Table of Contents

Operational Combat Series: Series Rules v4.0

©2007. The Gamers, Inc. & Multi-Man Publishing, LLC. All Rights Reserved.

Introduction, Game Components

1.0 Scale

2.0 Sequence of Play

3.0 Units and Markers

4.0 General Game Concepts

5.0 Modes

6.0 Ground Movement

7.0 Reaction Phase

8.0 Overrun

9.0 Ground Combat

10.0 Barrage

11.0 Exploitation Phase

12.0 Supply

13.0 Specialized Units

14.0 Air Power

15.0 Air Bases

16.0 Hedgehogs

17.0 Weather

18.0 Naval Power

19.0 Ports & Shipping

20.0 Break-Down Regiments

21.0 Optional Rules

Terms and Abbreviations

Credits

Introduction

OCS games simulate campaign-level combat from 1900 to the mid-1950’s. The series goal is to allow a sophisticated study of historical events while maintaining mechanical simplicity.

Version 4.0 Rules

A number of actual changes have been made (mainly the addition of a few very good house rules, simplifications and efforts to cover areas where certain play styles cause trouble). Errata have been corrected. Most importantly, the comments of players have been used to clarify the rules. Sections that have actual rules changes are marked with for easy identification. See also the change list for a (hopefully) complete listing of the important changes. Enjoy!

A few terminology changes of note. Strategic Move Mode is now called the Strat Mode (shorter); Combined Arms Effects are now called Anti-Tank Effects (more descriptive). Naval units and air units are now referred to as ships and aircraft. Trainbusting replaces Railroad Interdiction and includes all other Interdiction effects as well.

Game Components

I The Game Map

The map depicts the area in which the battle or campaign was fought. Laminate the map or cover it with 1/8” Plexiglas to help protect your gaming investment.

A. The Hex Numbering System. All hexes are identified by a unique four-digit number in the form “column.row”. If the game has more than one map, a letter identifies each, and the hex numbers for hexes on a given map are prefixed with the map’s letter. For example, B10.10 identifies hex 10.10 on map B. The digits before the decimal point identify the hex row, reading along the horizontal dimension from left to right. The digits after the decimal identify the exact hex along that particular hexrow, reading along the vertical dimension from bottom to top. Not every hex is numbered. Each fifth hex (xx.05, xx.10, xx.15) is numbered to create gridlines. For example, to find hex 29.17, follow the gridline for xx.15 until you find the 29.xx hexrow, then count up two hexes to 29.17.

B. Map Edge Hexes. Only hexes with at least half of the hex showing are playable.

C. Off Map Movement. Unless specifically allowed in a given game, units can neither exit the map to re-enter later nor conduct any off-map movement. Destroy units forced off the map.

D. Turn Record. A turn record track is printed on the map or play aids. Each box represents one game turn. (See 2.1)

E. Weather Record. Mark the weather status using this track.

F. Holding Boxes. Two types of holding boxes are possible: those which are also map hexes and those which are not. Use map hex holding boxes to relieve congestion. The units in them are within the hex associated with the box. These units must follow the usual combat rules. Non-hex holding boxes can hold unlimited numbers of units. Combat cannot occur in non-hex holding boxes. Non-hex holding boxes can link to each other to show off-map areas. Units of both sides can never occupy a given off-map holding box.

II The Counters

Carefully cut or punch the counters from the sheets and keep them organized by type or identification for ease of use. For a description of the various types of units and markers in the game, see 3.0.

III The Rules

Every OCS game contains a Series rulebook and a Game rulebook. The Series rulebook contains the rules generally applicable to all series games. The Game rulebook gives the details needed for a specific game, including special rules, scenarios, and set-up information.

A. Organization. Rules are numbered by section and case. Each major rules grouping is a section; a paragraph within a section is a case. The number 4.2 would, for example, refer to section 4, case 2. A specific case may contain a number of statements. Statements within a case are lettered, as in 4.2a, 4.2b, etc.

B. Repetition. Once stated, a rule is repeated in another section only if needed for clarification in that section.

IV Set Up Notes.

The Game rulebook contains set-up information for the various scenarios presented. Except as amended by special notes in the Game rulebook, the following are always true:

A)    “w/i X” means to set up a given unit at or within X hexes of the location given.

B)    Ground units set up in any desired mode. (Exception: ground units adjacent to enemy Attack-Capable units cannot set up in Reserve or Strat Mode.) Unless specified by the scenario, Break-Down Regiments cannot be set up at start.

C)    Supply Points (SPs) setting up in the same hex with Transport Points can deploy loaded or unloaded. Transport Points not stacked with SPs are always unloaded unless scenario rules specify otherwise.

D)    Organic Trucks start loaded only if the scenario explicitly states that they do (but they can take advantage of C above to become loaded if they set up stacked with SPs).

E)     Units may never start the game over-stacked.

F)     Aircraft always begin Active.

G)    Units generally start at full strength.

H)    When the notation “(inclusive)” follows set up boundaries, units can set up anywhere within the given zone to include the boundary lines.

I)       Units can never set up in hexes that they could not move into during their regular movement.

J)       Units, Formation markers, and HQs always start play “un-fueled.”

1.0 Scale

OCS games can include combat units from company through division in size. The ground scale is either 2.5 or 5 miles per hex (based on theater, operational density, etc.). A game turn represents one-half week of time (given 5 miles per hex scale) or 1/4 week (given 2.5 miles per hex ground scale).

2.0 Sequence of Play

2.1 The Game Turn

A “Game Turn” is a sequence of events, the order of which is the “sequence of play.” Each Game Turn consists of two Player Turns, one for each player. For reference, we call a player taking action during his own turn the “phasing” player; the “non-phasing player” takes action during his opponent’s turn. A Player Turn consists of the set sequence of steps listed below. Each step can involve one player or the other (phasing or non-phasing). At the end of the second Player Turn, advance the turn marker one space and begin the process again. The sequence of play must be strictly followed in the order given.

2.2 Outline Sequence of Play

• Pre-Turn Phase

Ê Weather Determination Segment

Ê First Player Determination Segment

• 1st Player, Player Turn

Ê Aircraft Refit Phase

Ê Reinforcement Phase

Ê Movement Phase

Breakout Segment

Movement Segment

Air/Naval Barrage Segment (No Artillery Barrages)

Ê Supply Phase

Ê Reaction Phase (Non-Phasing Player)

Movement Segment

Barrage Segment

Ê Combat Phase

Artillery Barrage Segment (No Air or Naval Barrages)

Combat Segment

Ê Exploitation Phase

Movement Segment

Barrage Segment

Combat Segment

Ê Clean Up Phase

• 2nd Player, Player Turn

Ê Repeat the above for the second player.

• Turn End

2.3 Narrative Sequence of Play

• Pre-Turn Phase

Ê Weather Determination Segment

One player, it is irrelevant which, rolls to determine the weather. The weather affects the entire Game Turn.

Ê First Player Determination Segment

Each player rolls two dice. The player with the higher roll elects to be first or second in the Game Turn. Re-roll any ties.

• 1st Player, Player Turn

Ê Aircraft Refit Phase

The phasing player refits Inactive aircraft. Pay 1T per base at which the player desires to refit. At these bases, the player can refit up to two aircraft per base Level. An Air Base cannot refit aircraft if in an un-negated enemy Zone of Control (ZOC).

Ê Reinforcement Phase

The phasing player places any new units in their entry points according to the Arrival Schedules. He rolls on his Supply Table to determine the number of new Supply Points available and places them on the map. He rolls on his Variable Reinforcement Table and places any resulting reinforcements on the map. He places newly arrived aircraft on any friendly Air Base (they arrive Active). The phasing player conducts any Reorganizations, Unit Rebuilds, and/or Unit Consolidations desired.

Ê Movement Phase

The phasing player may “Breakout” any combat units not in trace supply. He then moves his ships and ground units, individually or in stacks, making any voluntary changes to a combat unit’s mode as each starts to move. Restrictions are imposed by mode, supply, and enemy units. As they move, combat units can conduct overruns, a special form of attack during movement. They can also destroy or damage supply dumps and facilities, as well as build or improve Air Bases and Hedgehogs. The player can move units and supplies by rail or sea transport. The phasing player’s Active aircraft can execute missions throughout the phase: Fighter Sweeps, Hip Shoots, and Transport Missions during the movement portion and Barrage missions during the barrage portion (when ships also execute their Barrage missions).

Ê Supply Phase

The phasing player must replenish any combat units with low (or exhausted) internal stocks, if possible. The phasing player then determines which of his combat units are in trace supply. Those out of trace must either expend on-map supply or be marked Out of Supply and checked for Attrition.

Ê Reaction Phase

The non-phasing player can move his ships and any released Reserves. He can destroy his supply dumps, but no construction-type activities are allowed. Released combat units can move (1/2 their Movement Allowance or MA) and overrun. The non-phasing player’s Active aircraft can execute missions throughout the phase: Fighter Sweeps, Hip Shoots, and Transport Missions during the movement portion and Barrage missions during the barrage portion (when ships and artillery also execute their Barrage missions). This phase does not have a Combat Segment.

Ê Combat Phase

The phasing player first resolves artillery barrages. Then his combat units attack according to the mode, supply, and combat rules. Combat results can cause units to advance, retreat, or enter Disorganized (DG) or Exploitation Mode.

Ê Exploitation Phase

The phasing player can move and fight with released Reserves (full MA), and with units in Exploitation Mode (half MA). He can destroy his supply dumps, but no construction-type activities are allowed. The phasing player’s Active aircraft can execute missions throughout the phase: Fighter Sweeps, Hip Shoots, and Transport Missions during the movement portion and Barrage missions during the barrage portion (when ships and artillery will also execute their Barrage missions). At the end of this phase is a Combat Segment during which eligible combat units can attack.

Ê Clean Up Phase

The phasing player removes all DG and Exploitation markers from his units and removes (or flips) all his Fueled markers.

Remove all Trainbusting markers generated by the non-Phasing Player.

• 2nd Player, Player Turn

Ê Repeat the above steps for the second player with the roles of phasing and non-phasing player reversed.

• Turn End

Move the Turn Record marker one space forward along its track. Begin the above sequence again for the next Game Turn.

2.4 “Simulcast” Turns

Some games contain periods where the major activity is logistical buildup on both sides. These periods can run much faster if both players declare the turn to be a “simulcast” turn and follow these rules:

1)      Both players execute the turn sequence at the same time.

2)      No combat or barrages are allowed.

3)      Neither player executes anything which could be construed as an offensive, raid, or other such activities on land, water, or air.

4)      The goal of the simulcast turn is to speed up the down periods—don’t screw up that goal by attempting anything to gain some sort of advantage. If you have some operations in mind, don’t agree to the simulcast turn in the first place. However, don’t waste your time playing a regular turn for minor reasons.

3.0 Units and Markers

Terms used to describe classes of units have precise meanings that are important to understanding these rules. For instance, “ground units” describes a broader range of units than “combat units” (combat units are a subset of ground units). “Attack-Capable units” are a further subdivision of ground units. Use of the word “units” by itself (not modified as in “tank units” or “Strat Mode units”) refers collectively to all units—ground, naval, and air—when a narrower context is not obvious.

3.1 Ground Units

Ground units include two large sub-categories: combat units (3.2) and non-combat units (3.3). Each has some or all of the following printed on the counter: unit designation; size and type symbols; combat, barrage, Action Rating, and movement values; and supply-throw or barrage ranges.

3.1a Color indicates a ground unit’s Movement Point (MP) class. If the Movement Allowance (MA) is in an outline font, use the color inside the outline. Movement Point class can be different from one side of the counter to the other.

• Tracked MP ground units have a Red MA.

• Leg MP ground units with a White MA.

• Truck MP ground units have a Black MA.

3.1b The type symbol can have one “wheel” (semi-motorized) or two “wheels” (fully-motorized). This notation (by itself) is for historical interest only.

3.1c Multi-Unit Formations are those formations containing one or more ground units with the same higher designation (e.g. “1st Division” or “6th Tank Corps”). Colored stripes mark these formations in newer OCS games.

3.1d Some ground units have a yellow dot behind their Action Rating. These cannot be rebuilt.

3.2 Combat Units

Combat units are any ground units with a combat strength. Each side of the counter shows the unit in a different mode (see 5.0). Note that HQs and artillery units are combat units, even though their combat strengths are not printed on the counter (see 13.1c and 13.4b).

3.2a Combat units are further divided into three categories affecting ground combat (see 9.4). “Armor” units have a yellow background printed within their unit symbol. “Mech” units have a red background. Any color other than red or yellow denotes “Other-type” units.

Design Note: A unit with an armor unit symbol can have a red background. Such a unit contains a tank force with an infantry component. Other such combinations are possible. The combination of color and symbol depict the functional as well as the nominal organization of a unit.

3.2b A combat unit with a parenthesized combat value is not Attack-Capable (see 4.4). It can only defend.

3.2c The Action Rating represents the ground unit’s leadership, training, cohesion, and equipment maintenance. Printed values range from 0 to 5, with higher numbers being better.

3.2d Division-sized combat units have a Regimental Equivalent (RE) number printed on the counter. This RE number is used for a number of purposes (such as stacking and transportation) and is in a colored dot for easy identification.

3.2e Specialized combat units covered by the series rules are listed below (individual games may add other types):

• HQ units (13.1)

• RR Repair Units (13.3g)

• Artillery units (13.4)

• Replacement units (13.5)

• Engineer units (13.8)

• Break-Down regiments (20.0)

3.3 Non-Combat Units

Non-combat units come in five types: Ports, Air Bases, Hedgehogs, Transport Points, and Supply Points. They are ground units, but not combat units. They have no combat strength and cannot be used to absorb step losses. Organic Trucks show the same specific Transport Points value on both front and back of the counter; other non-combat units show a different number of generic “points” or a different “level.”

A)    Supply Points (SP) show supplies in a specific location. A single SP roughly equates to 1,500 tons of consumable supply (adequate mixing of fuel, ammo, and stores is assumed). One SP can be divided into four smaller units called Tokens (T); each Token is 1/4 SP. SPs and Ts can be broken down and recombined as needed. SPs have no inherent movement ability. They can be moved via the side’s rail capacity and by units with a supply lift capability: Transport Points, certain ship types, and certain aircraft types. The term for SPs in a hex, whether loaded on a Transport Point or on the ground, is dump. SPs are “generic” and can be captured (and recaptured) when control of a hex changes. Note: The graphic displayed on SPs differs from that on Tokens to make them easy to tell apart; the graphic used does not imply that Tokens are used only for ammunition.

B)    Transport Points have a point value that shows both their size and how many SPs they can carry. (Thus a 1-point Wagon’s full load is 1 SP.) Transport Points can represent just about any kind of transportation pressed into service (from trucks to elephants). Transport Points with a unit ID on their counter are “Organic Trucks” that belong to a specific formation. See 13.2g for details pertaining to these units.

C)    Ports, Air Bases, and Hedgehogs of various sizes can begin the game in place, or be constructed during play. These units cannot move. Ports can be damaged, which reduces their capacity until repaired. Air Bases can be reduced to a smaller size. Hedgehogs can be reduced in Level by friendly (not enemy) action. They are captured (and recaptured) when control of the hex changes. References to “Air Bases” in these rules generally include aircraft carriers and Air Strips as well; references to “Ports” include printed ports and converted LSTs.

Note that Ports and Hedgehogs are often printed on the map, and a non-combat unit of that type is considered to be in those hexes even though there is no counter.

3.4 Ships

Ship units can represent individual ships or groups of ships. Most ships are marked with Barrage Strength, Range, Flak, and Protection Values. The front of most naval counters represents the full-strength ship, while the back is the same ship but at reduced strength due to damage. Landing Craft (18.4) are different: they are presented as generic “points” of capacity capable of delivering cargo (combat units, Transport Points, and SPs) to beaches and ports.

