destroyed installation also functions as another installation (such as a port, which also functions as an airbase). If the owning
player opts to destroy multiple installations in the same hex, he must pay the specified EP cost for each installation.
NOTE: If a resource hex airbase capacity is demolished, the resource symbol itself (and its EP value) is never destroyed.
Under Construction Installation Demolition
A player may opt to voluntarily remove any friendly-controlled “under-construction” installation chit during the Movement Phase of
a monthly game-turn (e.g., in anticipation of an impending capture). However, a removed “under-construction” installation is
returned to the counter-mix. Furthermore, the owning player is not credited for any of the EPs he expended to purchase the
installation in such a case. Completed installations cannot be removed in this manner; they must be destroyed via Voluntary
Installation Demolition (see above).
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A Salvageable ship is thus eligible to be repaired as of the Construction and Repair Step of any Seasonal Turn, and a “Sunk in
Port” chit is then placed atop that ship (in that port). To repair any Salvageable named ship (regardless of its class), the owning
player must expend 2 EPs if it is sunk in any Major Port, or 3 EPs if it is sunk in any Minor Port or any Coastal City (Limited) Port.
NOTE: Any ship that is marked as “Sunk in Port” is counted against a port’s capacity (e.g., if there are two ships “Sunk
in Port” in a Minor Port, then that Minor Port’s capacity is reduced from 15 to 13).
When the owning player chooses to repair a Salvageable ship, he then pays the requisite EPs and rolls a repair dice roll normally
(see [8.8] above), although a +3 yard-time dice roll penalty must be applied to that repair dice roll.
After determining the number of seasons required to complete a particular naval unit’s repair (after being salvaged), the owning
player then places that ship on the Turn Track in a Seasonal Turn Box ahead by the exact number of seasons indicated by the
net repair dice roll result. The “Sunk in Port” chit may be left in the port hex itself, indicating where the naval repair is occurring. All
naval repair stipulations (see [8.8]) apply normally.
NOTE: Ships that are undergoing repair (after being salvaged) are not counted against a port’s capacity.
When a salvaged ship’s repair is complete, it is returned to the game-map (i.e., returned to the same port where it had undergone
repair), and thus functions normally thereafter (i.e., as repaired) in all respects. The “Sunk in Port” chit is then removed from the
map.
NOTE: A ship that is not salvageable may not be “scrapped” (see [8.10] below).
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Placing Air Units
Any arriving air unit(s) may be placed in any friendly, supplied home city and/or home city/resource hex(es) (with a functional
base), but not within any enemy ZOC (even if inhibited), or in excess of any base(s’) airbase capacity. Additionally, any available
Naval-Air unit(s) may be placed directly aboard any friendly undamaged and/or undepleted aircraft carrier(s) - of the same
nationality - if not exceeding the aircraft carrier(s’) printed aircraft capacity, and provided that the aircraft carrier(s) are presently
docked in a friendly, supplied, functional home port. Any available Naval-Air unit(s) may be placed in any friendly, supplied home
city and/or home city/resource hex(es) (with a functional base) normally as well.
Placing Naval Units
Any arriving naval unit(s) must be placed in any friendly, supplied, functioning home port, but not within any enemy ZOC (even if
inhibited), or in excess of any port(s’) port capacity.
Any available Admiral can be placed aboard any friendly named naval unit of the same nationality if that named naval unit is
presently docked in any friendly, supplied and functioning port (regardless of enemy ZOC) anywhere on the map, even if isolated
(but not if isolated and out-of supply).
Placement Allowances
Enemy ZOC across a nation’s border is always ignored during that nation’s initial set-up.
Germany may place a maximum of 1 arriving STP (per each Seasonal Turn) in a non-home German-controlled port, or
in a German minor partner’s port, except in the Mediterranean Sea, unless the Axis currently controls Gibraltar (W
1508) and/or every Suez Canal hex (hexes E 5620, E 5520, E 5619 and E 5720).
Any arriving German tactical (SS) submarine unit(s) may be placed in any non-home German-controlled, functioning
port(s) or in any German minor partner’s port(s), provided that a valid line of supply exists from a German Map Supply
Source (see [7.0]) to the port(s) where the submarine unit(s) are to be placed.
Any arriving German U-boat(s) may be placed in any non-home German-controlled, functioning port(s), provided that a valid
line of supply exists from a German Map Supply Source (see [7.0]) to the port(s) where the U-boats are to be placed. No U-
boat may ever be placed directly in any Convoy Route sea area.
If playing a Combined Game, the UK may place newly built UK STPs in Canada and/or India (whether in Europe or in the
Pacific).