3.5 Aircraft

Air units—called ‘aircraft’ or by their type (Fighter, Bomber, Strat Bomber, or Transport) in these rules—represent 20 to 45 aircraft each. These are marked with an Aircraft Silhouette, Aircraft Type, Air Combat Rating, Barrage Strength, and Range. Some aircraft also have a Transport Capacity. The front of the counter represents the full-strength unit; the back is the same aircraft but at reduced strength.

3.6 Formation Markers (Optional)

Use these to represent groups of individual counters from the same multi-unit formation, thus reducing counter density on the game map (see 13.7).

3.7 Game Markers

3.7a Supply Markers. These show various supply states such as Out of Supply, Low/Exhausted internal stocks, and Fueled status.

3.7b Mode Markers. These markers designate Reserve, Exploitation, Strat, and Disorganized Mode.

3.7c Weather Markers. These markers show the status of weather, flight, and ground conditions.

3.7d Turn and Phase Markers. These keep track of the game turn and phase.

3.7e Step Loss Markers. These markers show the losses to units containing more than one step.

4.0 General Game Concepts

4.1 Rounding Rule

Players will often be required to round numbers to whole numbers. If the fractional part is less than .5, round down. If the fractional part is .5 or more, round up.

4.2 Fractions

Do not round until all calculations are finished. Never round Movement Allowances. Round the final odds determined; do not round combat strengths before determining odds.

Example: Suppose three combat units attack a single one. Their modified combat sterengths are 2.5, 3.25, and 4 (for a total stength of 9.75) against the defender’s strength of 2. Combat odds would be figured as 4.875 to 1, which is rounded to a 5:1 attack.

Design Note: Players should note the important effect of this rounding rule on odds calculation. In this series, 15 attacking 6 rounds to 3:1.

4.3 Cumulative Effects

In all cases where a unit is subject to multiple modifiers, those effects are cumulative. For instance, quarter the strength of a combat unit halved for terrain and halved for supply.

4.4 Attack-Capable Units

Combat units with printed combat strengths are Attack-Capable, unless the strength is parenthesized or the unit is in Strat Mode. A printed combat strength of zero still makes a unit Attack-Capable (see 9.14a).

4.4a Attacking units in combat and overrun must be Attack-Capable.

4.4b Combat Mode Attack-Capable units are the only ground units that have a Zone of Control (ZOC). Attack-Capable units under an Out of Supply marker or units in any mode other than Combat Mode do not have a ZOC (Exception: Exploitation Mode units that had a ZOC before receiving the Exploitation marker retain that ZOC even after entering Exploitation Mode).

4.4c Ground movement into a hex with an enemy non-combat unit (Hedgehog, dump, Transport Point, port, or Air Base) requires an Attack-Capable unit. This may result in capture or destruction, per 9.14. (Note that Attack-Capable units are no longer required for movement into “empty” enemy villages or cities.)

4.5 Zone of Control

Combat Mode Attack-Capable units which are not marked as out of supply have a Zone of Control (ZOC) (Exception: see 4.4b). A unit's ZOC limits certain enemy actions in the hexes adjacent to the unit (regardless of the terrain in those hexes or on the hexsides between the unit's hex and the adjacent hexes), as follows:

4.5a Actions that cannot be taken in an enemy ZOC (Only those effects marked <Negation> can be negated; the others cannot.):

A)    Truck Movement. <Negation> Units using Truck MPs (mobility types are explained in 3.1a) that enter an enemy ZOC hex must either end movement in the hex or conduct an overrun from the hex. One overrun might lead to another, allowing the unit to continue “moving” even through more than one ZOC. Units using Truck MP that start the phase in an enemy ZOC can exit that hex and move normally. Leg and Track MP movement is unaffected by ZOCs.

B)    Supply Lines. <Negation> An enemy ZOC blocks all types of supply paths that are traced using Movement Points (draw, throw, Extenders, etc.), if the mobility type being used is Truck. Note that some HQs and Extenders use Leg MP or Track MP, and these are unaffected by ZOCs.

C)    Rail Transportation—Literal, Using Rail Cap.

D)    Rail Transportation—Trace. <Negation>

E)    Rail Conversion operations.

F)     Port Operations. <Negation>

G)   Aircraft Refit. <Negation>

H)    Reserve Mode. Ground units cannot enter Reserve Mode if they begin their move in an enemy ZOC. Once in Reserve, the units can enter/exit ZOC normally.

I)       Strat Mode. Units cannot enter Strat Mode in an enemy ZOC, nor can Strat Mode units move into one.

J)      Repl Rebuilds.

Specific Game Note: When playing DAK (either edition), friendly units do not negate EZOCs for Port Operations (J).

4.5b Negating ZOC. ZOC effects can be negated as noted above. A negated ZOC has no effect. An enemy ZOC is negated in a given hex if the hex contains a friendly combat unit at that moment and, further, that combat unit will end the current phase in the hex. The friendly combat unit doing the negation need not have a ZOC itself. Note that when a ground unit starts the phase in an enemy ZOC, negation is not needed to exit that hex.

Example: In a game other than DAK, a friendly port can still be used as a port even if a combat mode enemy unit is adjacent to it provided a friendly combat unit (of any mode) is in the hex.

4.5c ZOCs and Retreats. See 9.12e.

Design Note: The lack of ZOC effects on most movement can cause anomalous looking events if a player is not careful about unit placement. Once a player understands the true implications of this feature, these strange occurrences will disappear because he will understand that the game system will not cover for him when he misuses his units.

4.6 Regimental Equivalents

To simplify ground unit size determination, this game uses Regimental Equivalents (REs). Only ground combat units have RE sizes as only they need them.

• Division-sized units have their RE size shown on the counter.

• Battalions are 1/2 RE.

• Repl units and company-sized units are 1/4 RE.

• Unless otherwise indicated by the game rules, all other unit sizes count as 1 RE.

When taking losses (9.11), Division-sized units have one step per RE, and their RE size is reduced by one for each step loss. All other combat units are 1 step, regardless of RE size. (Some OCS games have exceptions to this rule.)

Design Note: Obviously, the concept of regimental equivalents has its roots in the Europa game system. This designer is beholden to the original designers of that system for this useful method of measuring unit size. Europa is a trademark o Paul Richard Banner and all related titles and materials are copyrights of Historical Military Services.

4.7 Transportation Equivalents

Combat units, SPs, and Transport Points can sometimes be transported by train (13.3), air (14.9), landing craft (18.9) or abstract shipping (19.0f). Transport Points can only transport SPs.

4.7a REs and SPs are interchangeable transportation equivalents. One point of rail capacity can move either 1 SP or 1 RE (or other combination, such as 2T of supply and 1/2 RE of units).

4.7b If a unit’s Move Mode MA is between 1 to 6 Leg MP, inclusive, its transportation equivalent is halved. For all other units, the transportation cost is the same as the RE size.

4.7c Transport Points can carry a number of SPs equal to their point value. Transport Points can be transported by rail or shipping. Count only the size of the Transport Points when figuring the transportation equivalents—loaded with SPs or not, 1 Transport Point always takes 1 point of transportation capacity to move.

4.8 Stacking

Stacking is having more than one unit in a hex. No more than 10 REs can ever stack in a hex. Any number of SPs or Transport Points can stack together in a hex, but never more than one port, Air Base, and Hedgehog per hex. Air and naval stacking limits are described in 14.2a and 18.1b. There is no movement cost for stacking or unstacking. Nationality and unit type usually have no effect on stacking (but units can sometimes stack with enemy units, per 4.8c). Off-Map Holding Boxes can hold an unlimited number of REs.

4.8a Stacking is enforced at the end of all segments and all phases (the Reinforcement Phase is an exception; see 13.6). Overstacking is having more than 10 REs in a hex. The owning player must reduce any overstacked hex found at the end of a segment, by eliminating the units of his choice. Units can temporarily overstack while moving without penalty, with one exception: units wishing to conduct an overrun cannot overstack at the time of the combat (counting both the overrunning units and any other friendly units that might be in that hex).

4.8b Order of Stacking. The player can arrange his stacks in any order that makes sense to him, but needs to ensure that:

A)    Mode markers and Out of Supply markers should always be placed on top of all such units in the hex. Low, Exhausted, and Step Loss markers should be placed beneath each affected unit. Except where another Mode marker comes between them, a single marker implies that all ground units lower in the stack are in that mode or Out of Supply. Some units can never be in a certain Mode or status, and those units simply ignore a marker above them in the stack. For example, SPs and Inactive aircraft under a DG marker are not in Disorganized mode.

B)    If a Combat Mode Attack-Capable unit is in a hex, it should be the top combat unit in the stack (to help make ZOCs obvious).

C)    An HQ can be the top ground unit in the hex when no enemy ground units are adjacent (to help the owning player see his logistical net). In this case, the owning player must make any ZOC in that hex known to the enemy before the enemy attempts to move adjacent to that hex.

D)    Any Active Air Units are on top of the ground units in the hex. But the enemy player may always see the top ground combat unit on request.

E)     If any Hedgehog is in the hex, it will be atop the top ground combat unit. Again, the enemy player is always allowed to see the top ground combat unit.

4.8c Enemy Stacks. Friendly units can move into hexes with enemy units in the following cases only. (There is no extra MP cost.) Many of these situations trigger combats, but in some cases the units can co-exist in the same stack. If any unlisted type of enemy unit is in the hex, friendly units cannot enter the hex during movement or retreat. See also 4.8a.

A)    Ground units that are Attack-Capable can move into hexes with enemy non-combat units. See 9.14. Non-Attack-Capable ones cannot enter these hexes.

B)    If Attack-Capable ground units enter an enemy ship’s hex or vice versa, the ship is destroyed.

C)    Ships can move into hexes with enemy non-combat units and aircraft. (They co-exist.)

D)    Aircraft can move into hexes containing all kinds of enemy units to conduct their missions.

E)     Rail transport and supply paths can pass through enemy non-combat units, but cannot stop in their hex. Neither can enter non-negated EZOC hexes or any hex containing an enemy combat unit. When cargo is being moved by rail, EZOCs cannot be negated.

4.9 Fog of War

4.9a A player can never look through an enemy stack. However, the enemy player may always see any Hedgehog, top Combat Mode Attack-Capable unit (or top combat unit if there is no Combat Mode Attack-Capable unit), AND top Active Air Units in any hex. While the player will know if the top unit is Strat Mode, DG or Out of Supply, he is not entitled to know about internal stocks status or steps lost.

4.9b During combat (regular or overrun), players must reveal their Action Rating, AT capability, and the total combat strength. Neither side is required to show actual units.

4.9c During a barrage, the barraging player should reveal the barrage strength, and be informed of the applicable table shifts and the Flak Roll Modifier (if an air barrage).

4.9d During Air Combat, both players should reveal all aircraft present and which are involved in each round.

4.9e Players normally make all die rolls in the open, after announcing their purpose (such as “this is my variable supply roll”). If players agree, they can make certain rolls in secret to add to the fog of war.

5.0 Modes

5.1 Units Affected by Mode

Combat units and Organic Transport Points have the modes described in this section. Not all ground units can use all six modes. Aircraft, SPs, ports, Air Bases, and Hedgehogs do not use any modes.

Ships make limited use of Disorganized Mode (18.1d).

5.2 General Mode Restrictions

Ground units without a mode marker are in either Combat or Move Mode, depending on the side of the counter showing. Markers are placed on top of a unit or stack to show the four other modes: Reserve, Strat, Disorganized (DG), and Exploitation. When a mode marker is removed, a unit returns to either Combat or Move Mode (depending on the existing “orientation” of the counter).

Units move and fight according to the values on the side of the counter that is showing (that is, the Move Mode or Combat Mode values). Some modes modify these values. A unit with a mode marker uses the base values of Combat or Move Mode (it is considered to be “oriented toward” the mode whose side is showing), but is only considered to be in the mode indicated by the marker. This means, for example, that a unit in DG Mode could never move by rail (which requires Move Mode) regardless of which side of its counter is face-up.

Units of differing modes can stack, and one unit’s mode has no effect on the mode of other units in the stack.

5.3 Voluntary vs. Involuntary Modes

Voluntary Modes are Combat, Move, Strat, and Reserve. Involuntary Modes are DG and Exploitation.

5.4 Mode Change

Units in Combat, Move, Reserve, and Strat Mode can change to a different voluntary mode in the Movement Phase. This is done as each individual unit or stack starts to move. For example, a unit in Combat Mode could be changed to Reserve Mode (with either the Move or Combat side up). Mode change does not cost MPs.

Note: Modes are generally changed during the Movement Phase before each unit or stack moves. There is no requirement to do all your mode changes before moving units. Play moves much more smoothly if players do their mode changes as they go, provided the units in question have not yet moved themselves.

Units in Reserve Mode can also perform a limited voluntary mode change during Reaction and Exploitation Phases, and also when suffering certain combat results (see 5.7b and 5.7d). These are the only voluntary mode changes allowed outside of the Movement Phase.

Involuntary modes are not chosen, they just “happen” as a result of combat, retreat, and barrage. The involuntary mode replaces the existing mode. The only time involuntary mode markers can be removed is during the player’s Clean Up Phase. Although a Disorganized unit cannot change mode during the Movement Phase, it can change its orientation between the Combat and Move sides of the counter.

5.5 Combat Mode

Combat Mode units expect enemy contact. Combat Mode is the side of the counter with the greater combat strength and lesser movement allowance.

5.5a Combat Mode units cannot use rail, air, or shipping transport. (Exception: RR Repair Units, 13.3g).

5.5b Only Combat Mode units can perform engineering functions (13.3f & 13.8) and reduction of Air Bases (15.4) and Hedgehogs (16.0).

5.5c Repl units and Transport Points cannot enter Combat Mode.

5.5d Units must be in Combat or Move Mode to land via Amphibious Landing (ALT) (see 18.5c).

5.5e Only Combat Mode, Attack-Capable units, which are not marked Out of Supply, exert ZOCs.

5.6 Move Mode

Move Mode units sacrifice some combat capability to enhance speed. Move Mode is the side of the counter with the lesser combat strength and greater Movement Allowance.

5.6a Move Mode is required for use of rail, air, and shipping transport. (Exception: RR Repair Units, 13.3g).

5.6b Repl units and Transport Points have no Combat Mode side to their counters, so their orientation is always toward Move Mode, unless marked for some other mode with a Mode marker (such as Reserve).

5.6c Units must be in Combat or Move Mode to land via the Amphibious Landing Table (ALT, see 18.5c).

5.7 Reserve Mode

Reserve Mode units are in readiness to react quickly to events. Mark this mode with a Reserve marker. Game rules place strict limits on the number of Reserve markers available to each side. To conserve these valuable markers, show an entire stack in Reserve Mode by placing one marker on top of the stack.

Reserve Mode units cannot attack, overrun, or barrage until released. Units attacked while in Reserve Mode defend at x1/2 combat strength along with any other modifications. Reserve Mode units can move x1/4 their MA during the regular Movement Phase (6.1c applies).

Play Note: The 25% movement allowed for Reserves during the Movement Phase can be useful in shifting units in bad terrain (where they can ‘always move one hex’) such as in Mountains or Jungle, and in normal situations players can squeeze an additional 25% movement out of key units.

5.7a Entering Reserve. When entering Reserve Mode, a unit can be flipped to have either side of its counter facing up. Reserve Mode units cannot change the chosen orientation (toward Combat or Move Mode) until the next friendly Movement Phase.

5.7b Reserve Release. The player can release any of his Reserve Mode units or stacks in his Reaction Phase or Exploitation Phase. The player is allowed to release a Reserve Mode stack, and then have it move and overrun before deciding to release other Reserves. When releasing a unit, remove the Reserve marker: the unit is now in Combat or Move Mode, depending on the orientation chosen per 5.7a.

A)    Exploitation Phase. Released Reserves can use their full movement, barrage, and combat capabilities. They can attack or barrage with other released Reserves or Exploitation Mode units in the subsequent Combat Segment, and can overrun.

B)    Reaction Phase. Released Reserves can only move using 1/2 their MA, but can use their full combat ability in overrun. (No other ground movement or combat is allowed during the Reaction Phase.) Released Reserve Artillery can barrage in the Reaction Phase’s Barrage Segment.

5.7c Enemy ZOC. A unit cannot enter Reserve Mode when in an enemy ZOC. Once in Reserve Mode, units can enter/exit ZOCs normally.

5.7d Enemy Contact. Remove the Reserve marker from a stack that receives any defender result (even an ignored Do1) when attacked in overrun or regular combat. The unit is now in Combat or Move Mode, depending on the orientation chosen per 5.7a.

5.7e Reserve Mode units cannot use rail, air, and shipping transport.

5.7f Transport Points units cannot enter Reserve Mode (Exception: Organic Trucks can do so.)

5.7g No unit in Reserve Mode can be in a Hedgehog hex at the end of any Movement Segment.

5.8 Strat Mode

Strat Mode units do not expect enemy contact. Mark this mode with a Strat Mode marker. The unit must be oriented so its Move Mode side is showing under the marker. Entire stacks can be marked in this way.

Strat Mode units have their Action Rating, combat, and barrage strengths reduced to ZERO. Strat Mode units are not Attack-Capable. Strat Mode units move at double their MA. They are not confined to road movement—they may freely leave the road net.

Important: Strat Mode units must end their movement in a hex where trace supply is possible. Units cannot use Strat Mode if this is not possible. Units can start their movement out of trace and use Strat Mode to get back into it.

5.8a Enemy ZOC. Units cannot enter Strat Mode when in an enemy ZOC. Units in Strat Mode cannot move or retreat into an enemy ZOC. If forced to do so (in a retreat), they are eliminated. If an enemy unit moves next to them, they take their chances with their modified values.

5.8b Supply. HQs in Strat Mode cannot throw supplies. Ground units in Strat Mode that are not in trace supply cannot use SPs to avoid the effects of 12.6f.

5.8c Transport Points cannot enter Strat Mode.

5.9 Exploitation Mode

This involuntary mode is a combat result that rewards successful attacking units. Mark this mode with an Exploitation marker on top of the stack (the current Move or Combat orientation of combat units is not changed). Exploitation Mode units (and Released Reserves) can move and fight again during the Exploitation Phase (see 11.0).

Exploitation Mode units move using only 1/2 their MA. Their Combat and Barrage Ratings are normal.

Remove the Exploitation markers from phasing units during the Clean Up Phase. The unit is now in Combat or Move Mode, depending on its existing orientation.

5.9a Restrictions on entering Exploitation Mode are found in 9.13b.

5.9b Exploitation markers have numbers to remind players of the minimum Action Rating (2, 3, or 4) needed for a unit in the stack to take advantage of the involuntary mode change. The old marker sheets lack these numbers and players need to rely on memory when using them.

5.9c Units in Exploitation Mode retain any ZOC they had before the marker was applied.

5.10 Disorganized Mode (DG)

This involuntary mode is a result of combat, retreat, or barrage. Mark this mode with a DG marker on top of the stack (with current Move or Combat orientation of combat units unchanged). Any other mode markers are removed.

Remove DG markers from the phasing player’s units during the Clean Up Phase. The unit is now in Combat or Move Mode, depending on its existing orientation.

5.10a Entering DG Mode. Combat units enter DG Mode when any of the following happens:

A)    They suffer a DG result from barrage or combat.

B)    They retreat 2 or more hexes (apply the DG marker the instant the unit retreats into its second hex).

C)    They retreat into an enemy ZOC. When units that are already in DG Mode retreat into an enemy ZOC, inflict one step loss on the retreating stack (not each unit). The owning player decides which unit takes the loss.

D)    At the moment a DG is inflicted, remove any Reserve markers in the target hex and all combat units in the hex—even those not otherwise involved—change to DG Mode. A combat unit already in DG Mode suffers no further effect, except as noted in “C” above.

5.10b Effects of DG Mode. DG Mode units suffer the following effects:

A)    Their movement, combat, and barrage values are halved.

B)    Their Action Ratings are reduced by one (zero Action Rating units have an Action Rating of –1). Exception: The original (unmodified) Action Rating is used the Attrition Table.

C)    They are unable to overrun or earn Exploitation Mode.

D)    HQ engineering abilities and Draw/Throw ranges are unaffected by DG, but their Movement Allowance and Combat strength are affected normally.

5.10c Transport Points are always exempt from DG results and are never placed in that mode for any reason. Note that Organic Trucks in Reserve in a hex that receives a DG result lose their Reserve marker.

Design Note: The implications of the different modes with respect to the turn sequence and each other will become apparent only after repeated play. Suffice it to say they are many and subtle. Good players will orchestrate the differences between these modes to their advantage.

6.0 Ground Movement

A player can move as many or as few of his ground units as he likes during the Movement Segment of his Movement Phase. Similarly, a player can move his units during the Movement Segments of his Reaction and Exploitation Phases, subject to mode restrictions. Each unit can move as many or as few hexes as desired, subject to MA, mode, supply, fuel requirements, and terrain.

6.1 How to Move Ground Units

Move units individually or in stacks. Movement must follow a contiguous path of hexes through the hex grid. Units can move in any direction or series of directions. Finish moving one unit (or stack) before moving another. Regular combat does not occur during movement, but Attack-Capable units can conduct overruns (a combined form of movement and combat) while moving.

6.1a Movement Points (MPs). Each unit expends MPs for each hex entered and hexside crossed according to the Terrain Effects on Movement Chart. Keep a running Movement Point total as each unit/stack moves.

6.1b Movement Allowance (MA). A unit’s MA is the maximum number of MPs it can use in a single phase. Different modes can give a unit different MAs—use the one associated with the unit’s current mode. Certain units (ports, Air Bases, Hedgehogs) have no MA and cannot move or retreat.

6.1c If eligible to move in a phase, a unit without enough MPs can still move a minimum of one hex. Units can never use this rule to overrun, violate restrictions imposed by their mode, or to move into or through prohibited terrain. Only units with a current MA greater than zero can take advantage of this rule, and units which require fuel must expend supply to move even the one-hex minimum.

6.1d A unit can move from hex A to hex B only if it could also move from hex B to hex A. For example, a unit prohibited from entering mountains could not move from a mountain hex to a clear hex through a non-road hexside.

6.1e The MAs of units in a stack are independent of each other, and the expenditure of one unit does not affect other units. A player cannot transfer MPs, even if unused, from unit to unit or save them for later use.

6.1f Units can begin moving as a stack and then split up by dropping units off as the stack moves. Once dropped off, the unit cannot move further, even if some of its MA remains unused.

Design Note: The “secret” here would be to not start moving as a stack if you want the separate units to split off and move elsewhere!

6.1g Players cannot move units a portion of their MA, move some others, then return to finish the movement of the earlier (unfinished) units. Once a unit begins to move, it must continue until it is finished.

6.1h The MA of a unit in certain modes can be halved or quartered (see 5.7, 5.8, and 5.10). Never round MAs.

6.2 Terrain Effects on Ground Movement

According to the Terrain Effects on Movement Chart, each hex and hexside feature costs a specific number of Movement Points. The moving unit must pay the total required cost before entry (exception: 6.1c). A hex or hexside’s Movement Point cost varies depending on the mobility type of the unit: Tracked MP, Leg MP, or Truck MP (see 3.1).

In all cases below, the word “road” encompasses all road-like features (roads of different caliber, tracks, and railroads).

6.2a Roads can be used only if the moving unit is following a continuous road path. A unit then pays the road movement cost and ignores other features in the hexes or hexsides crossed. There is no requirement for roads to intersect within a hex in order to leave via any of them—roads and railroads are considered to be linked in a common hex even if it is not literally shown as such on the map.

6.2b Add the cost of any hexside feature crossed to that of the hex entered. (Exception: units moving along roads ignore hexside features.) Bridges (road or railroad) and Pontoons fully negate river hexside costs. (Exception: see 13.8a.)

6.2c Ground units cannot enter or cross prohibited hexes or hexsides (unless using a bridge or roads). Destroy units forced to do so. See also 6.1d.

6.2d Multiple Terrain Types. Some hexes have more than one area terrain symbol. Use the type which is most costly for movement, with the exception being units following roads, tracks, and railroads. The amount of symbol in the hex does not matter for this rule.

6.3 Restrictions on Ground Movement

6.3a Only the designated player can move his ground units during a given phase. For instance, only the non-phasing player’s units can move during the Reaction Phase.

6.3b Enemy Contact. Ground movement into some enemy-occupied hexes requires an Attack-Capable unit (see 4.4). Unless negated, an enemy ZOC stops ground movement using Truck MA units (see 4.5). Ground units can sometimes move into hexes containing enemy units (see 4.8c).

7.0 Reaction Phase

The Reaction Phase is a chance for the non-phasing player to disrupt enemy plans with movement, overruns, and barrages. There is no regular Combat Segment in this phase.

7.0a The only ground units that can be used in this phase are those the non-phasing player chooses to release from Reserve Mode. The non-phasing player can release as many or as few of his Reserves as he wants. See 5.7b for complete details.

7.0b Handle barrages and overruns in the Reaction Phase normally.

7.0c The non-phasing player’s Active aircraft and ships are all eligible to be used in this phase.

7.0d Artillery released from Reserve can conduct barrages in the Reaction Phase’s Barrage Segment.

8.0 Overrun

Overrun is a form of combat that occurs during the various Movement Segments. Do not use these overrun procedures when units enter a hex that contains no enemy combat units (only naval, air, or non-combat units). Refer instead to 9.14.

Procedure:

Move the attacking stack adjacent to the target hex and declare the overrun. Overrun from the adjacent hex; the attackers do not actually enter the defender’s hex until and unless the defender vacates it.

Resolve overruns like any other combat (follow the sequence in 9.2). Note the increased chance for Surprise (9.8) in overruns. If the defender retreats or is destroyed, the overrunning units must enter the hex (at no additional movement cost). If the attacker does not retreat and has sufficient MPs remaining after an overrun (regardless of whether the defender retreats or is destroyed), he can continue to move and can make further overruns against the same or other targets.

8.1 Overrun Restrictions

Only Attack-Capable units which started the phase stacked together can overrun. They must be in Combat, Move or Exploitation Mode. Units can overrun as many times as their MA allows. A given defender can be attacked any number of times during a single Movement Segment. Resolve each overrun separately.

8.1a Overrunning units spend 3 MPs for each overrun. If the combat result allows the attacker to occupy the defender’s hex, there is no additional MP cost to do so. Units with fewer than 3 MPs remaining cannot overrun.

8.1b Overruns are only allowed if the MP cost to enter the hex would be 3 MPs or less. Units cannot use features such as roads or bridges to bring the hex’s MP cost down or to negate prohibited terrain. A terrain that lists a cost of “All” cannot be overrun.

Example:Overrun Movement Point Costs. A unit that twice attacks a hex that would cost 2 MPs to enter and is successful the second time would find itself in the defender’s hex with 6 MPs expended.

8.1c Each overrun is made against a single adjacent enemy hex. A single hex can be overrun several times in a single phase. The same moving stack can make several overruns (against the same or different hexes).

8.1d No unit, regardless of the combat result, is ever marked with an Exploitation marker as an overrun result.

8.1e Should attacking units choose to take one or more of their options as retreats from an overrun, their movement for the phase ends. Attackers that do not retreat can continue movement.

8.1f Only units conducting the overrun can move in an overrunning stack.

8.1g Other friendly units can be in the hex from which an overrun is made. These units affect stacking in that hex, but are not involved in the overrun. The overrun’s combat result has no effect on these units whatsoever—regardless of what it is.

9.0 Ground Combat

Ground combat occurs during the Combat Segments of the Combat and Exploitation Phases. Overruns are resolved using the ground combat procedure, with some differences, outlined in section 8.0. To engage in combat, the attacking units must be adjacent to the defending units. Attacking is never mandatory, but units must defend if attacked.

Artillery, ships, and aircraft do not attack ground units using ground combat. They “attack” using barrage combat as discussed in 10.0. Combat units that are not Attack-Capable never attack, but can defend. A hex that does not contain at least one combat unit cannot be attacked via the Combat Table. Such hexes are dealt with via Specialized Combats (9.14).

Procedure:

The attacker indicates the attacking hex(es) and the defending hex. Before determining any odds or modifiers, both the attacking and defending players must put their involved combat units into combat supply by either expending SP according to the Supply Table or expending internal stocks. The attacker does this first and if he cannot do so, the attack is cancelled and the defender does not need to expend any supply. If the defender cannot (or chooses not to do so), the attack continues, but the defender fights at half combat strength. Each player selects a unit whose Action Rating will lead the combat. Subtract the defender’s Action Rating from the attacker’s Action Rating and use the difference as a Dice Roll Modifier (DRM) to both Surprise determination and the combat roll. Roll two dice for Surprise to see if there are any “Surprise Shifts” to the Combat Table odds column. Determine the base Combat Table odds by comparing the combat strengths for each side (making all adjustments due to terrain and supply) as a ratio of Attacker:Defender (rounding as needed according to the standard rounding rule). On the appropriate terrain category row, locate the correct odds column on the Combat Table. If either player has Surprise, adjust the table column accordingly. Roll two dice, add the final Action Rating DRM, and subtract the value of any Hedgehog DRM the defender might have. Cross-index the modified roll with the odds column to find the combat result. Apply that result, starting with the unit of each side whose Action Rating was used to determine Surprise.

9.1 Restrictions on Combat

9.1a Only the phasing player’s units can attack in a Combat Segment, and only the moving player's units can overrun  in a Movement Segment.

9.1b Attacking is voluntary. No unit is ever forced to attack.

9.1c No unit can divide its strength to attack more than one hex, nor can multiple defending hexes be attacked in one combined combat. No hex can be attacked more than once in a single Combat Segment, although a hex may be overrun more than once in a given Movement Segment (see 8.0). Except for stacking, there is no limit on the number of units that can engage in an attack from a single hex. During the Combat Segment, a hex can be attacked from as many adjacent hexes as the attacking player wants. Only the currently moving stack can overrun and so overrun attacks must come from one adjacent hex. A given unit may attack only once in a Combat Segment. Units may overrun more than once in a Movement Segment (8.1c).

9.1d Attack all combat units in a hex as a single defending strength. The defender can never withhold units in a hex from combat.

9.1e Units can be restricted in their ability to attack by mode (Strat Mode units and unreleased Reserves cannot attack), supply status (requisite SPs or Internal Stocks not available), and unit type (parenthesized combat strengths can only defend). Fuel status does not prevent a unit from attacking or defending, nor does it influence the unit’s combat strength.

9.1f Resolve attacks that begin on, or are shifted past, odds further than those available on the table on the last available column. Also, attacks with odds which begin off the table have their column shifts measured from the last available column.

Example: A player makes a 1:12 attack (shame on him). The starting column for this attack is the furthest left or 1:5. Surprise is obtained and a column shift of 6 is given. The player shifts six columns from the 1:5 column to 3:1.

9.2 Sequence Summary

1)      The attacker identifies the defending and attacking hexes.

2)      Both players expend required SPs (see Supply Tables). If the defender can spend no supply, or chooses not to do so, units defend at half strength.

3)      The attacker announces his Action Rating value, then the defender announces his.

4)      The defender announces terrain choices (9.3b) and players determine the initial odds.