NOTE: East Prussia is considered German home hexes; Sicily is considered Italian home hexes; Northern Ireland is
considered UK home hexes; European Turkey (on the Istanbul side of the Marmara Sea) is considered Turkish home
hexes; Ev voia island (hexes E 4531, E 4630 and E 4730) is considered Greek home hexes.
Placing Partisans
A partisan - whether arriving during a monthly game-turn or during a Seasonal Turn - may be placed (by the owning player) in any
enemy-owned (but not occupied) hex within its own home nation* (e.g., a Polish partisan may be placed in any unoccupied
enemy-owned Polish homeland hex). A partisan may be placed in any terrain-type hex (except an all-lake or all-sea hex), although
they may never be placed within enemy ZOC, nor placed into a hex with any enemy installation (although a partisan may move
there normally, if the installation hex is unoccupied). Furthermore, a partisan cannot be placed adjacent to any airbase or airfield
that contains any enemy air unit(s), nor into a hex with any other friendly unit, including any other compatriot partisan.
*If Rumania becomes a German minor partner, the Soviet player may place any Soviet partisan(s) within Rumania (exactly
as if in the Soviet Union). Rumania, otherwise, is not eligible for partisan activity, even if invaded (or conquered).
If a partisan cannot arrive because of any aforementioned restriction, its current arrival eligibility is disregarded, and it is simply
returned to the Force Pool. If none of the aforementioned restrictions are applicable, any arriving or purchased partisan must
arrive (as stipulated above). The owning player cannot withhold the placement of arriving or purchased partisans to be placed
during any subsequent turn.
Placing Installations
Any purchased installation(s) can be placed in any friendly, supplied land hex(es) as “under construction” (i.e., with the crossed
pick and shovel depiction facing up), except as restricted below (e.g., a large airfield cannot be placed in any forest, mountain or
swamp hex). After placement, an installation is considered to be under construction (i.e., incomplete and non-functional) until the
ensuing Seasonal Turn. During the Unit Arrivals and Removals Step of the ensuing Seasonal turn, that installation is then
considered operational (i.e., completed and functional). The installation chit is thus flipped to its “completed” side.
NOTE: When placing an installation on the map, any accessible (see [7.7]) unconsumed Sea Supply (not Air Supply) chit
may be used as a supply source to establish a legal placement hex. That Sea Supply chit is therefore entirely consumed
(during the current Seasonal Turn), and cannot be used to supply any other installation or unit.
A purchased fortification chit may be placed in any friendly Permanent Fortification hex normally, although the fortification chit
does not impart any combat strength if attacked exclusively from across that Permanent Fortification’s hexside(s), unless that
Permanent Fortification is presently destroyed.
Relocating Airbases
Any existing small airbase(s) may be “relocated” (i.e., moved) from the present hex(es) that they occupy to any other legal hex(es)
at a cost of 1 EP (per airbase). Any existing large airbase(s) may be “relocated” (i.e., moved) from the present hex(es) that they
occupy to any other legal hex(es) at a cost of 2 EPs (per airbase). To do so, the existing airbase(s) must be removed from their
present hex(es), and then relocated to any other legal friendly, supplied hex(es), if otherwise legal (placed as under-construction
normally).
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NOTE: No airbase may be relocated if doing so would cause any air unit(s) in the present hex(es) to be without an
airbase or over-stacked.
A large airbase cannot be relocated as two small airbases. A grass airfield may never be relocated.
Placement Restrictions
If playing a Combined Game, US units listed under the European order-of-battle cannot be placed in the Pacific Theater, and
vice versa (unless specified otherwise by either US order-of-battle).
When placing units on the map, supply chits may not be used as a supply source to establish a legal placement hex. This
restriction does not apply to installations, however.
If any unit cannot be legally placed on the game-map, it is placed in the subsequent Seasonal Turn Box, and then is placed
on the game-map during the Unit Arrivals and Removals Step of that Seasonal Turn (per the normal rules). This procedure is
repeated indefinitely, if necessary, until the delayed unit can be legally placed on the game-map. However, no unit may be
purposefully withheld from placement; if a unit can be placed on the game-map, it must be placed.
No large airbase may be placed in any forest, mountain or swamp hex.
No unit or installation can be placed in any hex that is surrounded by impassable hexsides.
No installation may be constructed within contested or inhibited enemy ZOC.
A grass airfield cannot be built by a particular player in any nation (or colony) that is devoid of that player’s (i.e., that nation’s)
combat units, disregarding any partisans.
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