5)      Using each side’s Action Rating unit, determine the Dice Roll Modifier (9.6).

6)      Roll two dice to determine Surprise. Modify the odds column as per 9.8.

7)      Roll two dice and modify by the DRM in 9.6 to determine the result.

8)      Execute the results—attacker first, then the defender, starting with the unit of each side whose Action Rating was used to determine Surprise (9.11c).

9)      If the defender’s hex becomes vacant and the attacker has not retreated as part of an option result, the attacker can advance into the defender’s hex.

Design Note: For best results while learning this system, use the above summary for each combat and follow the steps rigorously in order. Even after the sequence is well known, it is usually best to keep a copy out to follow as a check list to keep things straight. The order of the steps is important.

9.3 Terrain and the Combat Table

The Combat Table divides terrain into four categories (Open, Close, Very Close, and Extremely Close). These define the row used when determining the odds column. The Terrain Effects on Combat Chart defines the category of each terrain. In every case, the defender’s hex determines the combat terrain category.

9.3a A unit cannot attack a hex that the movement rules prohibit it from entering. If a terrain feature can be entered in movement, but only by using a road, combat is allowed—but the applicable modifiers may be extreme.

9.3b Multiple Terrain Types. Some hexes have more than one background terrain symbol (woods, mountains, hills, etc.). The defender chooses what terrain to use (9.4b, 9.4c). The amount of symbol in the hex does not matter.

9.3c The exact effects of terrain are listed on the Terrain Effects Chart found in each game’s specific rules.

9.4 Terrain and Unit Strength

Combat units are divided into three categories—Armor, Mech, and Other—per 3.2a. The combat strength of each combat unit category is sometimes modified by terrain. See the Terrain Effects on Combat Chart. For instance, attacking Armor is usually x2 in Open terrain.

9.4a Apply Terrain Effects to each unit independently.

9.4b The defending player chooses the terrain for each attacking stack: either that in the defender’s hex (Mountain, Swamp, Open, etc.), or the hexside (Rivers, etc.) the attack crosses. This selection is made separately for each attacking stack. Only the hex or the hexside can be chosen; these modifiers are not cumulative.

9.4c The defending player also chooses the terrain for the defending stack. This is made without regard to the selection(s) made in 9.4b. Only hex terrain (not hexside) can be chosen, and the selection also determines the terrain category line used on the Combat Table.

Example: A city hex is attacked from three adjacent hexes. Each of the three attacking hexes are across minor river hexsides. Two of the attacking hexes are open terrain, the last is a swamp. The defending player believes his city hex will hurt some of the attacking hexes more than the minor river (thinking there is armor there), so he selects the city hex as the terrain for two of the attacking hexes. The remaining attacking hex is all infantry, so the defender selects the river instead. That done, the defending player selects his city for his defense (Very Close in this case). The swamp in the other attacking hex does not matter.

9.4d If a Terrain Effect is in brackets ([x2], etc.), then that modifier only applies to attacking units. On the defense, all such bracketed modifiers are read as x1.

9.4e Anti-Tank (AT) Effects. In some situations, a x2 Terrain Effect for attacking Armor or Mech is reduced to x1.5. This occurs when the defender’s hex has the same or a higher level of AT Effects.

A)    Heavy AT Effects are given to Hedgehogs, all Yellow-coded units, Red-coded units with a Tank Symbol (such as a Soviet Tank Brigade), and units with an Anti-Tank or Anti-Aircraft symbol.

B)    Light AT Effects are given to Red-coded units which do not have a Tank Symbol (such as Panzergrenadiers).

C)    No AT Effects are given to all other unit types.

Reductions to the multiplier are considered on an individual attacker basis.

Example: An attack has some Panzers (Heavy AT) and some Panzergrenadiers (Light AT). Normally, these units would all be x2 when attacking an open terrain hex. If the defending hex has some units that would provide Light AT Effects (but none that provide Heavy AT), the attacking Panzers would still be x2 but the attacking Panzergrenadiers would be x1.5. If the defending hex had Heavy AT Effects, the attackers would all be x1.5.

Design Note: These Anti-Tank Effects show the reduction in the offensive power of mechanized units when confronted by defenses prepared for their threat. As a side benefit, they bring out the “hard-yet-soft” character of most Red-Mech units. Note the Red-Mech units with a tank symbol (and only that exact symbol) are a special case because they have inherent infantry strength as well as tanks.

9.5 Supply and Combat

Both combat supply and trace supply are needed to fight at full effectiveness. Trace supply status affects unit strengths independently of combat supply concerns, and any reductions are cumulative.

9.5a A unit marked Out of Supply (no trace supply during the previous Supply Phase) attacks or defends at half strength if combat supply is available. If Out of Supply and with no combat supply or internal stocks expended, units cannot attack and defend at 1/4 (in addition to any other applicable modifications).

9.5b Combat Supply (see the Supply Tables in the Charts & Tables) is paid at the instant of combat using either SPs or internal stocks (12.10).

1.      Units without combat supply cannot attack.

2.      Units without combat supply defend at half strength. Defending units can choose to defend at half strength to avoid using combat supply (internal or otherwise) if the player desires.

3.      Internal stocks can only be used when regular supply is physically unavailable (exception: SPs loaded on Organic Trucks are exempt from this requirement).

Design Note: The rule above exists to keep players from relying on internal stocks (instead of using SPs) in those situations where the player can tell the unit involved is going to die. This reflects far too much micro-management—in effect getting the combat for “free.” The allowance to defend without supply is a safety valve for tight situations where the defending player might be the target of “supply soak-off” attacks.

Example: Combat Supply. In a regular attack, a player attacks with 3 REs (in three different 1 RE units) against a defending 1/2 RE. To be considered in combat supply, the attacker must expend 3T, the defender must be able to expend 1T. In this case, the attacker cannot expend the 3T, but has 1T. He must reduce the attack to one unit, use some internal stocks, or not attack at all. He cuts down the attacking force to one unit. The defender, however, is also unable to obtain combat supply and has no internal stocks remaining. His combat strength is halved in the resulting battle.

9.6 Action Rating Dice Roll Modifier

Action Ratings affect combat as Dice Roll Modifiers (DRMs). Each player selects the unit he wishes to use to determine his side’s Action Rating. Choose only one unit per side. The chosen unit must actively participate in the combat. Calculate the DRM as follows: Attacker’s rating minus Defender’s rating = DRM. This number can be positive or negative. The attacker must announce his Action Rating choice first. Remember to subtract one from the Action Rating of DG units. The DRM is used to determine Surprise (9.8) and during Combat Resolution (9.9).

Players are free to select the unit of their choice as their Action Rating unit.

Important: Each side’s first step lost, if any, in a combat result must be taken from their Action Rating unit. This does not apply to losses taken in barrages or retreats. In those cases, the owning player can take the loss from any of the involved units. See 9.11c for more detail.

9.7 Odds Determination

To determine the raw combat odds, use the total modified attacking strength and the total modified defending strength. Divide both by the smaller of them and apply the rounding rule (see 4.2) to each result. Express the resulting numbers as a ratio of Attacker:Defender.

9.7a The Combat Table has a row devoted to each terrain category. Find the odds determined above on the correct row, using the terrain in the defender’s hex. Use the highest column that is less than or equal to the determined rounded odds.

9.7b Odds are limited to those printed on the table. Resolve attacks that fall outside the odds listed on the table on the last available column and begin any shifts from there. (see also 9.1f.)

9.8 Surprise

After players have identified their Action Rating units and have determined the combat odds, check for Surprise. Roll two dice and add the DRM determined in 9.6. Subtract one from that roll if the defender is in any Level of Hedgehog. Check the modified roll against the Surprise Table to determine which player (if any) gets Surprise. If Surprise occurs, roll one die and shift the final odds column on the Combat Table that number of columns. These shifts are to the right for attacker Surprise and left for defender Surprise. If no Surprise occurs, make no shift.

The type of attack (overrun or regular) determines the Surprise Roll needed for each side.

Play Hint: Roll three dice at once—the two “Surprise” dice and an off-colored “shift” die—to speed Surprise checks and play.

Example: Surprise Check and Table Adjustment. A 5-rated unit attacks a 0-rated unit in overrun. This gives a +5 (!) to the Surprise dice roll. The player rolls an 8, modified to 13 giving attacker Surprise. He then rolls one die and gets a three, which shifts the combat odds three columns to the right. Note that the +5 Action Rating DRM is also applied to the Combat Table Dice Roll.

Let’s assume the above attack was 4:1 in the open. The column shift moves the odds to the 9:1 column. The player rolls his dice giving a 7 (modified by +5 giving a 12), and the combat result is Ae3, DL2o2DG. Without the column shift, the same battle would have resulted in an Ae4, DL1o2.

For the sake of argument, reverse the above (the 0 attacking the 5 in an overrun). This is not recommended! The Surprise roll is 10 modified by -5 for the Action Ratings involved, giving a 5. That gives defender Surprise in an overrun. A six is rolled for the number of column shifts. Shift left six columns from the 4:1 in the open column to the 1:4 column. A combat roll of 7, modified to a 2 by the Action Rating differential gives a combat result of AL2. Without Surprise, the result would have been AL1o1, Do1.

Design Note: Surprise mechanics and effects have been the subject of some debate over the years. Some go into a state of shock at the thought that their odds might shift six full columns (infrequent, but it can and does happen). It is instructive to look at the “massive” changes involved in the above example’s forced (as in “made to occur”) results. In the first, a three column (the expected value) shift generates the following difference in effect: The attacker’s 3’s get exploit whereas a 4 AR would have been required before and the defender gets one (1) additional hard loss and a DG he might have had anyway. In the second example, this time with the maximum six column shift, the difference is one (1) step loss for the attacker (but the option disappears) and the defender option is lost.

9.9 Combat Resolution

After determining odds, Surprise, and any column shifts, roll two dice. Add the Action Rating DRM (9.6) and subtract the full value of any Hedgehog in the defender’s hex. If the modified roll is less than 1, make it 1. If it is greater than 15, make it 15. Cross index the modified dice roll with the final odds column to find the result. Execute the result according to the 9.10 through 9.13 below.

Note that the Hedgehog modification is different for the Surprise Action Rating DRM and the one used for the combat roll itself. Surprise uses –1 regardless of Hedgehog Level while Combat uses the full value of the Hedgehog.

9.10 Retreat/Step Loss Option

Players are sometimes given a choice in the exact combat result. The combat result might give a “loss number” and an “option number.” The “option number” is given on the Combat Table as “o” followed by a number—that number being the side’s option result. The loss number represents the required step loss. Destroy those steps. Ensure the first step lost comes from the side’s Action Rating unit. The option number represents the retreat/step loss option available. An option may be met by any combination of retreat hexes and step losses provided the correct total is executed. A unit cannot retreat more than this number. If there is a retreat, all involved units must retreat the same number of hexes. The attacker always goes first—he must decide how he will exercise his option before the defender decides.

9.10a The defender can choose to ignore his options if the attacker retreats or cannot take all options. The defender can always choose to apply his full option if he wants to retreat. The attacker must always fulfill all his option results, even if the defender is destroyed.

Examples: (Some results have been “invented” and do not exist on the table. They are here only to show rule application.)

A)     Ao1, DL1o2...attacker retreats, defender’s result becomes DL1.

B)     AL1o1, Do1...attacker dies by the L1, defender ignores result entirely.

C)    Ao1e4, DL1o2...attacker kills one step (and maybe gets his exploit result), defender must lose 1 and execute both option results.

D)    AL1, Do1...attacker dies (or otherwise takes his required step loss), defender must execute his option.

E)     Ao1, DL1o1…lone defending step is destroyed. Attacker must execute his option.

9.10b When results contain both option and exploitation numbers, the attacker must take his entire option as a loss to earn Exploitation Mode. If the attacker chooses to retreat, ignore the exploitation result entirely.

9.11 Step Losses

Brigade and smaller units usually have one step. Destroy these units when they lose a step. Divisions have one step per RE. Mark their step losses with step loss markers under the unit. When the marker equals the total steps available to the unit, destroy the unit. No unit can absorb more step losses than it has available.

9.11a The owning player determines which unit or units absorb step losses, within the restrictions of 9.11c.

9.11b Results given as “L” followed by a number must be taken as step losses.

9.11c Step Loss Distribution. Units giving their side’s Action Rating must lose the first step loss of their side in a combat. (This does not apply to losses in a retreat or barrage.) In case of multiple losses, all units must take one step loss before any unit takes two. Ignore step losses beyond the side’s ability to absorb them. This rule does not apply to barrages. In these, the player owning the struck units has full control.

Example:Step Loss Distribution. A stack takes 4 step losses, but only possesses 3 steps. The stack is eliminated and the remaining loss is ignored. In another example, a hex containing a three-step division and a single-step unit suffers two step losses. The division provided the AR for the attack. The division suffers the first step loss; then the one-step unit, being the only other unit in the hex, is destroyed by the second loss.

9.11d Effects of Step Loss. Combat units missing one or more steps halve their combat strength when attacking. If they lose half or more of their original (printed) steps, their combat strength is also halved on defense. (See also option 21.2.) Destroyed units are placed in the dead pile for possible future rebuilding.

Example: Step Loss Effects. An infantry division with three steps (14 combat strength) loses one step. Place a “one” step loss marker under the division, its attack strength is now x1/2, while its defense strength is normal. Later, the division loses another step. Flip the one step loss marker to its “two” side. The division’s combat strength is now halved to 7 in both attack and defense. A further step loss will destroy it.

9.11e A division’s current RE size is that division’s printed RE size minus the steps it has lost.

9.12 Retreats & Advance After Combat

Any option result not taken as step losses (unless exempt due to 9.10a) must be taken as a retreat. All units involved in a combat must retreat the remaining result’s number of hexes. Eliminate units unable to retreat because of enemy-occupied hexes, prohibited hexes, or which must overstack at the retreat’s end.

Ground units that did not participate in a combat can sometimes join a retreat: Organic Trucks and combat units can tag along. Transport Points (except for Organic Trucks), ships, aircraft, ports, Hedgehogs, and dumps can not tag along, and must remain in the hex.

9.12a The “DG” result on the Combat Table forces all defending units to immediately enter DG Mode. Do this before beginning any retreat (important due to 9.12e). Units that retreat 2 or more hexes must enter DG Mode the instant they enter the second hex of their retreat. Note that the step loss in 9.12e only applies if the stack or unit was DG before it entered the hex.

9.12b Units with a zero MA change to Move Mode before retreating. Units unable to move on their own in any Mode are destroyed if forced to retreat.

9.12c Direction. Players retreat their own units. Retreating units can retreat as a stack or split up. A retreat should be generally away from enemy units involved in the combat, but to avoid losses, retreating units are allowed to bend the definition of what is “locally to the rear.” A retreat must always end the full distance from the hex where it began (no zig-zags or yo-yo movements are allowed), but does not have to be in a straight line.

9.12d Enemy Units. Retreats cannot be through enemy combat units. Handle non-combat units, aircraft and ships as you would during regular movement.

9.12e Enemy ZOCs. A combat unit that retreats into an enemy ZOC becomes DG, as must any friendly combat units that ‘just happen’ to be in the hex. In addition, if any part of the retreating stack was DG before entering the enemy ZOC, lose one step from the stack (owning player’s choice from among the retreating DG units). This ZOC effect cannot be “negated” by friendly combat units and is never affected by terrain.

Strat Mode units cannot retreat into an enemy ZOC, and are eliminated if forced to do so.

9.12f Advance After Combat. If all the defenders are destroyed or forced to retreat, attacking units can enter the defender’s hex. This is an “advance after combat.”

A)    Only those units contributing to the attacker’s combat strength (including those with a combat strength of 0) can advance.

B)    If the attackers take their option as a retreat, no advance is possible.

C)    The owning player chooses which attacking units (if any) advance. Note that overruns require advance after combat.

D)    Advance after combat could result in the capture or destruction of enemy ships, aircraft, and non-combat units. See 9.14.

Design Note: The retreat next to the enemy rule needs some explaining, especially the part about friendly units having no effect on it. A retreat being an unplanned movement, even if the unit retreats into a hex “protected” by a friendly unit, results in great confusion. This is why both the retreating unit and the units it retreats through become DG.

9.13 Exploitation Marking

Some attacker results include a notation of “e” and a number. Mark attacking units with an Action Rating of that number or higher with an Exploitation marker. Those units enter Exploitation Mode. Such units must have contributed to the combat that generated the result. This means units which are not Attack-Capable can never be marked for Exploitation.

9.13a Exploitation Mode units can move and fight in the coming Exploitation Phase.

9.13b Ignore Exploit results in certain situations:

A)    Attacking units in DG Mode. (Other attackers in the same attack treat exploit results normally.)

B)    Overrun attack.

C)    Exploitation Phase combat.

D)    Two attacking stacks are not mutually adjacent; that is, in order to keep an exploit result, at most two stacks can be attacking and, if two are, they must occupy adjacent hexes.

9.14 Specialized Combats

9.14a Units with a Zero Combat Strength. When attacking or defending, some special rules apply to units with a ‘zero’ combat strength. Attacks against zero strength begin on the right-most column on the Combat Table (before adjusting for Surprise shifts.). Attacks with zero strength must be supplied normally, and begin on the left-most column. If both sides manage to have a zero strength, call it 1:1 and shake your head.

9.14b Dumps. Dumps do not take part in regular combat (or overruns). When stacked with combat units that attack or defend, SPs add no strength and cannot be used to absorb step losses. Dumps never retreat.

Whenever enemy Attack-Capable units move or advance/retreat into a dump hex, the dump is captured. Roll on "Dump" column of the Capture Table to determine how many SPs are retained by the capturing player. The remainder is destroyed.

9.14c Transport Points. Transport Points do not take part in combat. When stacked with combat units that attack or defend, Transport Points add no strength and cannot be used to absorb step losses. Transport Points never retreat. (Exception: Organic Trucks 13.2g.)

Whenever enemy Attack-Capable units move or advance/retreat into a hex with Transport Points, some of the Transport Points may be captured (and the remainder displaced some number of hexes.) Roll on the appropriate column of the Capture Table and follow the instructions beneath the table. Capture Table results affect Transport Points and their cargoes equally. Enemy units, ZOCs, and prohibited terrain have no effect on Capture Table displacements—just pick up the Transport Points and place them in their new location. Transport Points can move right after their capture if captured in the Movement Phase. If a hex contains both regular Transport Points and Organic Trucks, the owning player decides which are captured and which are displaced.

Important Note: Transport Points deployed as Extenders never suffer losses from the Capture Table, nor are they figured into the total number of Transport Points in a hex when calculating the percent loss.

Instead they “collapse”. Collapse can come automatically (when the enemy enters their hex) or voluntarily (as the Extender’s regular movement).

Place the Extender in any desired hex within its draw range currently in trace supply. It suffers no loss in doing this. Ignore enemy units when executing a collapse. Flip the Extender to its regular Transport Point side in the new hex. If no hex exists in range where trace supply is available (shame on you!), then just flip the Extender in place and it does not collapse…it takes losses like any other Transport Point.

This procedure is also available, at the player’s option, to Extenders that lose trace supply, see 12.7d.

Example:Dump and Transport Point Capture. In a hex there are four Trucks and 12 SPs (four of the SPs are loaded on the trucks). A German Motorcycle Battalion roars into the hex at no additional MP cost. (The Soviet player neglected to garrison this hex, shame, shame.) The German player then consults the Capture Table. First, he rolls for the trucks and supplies thereon using the table’s second column. He rolls a 1: that gives no Trucks or SPs to the German war effort. The four Trucks and their SPs displace up to ten hexes under the Soviet player’s control. Determined to make up for his previous failure, he rolls for the remaining eight SPs and gets a 5. That gives a 50% result. 50% of the SPs are captured, the remainder is destroyed. This gives the German player four SPs to use, and the remaining four SPs are destroyed. The Motorcycle Bn can continue movement with its remaining MPs.

9.14d HQ and Artillery Units. See 13.1c and 13.4b.

9.14e Hedgehogs. A Hedgehog is captured merely by having an enemy Attack-Capable unit move or advance/retreat into its hex. Units which are not Attack-Capable cannot enter a hex with an enemy Hedgehog.

9.14f Air Bases. Air Bases do not take part in combat. When stacked with units that attack or defend, Air Bases add no strength and cannot be used to absorb step losses. Air Bases never retreat.

Players can capture and use enemy Air Bases, but never aircraft. An Air Base is captured when an enemy Attack-Capable unit moves or advances/retreats into the hex. Captured Air Bases can be used immediately.

Regardless of weather conditions (i.e. even if flight is not allowed), execute the following when an Air Base is captured: Roll for all enemy aircraft using the Air Base Capture Table. Apply the results as shown (“reduction” or “no result”). Then the remaining aircraft displace to any friendly Air Base within 2x range and become Inactive regardless of their status before the roll. They cannot remain in the hex; they must displace and become Inactive. If no friendly Air Base exists in 2x range, the aircraft are destroyed.

9.14g Naval Interactions. When Attack-Capable ground units move or advance/retreat into a hex containing enemy ships, the ships are destroyed.

9.14h Ports. When Attack-Capable ground units move or advance/retreat into a hex containing an enemy port, they capture the port. The port can immediately be used for both shipping and as a possible source of trace supply.

10.0 Barrage

Artillery, ships, and aircraft conduct barrages against enemy units and facilities to damage or destroy them. There are two barrage tables; use the one appropriate for the target. Although more than one unit can attack in the same barrage, only units of the same general type—artillery, naval, or air—can combine in a single barrage. See 18.3 regarding Naval Barrage Fires.

The appropriate units can conduct barrages in the Barrage Segments of their Movement, Reaction, Combat, and Exploitation Phases. If a side is capable of aircraft Hip Shoot barrages (see 14.7d), these special barrages are conducted during the various Movement Segments. Any number of artillery or ships, or up to four aircraft, can participate in a single barrage.

10.0a Barrage Table. Use the Barrage Table to conduct barrages against enemy combat units. The primary goal of the Barrage Table is to DG enemy combat units.

The following general procedure is used in all barrages (including 10.0c). Total the barrage strengths firing, determine the correct column on the Barrage Table, expend supply using the amounts listed on that column (for artillery firing), and adjust the column per the table’s notes. Roll two dice and apply the result.

The targeted player can freely select the units in the stack to absorb any required step losses.

Note that a single division (even a multi-unit formation) never counts as more than 3 RE for density purposes. (Use the actual amount, if less than 3 RE.)

Play Hint: Roll three dice at once—the two “barrage” dice and an off-colored “rounding” die (for possible “1/2”) results to speed barrage resolution and play.

10.0b Spotter Restrictions. A Barrage Table attack that has no correct spotter is penalized by a 3-column shift. Spotting does not apply to the Barrage vs. Facility Table used in 10.0c.

A “correct spotter” is any friendly combat unit adjacent to the target hex that is not loaded on a landing craft.

Design Note: The column shift for “no spotter” was increased as the changes to the Barrage Table itself watered down the original two shift modification. This brings it back into line with the earlier (good) effect.

10.0c Barrages vs. Facility Table. Use this table for barrages against facility-type targets. The player must pre-designate his specific target in the hex: Air Base or port. One additional facility-type barrage by aircraft is Trainbusting. No modifiers or terrain effects apply to these barrages. Roll a single die to determine the result.

A)    Air Base Targets. If a parenthesized result occurs in a barrage on an Air Base, the attacking player checks all enemy aircraft in the hex for losses using that value. Make a separate roll for each. If the roll is greater than or equal to the value, the aircraft takes a step loss. The numbered results (1 and 2) reduce the Air Base by that number of levels, down to a minimum of Level 1. Airstrips are not reduced.

B)    Port Targets. Numbered results (1 and 2) generate damage; other results have no effect. Ports accumulate damage, up to a maximum of four hits, which steadily decrease the port’s capacity (19.0b).

C)    Trainbusting. On a “*” result or higher, place a Trainbusting marker in the hex. This makes enemy rail transport through that hex and the adjacent ones more costly and adds to the cost of enemy ground movement in that hex and the adjacent ones, per 14.8. Remove these markers during the next enemy Clean Up Phase. Additional results have no added effect.

10.0d Barrage vs. Dump/Transport Point Table. This process has been eliminated.

10.0e Barrage Limits. Several restrictions are placed on the conduct of barrages by certain units and in certain phases:

A)    Regardless of the number of target-types in the target hex, only one barrage per phase per target hex is allowed. (Exception: Hip Shoots do not count against this limit.)

B)    A unit can only perform one barrage per phase and cannot split its strength between several barrages or fire at less than its printed strength.

C)    Only air and naval barrages can be performed during the Movement Phase, mainly during the Movement Phase’s Barrage Segment, though Hip Shoot aircraft barrages can occur during the Movement Segment itself.

D)    Only artillery barrages can be performed during the Combat Phase.

E)     Air, naval, and artillery barrages can be performed during the Reaction and Exploitation Phases.

F)     A single barrage can use only a single type of unit: air, naval, or artillery.

10.0f Barraging Mixed Target Hexes. Hexes will often contain targets that are affected in different ways by different barrage tables. In any barrage, the attacking player must announce a general target (such as “combat units” or “port”) and apply the Barrage Points to that target only. An example would be a hex with combat units, an Air Base, and a port in it. The player can use the Barrage Table to attack the combat units or the Barrage vs. Facility Table to attack either the port or the Air Base (but not both at once).

10.1 Artillery Barrages

10.1a Artillery ranges are given in hexes and are unaffected by terrain or weather. An artillery unit with a range of 3 would be able to barrage targets from 1 to 3 hexes away.

10.1b Supply Cost. Expend combat supply to conduct an artillery barrage at the moment of the barrage. The supply cost is noted near the top of the appropriate table; use the initial column (before shifts). If the amount required to fire the barrage is not available, do not execute the barrage. There is no penalty; units selected for a cancelled barrage are not considered to have fired.

A)    All supply needed to fire a multi-unit barrage must come from either the same HQ or same direct draw point (if no HQ is used).

B)    Artillery units marked Out of Supply still barrage at full strength (assuming combat supply is available).

C)    Barrages can never be made using internal stocks.

Example:Artillery Barrage. Two artillery battalions, within range, barrage a hex. The total barrage strength is 16. The firing player identifies the column on the Barrage Table (12-16). That table requires 3T to fire. The player pays 3T to execute the shot. Checking for modifiers, he finds the target hex containing 8 REs and a Level 1 Hedgehog, in close terrain. An appropriate spotter is adjacent to the target hex. The total column shift applied to the initial column is two to the right (4 right for the REs, one left for the Hedgehog, and one left for the terrain). This gives a final table column of 25-40. The player rolls two dice and obtains an 8. The result is [1/2]. In this case, as neither of the conditions for a bracketed result apply (there is a unit adjacent and the target is not in a Level 3 or greater Hedgehog), the result is treated as a regular “1/2.” The firing player rolls one die and gets a 3. The target hex does not lose any steps, but is Disorganized.

10.2 Air Barrages

Barrages by aircraft are covered in 14.7. They are very similar to artillery barrages, but never have a combat supply cost and do involve Flak.

10.2a Air Barrage and Phasing. Aircraft are placed on their target and resolve their barrage in the various Barrage Segments (exception: Hip Shoots occur during Movement Segments). The aircraft must return to a base and become Inactive immediately afterward (14.1c). Aircraft conducting a barrage are subject to Flak, which is resolved before conducting the barrage (see 14.4). Hip Shoots are a special kind of air barrage governed by various special rules (see 14.7d).

10.2b Air Barrages and Range Effects. Aircraft barrages are affected by range. If all aircraft conducting a barrage are at or within 10 hexes of their base, they get an additional shift to the right on the regular Barrage Table. Never apply this to Strat Bombers.

10.2c There is never a combat supply cost for an air barrage.

10.3 Naval Barrages

Barrages by ships are covered in 18.3. They are very similar to artillery barrages, but never have a combat supply cost.

11.0 Exploitation Phase

During this phase, units can exploit a breakthrough or finish off a battered defensive position. The only ground units able to move or fight are Exploitation Mode units and units released from Reserve Mode during the phase. The phase consists of a Movement Segment (which allows overruns), a Barrage Segment, and a Combat Segment.

11.0a The phasing player can release any Reserves during this phase, as per 5.7b. He is not required to do so and can wait to see how things are proceeding in the phase before releasing additional Reserves. To keep things straight, players should mark such released Reserves with an Exploitation marker. Remember: Units actually in Exploitation Mode can move only half their MA; released Reserves can move their full MA in this phase.

11.0b Handle combat in the Exploitation Phase (either barrage, overrun, or regular) normally.

11.0c The phasing player’s aircraft and ships are all eligible to be used in this phase. Aircraft must, of course, be Active to be used.

Play Note: Having Reserves that can be released in the Exploitation Phase is often the critical factor determining the success or failure of an operation.

12.0 Supply

There are two supply types: on-map supply and abstract trace supply. On-map supply, represented by SP & Token counters, is primarily used to pay artillery barrage, combat supply, and fuel costs. Trace supply is used to determine whether combat units are “in supply” during their Supply Phase. SPs can be used to provide trace supply when combat units do not have a valid supply line, but trace supply can never be substituted when on-map supply is needed.

On-map supply is normally stockpiled in dumps set up behind the front lines. Units sometimes are close enough to the dump to draw supply directly, but more commonly the supply is “thrown” to them by an HQ unit that is nearer to the dump.

Trace supply is handled a bit more abstractly. Combat units must trace a path to a supply source, usually a port or a map edge hex. As with on-map supply, HQs are typically used to put the front lines in trace supply. Rail connections and Transport Point “Extenders” are often used to cover long distances back to a supply source.

IMPORTANT: Only combat units require supply. Non-combat units, ships and aircraft never consume SPs or need trace supply (their supply needs are not explicitly modeled). There is one exception: Air Bases require supply to refit aircraft.

Note: The graphic displayed on the SPs differs from that on Tokens so that they are easy to tell apart, and the graphic on the Token counter does not imply that Tokens are only used for ammunition. SPs and Tokens are identical except for their denomination (Tokens being fractions of an SP).

12.1 Supply Points

12.1a Mechanical Handling. Players can break down and add together SPs in the same hex by “making change” with SP counters of another value. Players can further break down SPs to Tokens, which are the small change of the logistical currency. One SP equals four Tokens or conversely, one Token equals 1/4 SP. Combine Tokens into SPs whenever possible to reduce stack clutter. The abbreviation used for Token is T, so the shorthand for two Tokens is 2T.

Examples: A player must spend 1T to fuel a moving tank unit from a supply dump with a 2 SP counter. Flip the 2 SP counter to its 1 SP side and expend 1T of the other SP to pay for the fuel (which leaves 3T in “change” at the dump).

To pay for a 2T barrage out of a player’s 5 SP dump, the player must do the following. 2T is the same as 1/2 SP, so the player knows his dump will expend 1/2 SP and have 4 1/2 SPs remaining. Take away the 5 SP counter and replace it with a 4 SP counter. This leaves the 1/2 SP, which is the same as 2T, so place a 2T counter in the hex.

12.1b Supply Dumps. Any location containing Supply Points, whether loaded on a Transport Point or not, is called a dump. SPs do not have to be unloaded to be used.

12.1c Generic Supply Dumps. The v4.0 markers provide a number of SP markers with a letter designation instead of a number. These can be used as Supply Dump markers for any number of SPs. Place the marker on the map and record the number of SPs in the dump on a scrap of paper. Aside from the paper record, these dumps are the same as any other SPs in the game. Remove the marker if the dump is ever emptied.

12.1d Ownership of Supply Points. Since the SP counters are common to both players, it is important that players keep track of who owns what. An SP belongs to (and can only be used by) the player who brought it onto the map unless it is captured (see 9.14b).

12.2 Transportation of Supply

A player can transport SPs using Transport Points and his air, naval, and rail assets. The capabilities and limitations of each appear in rule sections governing each method (13.2, 13.3, 14.9, 14.10, 18.4, and 19.0).

12.2a Leapfrogging. No SP can be moved by more than one type of transport (shipping, rail, Transport Point, etc.) in a single phase, nor can an SP be loaded if it was unloaded previously in the same phase.

12.2b It is not a violation of the leapfrog rule if SPs are moved across the map and then used in the same phase.

12.3 On-Map Supply

Supply Points are used in various phases to fuel movement, supply combat, refit aircraft, resupply internal ammo stocks, pay for construction costs, and as a substitute for needed trace supply.

Note: Players use the same mechanics of direct draw and HQ-throw any time they need supply for any purpose (trace, fuel, combat, construction, ammo restocking, or aircraft refit). Also, the “always one hex” provision of movement (6.1c) applies to counting out supply ranges as well.

12.3a Direct Draw. To draw supply, units must be within 5 MPs of a dump, or a hex that is adjacent to the dump (12.3c). Needed supply can be drawn from one or more dumps within range.

Always use Truck MPs when counting the path back to a dump. (Exception: for HQs, if the HQ’s throw range is in another mobility type, use that mobility type.) Count the MPs back to the dump just as when moving a unit. If a path of 5 MPs or less can be found, the dump can be used.

Exception: Units must be in a hex adjacent to SPs loaded on a Landing Craft to draw supply from them, and HQs are not allowed to “throw” supplies drawn from a Landing Craft.

12.3b Throwing Via HQ. An HQ able to draw SPs from a dump (per 12.3a) can then pass needed supply forward to the extent of its printed throw range. An HQ’s throw range, in MPs, appears on the counter. The mobility type of the throw range is indicated normally, by its color. To throw supply, count a movement path using this throw range from the HQ to the unit needing supply (or hex adjacent to it, 12.3c).

A)    HQs in Strat Mode cannot throw supply.

B)    HQs cannot throw supply except for immediate use. Moving dumps from one location to another requires use of Transport Points or some form of rail transport, air transport, or shipping capacity.

C)    HQs can throw to any number of friendly units (but specific game rules might impose certain restrictions).

HQs cannot “rethrow” SPs thrown to them by another HQ, but they can use them directly (e.g. for their own combat supply or fuel) just like any independent unit.

12.3c The “adjacent to” provision for supply handling is very important. Regardless of terrain (even if prohibited), it is assumed that the unit will be able to get its hands on supply that can reach an adjacent hex. The “adjacent is close enough” rule applies to all supply use: combat supply, trace supply, fuel, construction costs, etc. An enemy ZOC in the “adjacent to” hex would have to be negated if the path uses Truck MPs.

12.3d Supply Path Movement. Supply paths (draw, throw, trace) are always counted as if a non-combat unit is being moved through the hexes of the supply path. These paths can be traced through enemy non-combat units, ships and aircraft, but never through a hex containing an enemy combat unit. Movement restrictions such as those in 4.5 and 6.1 apply normally. Fuel is never needed for supply paths.

Always use “normal” terrain costs—ignore temporary “bad” ground conditions such as mud and snow as well as the added cost of moving through or next to a Trainbusting marker. Exception: You can use the movement costs temporarily reduced because of weather.

12.3e Holding Boxes and Supply. Units in holding boxes that represent specific map hexes draw supply normally as if they were in that map hex (since the holding box only exists to give large stacks some elbow room). Units in holding boxes that represent off-map locations must draw supply from within the same holding box (which frequently have their own infinite dumps; see the game specific rules). On-map units cannot draw supply from off-map holding boxes.

12.4 Combat Supply

Attacker: 1T per attacking step (exception: DAK 2-step brigades cost 1T.)

Defender: 2T per combat (exception: if 1 RE or less, cost is 1T).

Internal Stocks. (12.10) Attackers & defenders can use Internal Stocks only if on-map supply is unavailable. After using Internal Stocks in one combat, mark a unit Low; after its next combat using Internal Stocks the marker is flipped to Exhausted and the unit has no more internal stocks. Low and Exhausted units must pay SPs to remove these markers in a subsequent Supply Phase (12.10e).

Note: Units which do not have their full combat supply available cannot attack. Defenders always have the option to withhold combat supply and defend at half strength.

See also 9.5.

12.5 Fuel Supply

12.5a Combat units using Tracked MP or Truck MP cannot expend MPs unless their fuel costs are paid. Full fuel costs must be paid to move even one hex. Leg MP units never require fuel.

12.5b Combat units needing fuel for movement can attack, defend, barrage, advance after combat, and retreat without fuel payment. Overrun requires the attacker to pay for fuel even if the overrun stack begins movement adjacent to the defender.

12.5c According to the cases below, pay fuel costs in any phase in which the player incurs them at the instant they are incurred.

A)    Pay 1 SP to fuel an entire multi-unit formation. This payment lasts until the next Friendly Clean Up Phase. Mark this by flipping the Formation marker (3.6) to its Fueled side. If all the Tracked/Truck MP combat units in the formation are not directly drawing from the same dump, or being thrown supply via a single HQ, apply C (below) to any units that cannot draw from the common supply source.

B)    Pay 1 SP per HQ to fuel an HQ itself and all independent units (see 12.5e) within its throw range. This payment lasts until the next Friendly Clean Up Phase. Mark this with a Fueled marker on top of the HQ.

C)    Pay 1T per unit that has Tracked or Truck MPs, regardless of the combat unit’s organizational size. This lasts for the current phase only. Do not mark this payment in any way.

12.5d The phasing player removes Fueled markers from his HQs and flips his Formation markers to their non-fueled sides during his Clean Up Phase. (This sequence means Fueled markers placed when releasing Reserves in the Reaction Phase give the best mileage, insofar as they remain on map the longest.)

12.5e An HQ can throw fuel “for free” to independent units once the cost of 12.5c (B) has been paid. For purposes of this rule, treat as “independent” any unit that is not a division and not part of a multi-unit formation. The throw range is counted when each independent unit begins to move. A fueled HQ is allowed to throw fuel from its starting location, fuel itself (if necessary) to move to another hex, and from there throw fuel to more units.

12.5f Reinforcements must have their fuel costs (if any) paid after entry onto the map before they can move further—they do not get any sort of free move once placed on the map.

12.5g Internal stocks cannot be used for fuel costs.

Example:Using Fuel. In his Reaction Phase, a player wants to move a panzer division and five non-divisional Assault Gun Battalions. He has, however, only minimal SPs available. The player pays 1 SP to fuel an HQ to run the non-divisionals (since the 1 SP is cheaper than the 5T he would have to spend for them individually). The panzer division has been pretty well mauled in earlier battles and has one panzer battalion and an infantry regiment left. The player rapidly determines that he can afford to let the infantry walk (using their Leg MP in Combat Mode) and pays 1T for the panzer battalion. The total movement cost is 5T (1SP + 1T), where it might have cost as much as 9T had he not been thinking about it.

Play passes into the above player’s own turn. In his regular Player Turn some of the above decisions will affect play—both in the regular Movement Phase and in the Exploitation Phase. The HQ which was fueled  for the Assault Guns is still fueled (and will be until the player’s Clean Up Phase) so all non-divisional units in range of that HQ (including other HQs and that HQ itself) can move during the Player Turn without additional costs. The panzer division’s panzer battalion cannot move without further payment, because the 1T expended only lasted for the phase in which it was spent. The Leg infantry is unaffected, as it can still walk. To move the panzer battalion about will require further fuel expenditures.

12.6 Trace Supply

Combat units need to check for trace supply during their Supply Phase. If unable to obtain trace supply or “eat off the map” (12.6e), the combat units are marked Out of Supply and must roll for Attrition.

12.6a A Supply Source is:

1)      a map edge railroad hex that allows Reinforcement entry, plus any other supply source specifically mentioned in the game rules, or

2)      a detrainable hex (defined as a railroad hex that contains a village, minor city, major city, port, or Combat Mode HQ from which a path of connected rail hexes (possibly including some Extenders per 12.7) can be traced to a supply source), or

3)      a hex containing an Extender (see 12.7) that connects (possibly through more Extenders) to a detrainable hex or directly to a supply source.

12.6b A supply source in an un-negated enemy ZOC is no longer functional and cannot supply any units.

12.6c Direct Draw. To draw trace supply, combat units must be within 5 Truck MPs of a supply source or a hex adjacent to that source.

12.6d Throwing Via HQ. An HQ able to draw from a supply source can then throw the needed supply forward to the extent of its printed throw range.

12.6e Combat units that cannot “make their trace” can “eat SPs” for trace supply at the rate of 1T per 2 REs of units. Divide the total number of REs by 2 and round up to determine the number of Tokens needed (for example, 16 1/2 REs costs 9T). This can only be done when no trace supply is available or for units suffering from the “split up effects” of 12.6h.

12.6f Combat units that can neither “make their trace” nor “eat SPs” are marked Out of Supply and roll for Attrition. Note that a player is never forced to “eat off the map,” even when SPs are available. At times, letting your surrounded troops “starve” to save combat supply is a good gamble.

12.6g Strat Mode units cannot take advantage of 12.6e. They can only end their movement in hexes where trace supply is currently possible.

12.6h Combat units in a multi-unit formation must all “make their trace” to the same HQ or the same direct-draw source. If this is not possible, then select part of the formation to trace "for free" while the rest must substitute SPs for trace supply or become Out of Supply (per 12.6f).

12.6i Ground units on a Landing Craft are always considered to be in trace supply.

12.7 Extenders

Extenders are used to help bridge gaps in trace supply. Extenders are created by moving 5 (non-Organic) Transport Points into a hex and replacing them with the appropriate “Extender” counter. Transport Points acting as an Extender cannot move (or be used for any other purpose).

12.7a The only purpose of Extenders is to create new locations from which trace supply can be drawn. (They never move SPs or increase draw/throw ranges.) Extenders can act as a trace supply…

1)      …source that leads to a detrainable hex (that connects to a supply source) or leads directly to a supply source.

2)      …connection between two unconnected detrainable hexes, allowing detrainable hexes along the “forward” rail-line to now serve as a supply source.

3)      …connection between a detrainable hex and an unconnected supply source.

12.7b Extenders have a range that is the maximum distance (in MPs) that they can connect for supply-trace. The range must be counted back from the Extender’s hex to the connected hex. Extenders are always posted at the “forward” end of their connection. Note that railroad connection points must both be detrainable hexes.

12.7c Extenders can link to other Extenders in a “daisy chain” to make longer connections.

12.7d Switching into an Extender costs a Transport Point half of its MA. An Extender cannot move unless it flips back into Transport Points, using half its MA to do so. Loaded Transport Points cannot convert into Extenders (they must first unload). An Extender cannot be created in a hex where it cannot connect for trace supply at that moment. Extenders that later have their trace cut can stay as Extenders or take advantage of 9.14c.

12.7e Transport Points forming an Extender can come from different hexes, combining in a common hex (none can move more than half of its MA). A given Extender may be formed by only one type of Transport Point (e.g. truck or wagon, not both).

12.7f Extenders can apply the “adjacent is good enough” rule, as in all other supply-related functions.

12.7g Extenders “collapse” when overrun, but never suffer losses due to overrun. See 9.14c.

Play Note: Garrison your Extenders, or else...

12.8 Attrition and Out of Supply

12.8a During the friendly Supply Phase, combat units unable to “make their trace” or “eat SPs” are marked Out of Supply. The marker remains until trace supply is regained in a future friendly Supply Phase. Each stack marked Out of Supply must check for Attrition every Supply Phase until back in supply.

12.8b Check a stack for Attrition by rolling two dice and consulting the Attrition Table. Use the column for the highest Action Rating among the units marked Out of Supply. The table result is the number of steps the stack must lose, and the owning player chooses how to inflict these losses on the Out of Supply units in the stack. There is no requirement to take the loss from the unit with the highest Action Rating.

12.8c When checking Attrition, do not adjust a unit’s Action Rating for being DG, but do adjust it for being in Strat Mode.

12.8d Out of Supply Effects. Units marked Out of Supply have no ZOC. If combat supply is available, such units can attack and defend at half strength. Without combat supply, Out of Supply units cannot attack but can defend at 1/4 strength. Given Barrage supply, Out of Supply units barrage normally. Units marked Out of Supply move normally.

12.8e Breakout. During their Breakout Segment, combat units (never non-combat units) currently out of trace supply can attempt to Breakout provided they meet the following conditions:

a)      There must be a path of any length from the unit to some other friendly unit in trace supply. That path must be free of enemy units and of terrain that prohibits movement. Truck MA units (based on Move Mode values) must have a path that is also free of unnegated EZOCs.

b)      The unit attempting Breakout must be at or within 15 hexes of a friendly unit in trace supply (straight line distance in this case, not the path free of units/ZOCs.)

Breakout is always voluntary. If a unit does not fulfill the pre-conditions above, it cannot attempt Breakout.

Roll one die for each unit.

1)      The attempt is successful on a roll of 5-6. Otherwise, it is unsuccessful and the unit is placed in the dead pile (and can be rebuilt normally).

2)      Roll one die for each successful unit, place the unit on the Turn Record Track as a Reinforcement that number of turns in the future. Returning units retain their step loss markers, but lose any low ammo or DG Mode they might have had.

12.9 Specialty Supply Levels

12.9a Non-combat units never require trace supply or fuel.

12.9b HQs need trace supply and require fuel and combat supply like any other combat unit.

12.9c Aircraft do not require supply. Air Bases need supply (obtained by direct draw or HQ-throw) to refit aircraft.

12.9d Ships do not require supply.

12.10 Internal Stocks

Internal stocks represent ammunition supplies that combat units can draw upon when needed SPs are unavailable. They can be used only for combat supply (see 9.5) — never for barrages, trace supply, fuel, etc. A unit’s combat strength is the same whether using internal stocks or on-map supply. Mark each unit’s use of internal stocks individually by placing “Low” or “Exhausted” markers under the unit.

12.10a Internal stocks can only be used if the unit cannot direct draw or be thrown SPs from on-map stocks. There is one exception: internal stocks can be used if the only available dump is SPs loaded on Organic Trucks.

12.10b When a unit draws combat supply from its internal stocks, mark it with “Low” internal stocks. If the unit is already marked “Low” mark it “Exhausted” instead, which means that after this combat its internal stocks are empty.

12.10c A unit with low or exhausted internal stocks is still eligible to use regular combat supply. If regular combat supply is not available and the unit has exhausted its internal stocks then it cannot attack, and must defend without combat supply.

12.10d No unit can draw on another’s internal stocks, even when stacked together.

12.10e Recovery. Units marked “Low” or “Exhausted” recover internal stocks in the player’s Supply Phase if on-map supply is available (using either direct draw or thrown SPs). Recovery from “Low” costs 2T per unit or RE (whichever is more); recovery from “Exhausted” costs twice that amount.

A)    Units must recover internal stocks if possible, and recovery must take priority over using on-map supply as a substitute for trace supply.

B)    All dumps from which a unit can draw or be thrown SPs are subject to the requirement to recover internal stocks. There is one exception: SPs loaded on Organic Trucks are exempt from the requirement to provide recovery for internal stocks.

C)    When there are some on-map SPs available, but not enough to fully recover internal stocks, expend what is available. A single T would be wasted; 2T can be used to recover one “Low” unit or improve an “Exhausted” unit to “Low” internal stocks.

12.10f Out of Supply status has no effect on internal stocks or vice versa.

12.10g Internal Stocks and on-map supply can generally be mixed to meet combat needs. Exception: A single counter, even if containing multiple steps—such as a division, can use either internal stocks or on-map supply—such a unit cannot mix the two for itself.

12.10h If a multi-step counter chooses to use Internal Stocks because there is not enough on-map supply available, the on-map supply must also be spent (it is wasted).

Example:Mixing Internal Stocks with On-Map Supply. 3 REs (three separate units) attempt to defend. The player has 1T of on-map supply available. The on-map 1T can be used to pay for one unit, and the rest must use Internal Stocks.

12.11 Destroying Supply Dumps

All SPs in a hex, both those loaded on Transport Points and those on the ground, are called a supply dump. A dump can be blown by its nominal garrison if a player fears it may soon be captured by the enemy. The nominal garrison never consumes supply and has no movement or combat ability.

12.11a Blowing Dumps. A player can blow any (or all) of his dumps during the Movement Segments of his Movement, Reaction, or Exploitation Phases. A player can blow a given dump only once per phase. The player can attempt to blow all or only some of the SPs in a dump. Roll one die on the Dump Blowing Table to determine the percentage destroyed. Round losses to the nearest Token.

Example: A player attempts to blow 3 of the 4 SPs in a dump. He obtains a 75% result. 3 x .75 = 2.35, so 2 SPs and 1T are destroyed.

12.11b Capturing Dumps. When an Attack-Capable unit enters a hex with enemy SPs and/or Transport Points, roll on the appropriate column(s) of the Capture Table. If enemy units occupy the dump hex, they must be evicted from the hex before an attempt to capture can be made. See 9.14b and 9.14c for complete details.

13.0 Specialized Units

13.1 HQ Units

HQs provide supply distribution and engineer support. HQs are 1 RE in size, regardless of what is shown on the unit designation.

13.1a HQs and Modes. HQs never enter Exploit Mode. An HQ’s defense strength (see 13.1c) varies by mode. An HQ in Strat Mode cannot throw supply. The Combat Mode side of an HQ is the side with the greater throw range. DG HQs have a reduced movement and defense ability, but all other functions remain normal.

Design Note: Combat Mode HQs represent the HQ having taken up residence; Move Mode represents the HQ in a more mobile status. When in Move Mode, the extra trucks of the HQ are considered to be shuttling around mechanics and bakers instead of supplies.

13.1b HQ Supply Functions. An HQ “throws” SPs and trace supply to units within its throw range. These rules are found in 12.0.

• Use of an HQ’s throw range never requires fuel expenditure.

• A Combat Mode HQ makes a railroad hex detrainable (see 13.3c).

• An HQ can throw supply to a second HQ, but that does not allow the second HQ to “daisy chain” the supply to a more distant unit using its own throw range.

13.1c HQs and Combat. In Combat Mode each HQ has a parenthesized (defensive-only) strength of 5, and in Move Mode this is reduced to 1 (these numbers are not printed on the counters).

Remember that HQs…

A)    … need supply like any other combat unit.

B)    … must change to Move Mode when forced to retreat.

C)    … have one step and an (unprinted) Action Rating of 0.

13.1d Multi-Level and Multi-National HQs. A game can include HQs of several command levels and nationalities. HQs are normally able to throw supply to all friendly ground units without regard to historical chain of command, but there may be limitations in specific games. One exception is series-wide: Divisional HQs can provide supply only to their own division’s units or to non-divisional units of the same nationality.

13.2 Transport Points

See 9.14c for Specialized Combats involving Transport Points.

13.2a Sequencing Transport & Supply. A Transport Point can move, pause to use some of its load, and then move further in the same phase. While “pausing” the carried SPs could be used to fuel another unit, pay construction costs, etc. The only limitation is that the Transport Point must finish moving before another unit is moved. SPs being used “off” a Transport Point need not be unloaded before doing so.

13.2b Supply Effects on Transport Points. Transport Points never need fuel to move and are never Out of Supply.

13.2c Transport Capacity: Combining and Dividing. Transport Points can carry up to their size in SPs. Transport Points can freely divide and combine within counter-mix limits. Splitting or combining does not cost MPs, can only be done in the friendly Movement Phase, and requires all involved units to be in one hex. The combined/divided Transport Points can then continue to move (use the remaining MA of the Transport Points that have, at that point, expended the most in that phase. Transport Points of different types can never combine into a single counter. Organic Trucks cannot combine with or divide into regular Transport Points and vice versa. See 13.9 for the actual transfer of regular Transport Points into Organic Trucks.

13.2d ModeRestrictions. Transport Points are always in Move Mode (never Combat, Strat, Reserve, DG, or Exploit). Exception: Organic Trucks can be placed in Reserve Mode, per 13.2g.

13.2e Transport Points can be transported by ship or train (but not by air) and can be transported while loaded for the same shipping cost. The shipping cost is always equal to the size of the Transport Point.

13.2f Loading/Unloading.

Requirements: A Transport Point can load in any hex. Transport Points can only unload in hexes which contain one or more of the following:

Friendly Combat Units

Friendly Port

Friendly Air Base or

An existing unloaded Supply Dump

Costs: It costs 10% of a Transport Point’s printed MA (adjusted for Weather effects, if applicable) to load/unload any number of SPs in a hex.

A)    Round the cost normally (so a truck with 45 MA must pay 5 MPs to load or unload SPs).

B)    A Transport Point cannot be loaded via direct-draw or by thrown SPs. It can (effectively) be unloaded by direct-draw as its load is used by other units.

C)    Place loaded SPs under the Transport Points carrying them. Place unloaded SPs above any Transport Points in the same stack.

13.2g Organic Trucks. To show the intrinsic transport capability of some multi-unit formations, one or more Transport Points are assigned directly to these formations. Organic Trucks follow the rules for other Transport Points, with the following exceptions. Organic Trucks …

A)    …never unload their contents on the map.

B)    …only allow units of the same multi-unit formation to draw their loaded SPs.

C)    …can never be combined into Extenders.

D)    …can be put into Reserve Mode (if their hex gets a DG result, the Reserve marker is removed).

E)    …can tag along with other retreating combat units in their stack (but cannot retreat alone).

F)     …become regular Transport Points for the enemy when captured.

G)   …can withhold combat supply (see 12.10a).

Players can use HQs to throw supply from Organic Trucks to that formation’s units.

13.2h “Full” Transport Point Notation. Some Transport Points show an “F” in a yellow box on one side and no such notation on the back. The “F” side denotes that the Transport Point is full, while the other side shows it is empty (use the empty side plus some partial load to show partially loaded Transport Points).

13.2i Transport Points that are captured (see 9.14c) in a Movement Phase can be moved immediately. If captured during any other phase, no movement is allowed until the capturing side’s next Movement Phase.

13.3 Railroads

The initial extent of each player’s rail lines is given in the scenario rules. Railhead markers are used to show the forward extent of rail hexes under a player’s control. Railroads are vital for the movement of reinforcements and supplies.

Each player may have a Rail Capacity (Rail CAP) in the game specific rules that represents the total number of SPs he can transport in a given turn.

Ground units, Transport Points, and SPs moving by Rail Transport are sometimes referred to as “cargo.”

13.3a Combat units, Transport Points, and SPs can be moved using Rail CAP. Those units are the only allowed rail cargo: never air or ships, Hedgehogs, etc. The transportation equivalents of various cargo are found in 4.7. Each Rail CAP point can transport one SP any distance by rail. Railroad movement cannot include hexes in an enemy ZOC (which cannot be negated) or any hex containing an enemy combat unit. See 13.3f for limits imposed by tracks of the wrong gauge. Ignore other terrain effects when moving by rail.

There are two railroad classes: multi-track, and single-track. If cargo moves for its entire rail movement along multi-track rail hexes, that cargo costs half its normal Rail CAP cost. If the rail movement is along any combination of single-track and multi-track lines the Rail CAP expended equals the load in SPs. If rail movement enters a hex in an Trainbusting zone, the Rail CAP cost is doubled, see 14.8b.

Design Note: Rail movement is most effective as a strategic asset. Therefore it is much more efficient to move loads over long distances than in short hops. Most of the usage of rail capacity comes from marshaling rolling stock and loading/unloading. To go through all that monkey-drill for a short, relatively tactical, move is wasteful.

13.3b Rail CAP is available every turn at whatever levels specified by the scenario rules. It cannot be “saved” for use in another Movement Phase. Rail CAP can only be used in the actual Movement Phase.

13.3c Rail movement always includes three steps: entrain, move, detrain. All three steps must be completed in the same phase. Note that EZOCs cannot be negated for moving cargo by rail, but can be negated to trace a railroad path to a supply source.

1)      To entrain, cargo must be in a detrainable railroad hex (see below) and not in an enemy ZOC. Combat units and Transport Points moving by rail must be in Move Mode, and can expend up to half their MA in the current phase before entraining. Reinforcements and new SPs can entrain “off-map” if their arrival hex is a railroad.

2)      To move, the cargo follows a path of connected rail hexes, never moving into an enemy ZOC or hex containing an enemy combat unit of any sort. Hexes of the wrong gauge cannot be used.

3)      To detrain, cargo must be in a detrainable railroad hex which is not in an enemy ZOC. No further movement is allowed by a unit after it detrains.

A detrainable hex is any railroad hex that both 1) contains a village, minor city, major city, port, or friendly HQ in Combat Mode and 2) is under the player’s control (13.3h).

13.3d Railheads. The game can limit one or both player’s railroads. Mark these limits with Railhead markers. Railhead markers are normally moved by the conversion work of Rail Repair (RR) units. Position Railhead markers to show that railroad hexes up to and including the marker are functional. Movement of enemy ground units through rail hexes normally has no effect on the position of a Railhead marker.

13.3e Damaging & Repairing Railroads. This ability has been eliminated.

13.3f Rail Conversion. Some games contain rail lines of more than one gauge, and a player can only use his rail capacity or supply line trace along rail lines of his own gauge. RR units in Combat Mode (only) are used to convert rail lines to the gauge appropriate to their side. Each such unit can convert up to 4 hexes (or their MA, if less than 4), during the Movement Phase (not in any other phase). Players keep track of the current extent of each rail gauge using Railhead markers.

A)    Railroads cannot be converted in an enemy ZOC (no negation is possible).

B)    To convert a rail hex, the RR unit simply moves out of it using its movement points. Rail conversion does not cost SPs or extra movement points.

13.3g Railroad Repair Units. RR units are combat units that are used to convert railroad hexes. Several special rules govern their movement abilities:

A)    RR units can combine rail movement with conversion of railroad hexes in the same Movement Phase. (However, they cannot do so if the hexes they use for railroad movement were converted in the current phase. No leap-frogging!)

B)    RR units can move their full Movement Allowance after using railroad movement (less any movement done prior to entraining) and can use railroad movement in Combat Mode.

C)    RR units can entrain and detrain in any railroad hex (it does not have to be “detrainable” per 13.3c).

13.3h Railroad Control. This rule supersedes all previous game-specific RR Control rules. A player can use any railroad that leads from a friendly supply source to a friendly combat unit without entering any hex containing an enemy combat unit (subject to gauge restrictions). ZOCs affect railroad use for trace supply or rail cap as per 4.5.

The “unit” involved need not be on the railroad; it merely needs to be supplied by that railroad in the usual ways.

There is no need to ‘move units through hexes’ or to perform any other mechanical activity to “take control” of the RR hexes.

13.4 Artillery Units

Artillery units can participate in barrages against targets which are at a distance less than or equal to their range in hexes. Artillery Barrage Strengths are shown in a yellow box (on the lower left of the counter). Artillery units have their range printed below their Action Rating. Artillery units can move and fire in the same turn.

13.4a Artillery units in Reserve or Strat Mode cannot barrage. Otherwise, artillery units are able to barrage during any Barrage Segment (given additional requirements, such as eligibility to act in the current phase, range, and supply needs).

13.4b Artillery and Combat. All artillery units have a parenthesized (defensive-only) strength of 1 (this number is not printed on the counters). While this strength is not modified by Move or Combat Mode, other modes affect this strength normally.

13.4c See 10.0 for details on artillery barrages.

13.5 Replacement Units

Players roll on their Variable Reinforcement Tables (part of each game’s game specific rules) in each of their Reinforcement Phases. Replacement units (Repls) acquired by this roll arrive as additions to the turn’s regular Reinforcements. Repls can be used as soon as they arrive or be saved for later. They come in two types: Equipment (Eq), and Personnel (Pax). These are used to rebuild lost steps or units. Repl counters are not intentionally limited by the counter-mix.

Repls cannot enter Combat Mode, but can enter all other modes. They are 1/4 RE for stacking. Eq cannot be transported by aircraft; Pax can. Repls are Attack-Capable and can be used to satisfy combat or barrage losses. Repls are non-divisional units and must be supplied normally.

A Repl must be in Move Mode to be used to replace losses or rebuild dead units.

13.5a Using Repls to replace losses. Rebuilding costs vary by unit types and sizes and are summarized on the Rebuild Chart supplied with each game. Two general kinds of rebuild are possible:

1)      To rebuild a unit in the dead pile, the required Repls must be in a single hex at or within 2 hexes of a friendly HQ that is in Combat Mode. This hex may not be in an un-negated enemy ZOC. During the Reinforcement Phase, remove the Repls and place the rebuilt unit in that hex.

2)      To rebuild an on-map unit that has taken step losses, follow the procedure in “1” above. Additionally, the unit being rebuilt must be stacked with the Repl units.

13.5b A unit can rebuild any number of steps in a turn, given the required Repls. Supply status and mode have no effect on rebuilding. Rebuilding does not cost MPs; place a newly-rebuilt unit in any voluntary mode. Only units in the dead pile (and on-map damaged units) can be rebuilt. Break-Down regiments cannot be rebuilt (return them to the pool of available Break-Down counters when destroyed).

Design Note: We have found the best way to use Repls is to set up a “training detachment” at some rear area base. Use some “not-so-good” HQ and station all incoming Repls adjacent to it. This method simplifies the problem of having to hunt down the Repls when you need them.

13.5c No Rebuild Units. Units with a Yellow dot behind their Action Rating cannot be rebuilt and are removed from the game permanently when destroyed.

13.5d One Repl for Two Units. Some very small units (which are listed on the Rebuild Table) can be rebuilt in pairs for only one Repl. If only one such unit is available in the dead pile, one Repl must still be expended.

13.5e Truck Rebuilds. Players can rebuild trucks (Organic or regular) at a cost of 1x Eq per truck. Only trucks that have been destroyed by enemy action (or captured) can be rebuilt in this way, so the player can never have more trucks than the scenario provides him. Other types of Transport Units (such as wagons and mules) cannot be rebuilt in this way.

13.5f Air Replacements. Some games have tables that provide direct aircraft step replacement. If no such result is available, players can use Eq Repls to replace aircraft steps. Each Eq Repl can rebuild two aircraft steps. Expend the Repl at an HQ as you would normally, following the normal rules and restrictions. The two steps rebuilt arrive at any friendly Air Base. An Eq Repl cannot be “partially” used. If the player has only one air step to rebuild, he would have to expend the entire Eq Repl. Rebuilding can be done regardless of flight conditions. Aircraft rebuilt from the dead pile show up at any friendly Air Base and are Active.

13.6 Reinforcements

Reinforcements are new units entering the game via either the Arrival Chart or the Variable Reinforcement Table. The player cannot delay the entry of his Reinforcements, and “forgotten” Reinforcements never arrive (unless your opponent is very nice). Reinforcements are placed in their entry hexes during the friendly Reinforcement Phase. Place reinforcing aircraft on any friendly Air Base. They arrive Active.

13.6a Ground units can be overstacked during the Reinforcement Phase. Also, only the number of REs allowed by port capacity can enter as Reinforcements at a port. Newly-placed aircraft must conform to normal stacking rules (14.2a and 18.2a).

13.6b Place Reinforcements in any legal mode. They can be placed in hexes in an enemy ZOC. If the arrival hex is blocked by enemy units, they are placed in the nearest available map-edge hex.

13.6c Organic Trucks arrive loaded. Other Transport Points only arrive loaded if SPs are arriving at the same location that turn.

13.7 Formation Markers (Optional)

The game provides each multi-unit formation with a Formation marker. To reduce counter density, these can be used to show the location of one or more of the formation’s units. Remove the actual units from the map and keep them anywhere convenient.

At least one of the Formation’s units must be in the marker (and off map) for the marker to be on the map at all. “Empties” cannot be used as dummy, fake, or ghost units.

A Formation marker can only represent units of its own formation. The marker moves and fights as if it were the units it represents (all of which are in its hex). Units can freely move into the marker (and be pulled off the map), or from the marker (and be put on the map) with no additional MP cost. There is no requirement to enter a Formation marker should an eligible unit stack with it.

Units represented by a Formation marker can be in different modes. Mode markers are normally placed off-map with the units, but if all units are in the same mode (such as Reserve) the marker should be placed on top of the Formation marker. If some units in a hex are in the same mode as some units in the Formation marker, a single marker can still usually be used for all. Just remember to think of the off-map units actually being stacked where the Formation marker is placed.

A Formation marker can add more fog of war, especially when it is not the top counter in a stack.

Formation markers have regular and fueled sides. Even when this optional rule is not being used, players will need to use the fueled side when the division’s fuel cost is paid (see 12.5c (A)).

13.8 Engineer Functions

Engineer and HQ units are the only Engineer-Capable units. Assault Engineers, Pioneers, and Para/Glider Engineers are not Engineer-Capable. Rail Repair units can do rail repair/regauge operations, but have no other engineering capabilities. Some “engineer” jobs (like building Hedgehogs) require a combat unit, not necessarily an Engineer-Capable one.

To do any of the following engineer or construction functions, the Engineer-Capable unit must be placed in Combat Mode and not be moved in the current phase.

13.8a Bridging. When adjacent to a Major River, Engineer-Capable units reduce the MP cost of Major River hexsides to that of Minor River hexsides. Likewise, engineers downgrade Minor River hexsides to “no effect.” Such movement must be into or out of the Engineer-Capable unit’s hex. Apply these bridging examples to their Frozen-River counterparts as appropriate. Bridging is not a function that requires the Engineer-Capable unit to remain motionless for the whole phase—bridging comes and goes instantly depending on the location of the Engineer-Capable unit at the moment.

Bridging disappears instantly when the Engineer-Capable unit moves or changes from Combat Mode. Exception: An engineer can change to Move Mode after acting as a bridge and still use its own bridge capability to enter the first hex it moves into.

Attacking units cannot use this bridging function to cross a hexside to overrun across a river. Bridging has no effect on combat terrain modifiers, but can enable an attack where none would be possible without a bridge.

13.8b Construction. Engineer-Capable units must be at or within 2 hexes of the target hex to build or improve airfields (15.3), or repair ports (19.0d). Each Engineer-Capable unit can only affect one hex, and only in one of these ways, per turn.

13.8c Detrainable Hexes. Combat Mode HQs can create a detrainable hex in a functioning railroad hex that they physically occupy.

Design Note: A large portion of a side’s engineer capability is tied to its HQ units. The idea here is to keep a multitude of non-combat engineer units out of the counter-mix. In real life, these units typically spend most of their time doing their assigned tasks. In games, all too frequently, they end up as poor excuses for infantry units and their original task is forgotten. Unit counters are not present here to prevent such misuse.

13.9 Unit Consolidation

During his Reinforcement Phase, a player can combine crippled formations into more compact packages. Units may consolidate adjacent to enemy units and even when Out of Supply. Ground units being exchanged/combined must be identical on both sides of the counter, and no unit involved in a consolidation can have low/exhausted internal stocks or be DG.

There are four types of Unit Consolidation:

1)      To consolidate two multi-step units, the combining units must be in the same hex (or off-map box). Remove one of the units and change the step losses on the remaining unit to reflect the steps added to it. No unit can be rebuilt beyond full strength in this manner—excess steps would be lost.

2)      To consolidate multi-unit formations, the player can exchange any unit (including Organic Trucks) for the equivalent unit of a different multi-unit formation that is in the dead pile. Mode and so on remain the same. Supplies loaded on Transport Points remain loaded following unit consolidation (possibly allowing “control” of organic supply to pass from one division to another).

3)      Independent units (including Transport Points) can be consolidated into a multi-unit formation (per #2 above), but a unit from a multi-unit formation can never be converted to an independent unit.

4)      Two reduced aircraft of the same aircraft type, values, and status (Active or Inactive) can combine into a full strength aircraft if they are in the same hex (or off-map box). This can be done during any phase (not just the Reinforcement Phase).

14.0 Air Power

In very general terms, ‘Active’ aircraft execute missions from their Air Bases to hexes within their range. Upon the mission’s completion, they return to a base in an ‘Inactive’ state and await a future Refit Phase in which they can become ‘Active’ once more.

A player’s Active aircraft can perform missions in friendly Movement, Exploitation and Reaction Phases. Execute each mission and then return the aircraft to an Air Base to become Inactive before executing the next mission.

Missions aircraft can perform include Fighter Sweeps (cleaning out enemy aircraft), Barrage (hitting ground targets, units, or various facilities), Transport (moving units or SPs to other Air Bases), Air Drop (doing the same to a non-Air Base hex), and Transfer (moving aircraft from one base to another).

14.1 Aircraft & Basic Handling

Aircraft represent groups of specific aircraft (such as Me-109s) that are rated for Type, Range, Air Combat Rating, Barrage Strength, and Transport Capacity as appropriate. While an aircraft unit is roughly 45 aircraft, it is assumed that the operational rate of these is something well under 100%.

The game uses five types of aircraft.

1)      Fighters (F). Fighters can barrage and are the only aircraft capable of offensive Air Combat and Interception. They also exert a “Patrol Zone” that interferes with enemy air missions.

2)      Tactical Bombers (T). Tactical Bombers are used for barrage.

3)      Strategic Bombers (S). Strat Bombers are used for barrage, and suffer from several limitations, including the inability to Hip Shoot. See 14.1e.

4)      Transports (Tpt). Transports are a means of transportation. Their transportation capacity can be used to move supplies and units from an Air Base to a new location.

5)      Combo Types. Some aircraft have two types noted on the counter, for instance “T, Tpt.” This means the given unit can function as either type, but as only one type at a time. For example, such a unit couldn’t transport a Token to a surrounded unit and then barrage in the same hex.

14.1a Active & Inactive Aircraft. Aircraft are capable of two modes—Active or Inactive. An aircraft’s mode is shown by its being above (Active) or below (Inactive) its Air Base marker. Basically, Active aircraft can conduct missions; Inactive ones cannot. Active aircraft in a friendly Air Base hex will remain Active indefinitely.

14.1b Aircraft Step Losses. Aircraft have two steps each. Use the reverse (reduced) side of the counter to show one step loss. Aircraft which take a second step loss are eliminated and placed in the dead pile.

14.1c Aborts & Return to Base Requirements. When an aircraft “aborts” or executes a mission (see 14.2f), it must return to a friendly base within its range and become Inactive. Aircraft that abort before/during an Air Combat over a friendly Air Base must return to that base. See also 14.4e.

14.1d Refitting. Refitting is the maintenance needed to keep aircraft in action. Refitting is the process that makes Inactive aircraft Active. The Aircraft Refit Phase is the only time aircraft need/consume supply. See 15.0, Air Bases, for details on refit.

14.1e Strategic Bombers. Strat Bombers suffer several limitations due to their high altitude operations.

A)    A barrage including Strat Bombers always suffers the unspotted penalty.

B)    Strat Bombers can never do Hip Shoots or barrage ships.

C)    Strat Bombers never receive the short-range barrage shift (14.7c).

14.1f Weather. Weather can inhibit air operations. When this happens, Active aircraft which are on a friendly Air Base remain Active. When weather prohibits flight, aircraft can refit to become Active, but they must remain on their base.

14.2 Aircraft ‘Movement’

Aircraft units have their own stacking requirements and “move” by being lifted directly from their Air Base to the mission target hex. They ignore all hexes in between (including all ground units, terrain or even aircraft that might be in them). Aircraft movement occurs in various phases, depending on the mission.

14.2a Aircraft Stacking. Count each aircraft (whether reduced or full-strength) as one unit for stacking. No more than 4 Active aircraft can execute a mission together. On a friendly Air Base, a maximum of four friendly aircraft plus the Air Base Level can be Active at one time (so, a Level 3 Air Base can have a total of seven Active aircraft).

14.2b When a friendly aircraft moves to an enemy Air Base, the enemy player can voluntarily make all but one Active aircraft in the hex Inactive to avoid undesired Air Combat, but at least one aircraft must remain Active and fight (owning player’s choice). In a change from v3.1, more than four aircraft can stay Active over their Air Base.

14.2c Aircraft Movement. Aircraft will normally only move from their base to where they will conduct their mission. When an Air Base’s hex is occupied by enemy ground units, follow the sequence in 9.14f.

14.2d An aircraft’s range is the maximum distance it can travel (in hexes) when flying a mission or returning from one. Active aircraft move by simply placing the unit in any hex within range, without regard to terrain or presence of enemy units. There is no need to trace a specific path of movement. Inactive aircraft cannot be moved. The distance moved must be the aircraft’s range or less.

14.2e Air Movement Sequence. Follow this complete sequence when executing a mission. Aircraft from more than one Air Base (up to a combined stacking limit of four aircraft) can execute a mission together, but aircraft from each base in turn must move separately:

A)    Declare a mission (Fighter Sweep, Barrage, etc.)

B)    Move aircraft from a base to the mission hex.

C)    Resolve Air Combat if both players have aircraft in the hex. If the mission was a Fighter Sweep, abort the mission aircraft back to an Air Base in range.

D)    If more aircraft are to be added to the mission, return to Step B.

E)     Resolve any Flak against the mission in two steps, Interception followed by the Flak Roll.

F)     Execute/resolve the mission, and then abort the aircraft back to a base within range. The mission is complete.

14.2f Air Missions. An Active aircraft can perform one of the following missions; see later sections for details on how to do them. An aircraft can never perform multiple or combined air missions (such as “Barrage of two hexes”) in the same phase. Unless otherwise noted, execute the mission in Step F of the Air Movement Sequence. “Mission aircraft” means the air unit(s) performing a mission.

A)    Fighter Sweep (14.6). A Fighter Sweep is an operation designed to engage enemy aircraft in air-to-air combat. Fighter Sweeps are executed in the various Movement Segments.

B)    Barrage (14.7). A Barrage Mission is an air attack on enemy ground units or facilities. A given hex can only be barraged once in a phase, but Hip Shoots do not count against this limit. Barrage Missions are executed in the various Barrage Segments.

C)    Hip Shoot (14.7d). A Hip Shoot is a special type of barrage that is executed during the Movement Segments instead of Barrage Segments and allows the same hex to be hit more than once in a single phase. Only certain air forces are allowed to do Hip Shoots.

D)    Trainbusting (14.8). Trainbusting is a special form of barrage that allows aircraft to affect enemy ground and rail movement. Perform Trainbusting during the various Barrage Segments.

E)     Air Transport (14.9) or Air Drop (14.10). The delivery of units or SPs by air, either by landing at an Air Base or dropping by parachute/glider. Air Transport/Drop Missions are executed in the various Movement Segments.

F)     Base Transfer (14.11). The movement of your aircraft from one Air Base to another. Transfers are executed in the various Movement Segments.

G)    Interception (14.4e). A limited ability to ‘jump’ enemy aircraft before they perform their mission. It is part of Flak Resolution.

Important Note: There are no limits placed on the number of non-barrage missions that can be flown to the same hex in a phase. For instance, a player wanting to Air Drop 1T of supply to a surrounded tank division could keep flying mission after mission until he successfully lands the needed supplies. A player could also Hip Shoot a hex several times in the phase. Other barrages are limited to one to a hex.

14.3 Air Combat

Any time one side moves Active aircraft into a hex containing Active enemy aircraft and at least one Active Fighter unit is present (on either side), Air Combat is immediately resolved. This happens only when a player attacks an enemy Air Base or as part of the Flak Resolution sequence. Air combat consists of a series of rounds. During each round, each player selects one unit to use. The result of the round may be the aborting or elimination of one or both of the selected aircraft. These rounds of Air Combat continue until one side or the other is alone in the hex (or no aircraft with non-parenthesized Air Combat Ratings remain).

14.3a Parenthesized Air Combat Ratings. Aircraft have either parenthesized or non-parenthesized Air Combat Ratings. Units with parenthesized ratings cannot be the “attacker” in Air Combat, but can still enter a hex with enemy aircraft. If all the aircraft in a hex (both sides) have parenthesized Air Combat Ratings, the aircraft ignore one another (there is no Air Combat).

14.3b Modifiers to Air Combat Ratings. There are none.

14.3c ‘Attacker’ Identification. The “attacker” in an Air Combat is normally the player who is moving or intercepting. If all of the moving player’s Active aircraft remaining in an Air Combat have parenthesized Air Combat Ratings, then the other player is the attacker. If all the Active aircraft in the hex have parenthesized Air Combat Ratings, then the combat ends, the aircraft ignore each other, and the mission continues. Regardless, ignore all Inactive aircraft.

14.3d Voluntarily Aborting from Air Combat. Voluntarily Aborting from an Air Combat is sometimes useful:

A)    Before the combat begins, the non-moving player can voluntarily abort all but one aircraft in the hex to avoid undesired Air Combat before it starts, but at least one aircraft must remain to fight (owning player’s choice).

B)    Neither player can voluntarily abort in the middle of an Air Combat. Once it starts, it continues until only one player has Active aircraft in the hex, or both sides run out of non-parenthesized aircraft

C)    Aircraft can voluntarily abort after completely finishing an Air Combat.

14.3e Air Combat Procedure.

A)                Both players lay out their aircraft in plain view.

B)                The attacker selects one of his non-parenthesized aircraft, then the defender selects any of his aircraft. These are the aircraft used in the current combat round.

C)                The attacker rolls two dice. Add the attacking aircraft’s Air Combat Rating, and subtract the defending aircraft’s Air Combat Rating from the roll. Compare the modified roll to the Air Combat Table and identify which aircraft must abort. Either one or both of the units will abort. Then, roll a third die—the "loss" die—to determine if the aborted unit(s) must take a step loss as well. This happens on a roll of 5 or 6.

D)                Repeat B and C (one round of combat) with the same or different aircraft until one side or the other remains alone in the hex (or until neither player has any Active Fighters left).

Play Hint: Roll three dice at once—the two “combat” dice and an off-colored “loss” die—to speed Air Combat resolution.

Example: Regular Air Combat. One LaGG-3 (Air Combat Rating 2) and one IL-2 Air Combat Rating (2)) move into a German Air Base hex occupied by one Active Bf 109f (Air Combat Rating 4) and two Stukas (Air Combat Rating (1)) along with several Inactive aircraft. All of the above are at full strength. The Soviets are the attackers.

Each player selects the aircraft of his choice for the first round of Air Combat. The Soviet player must select the LaGG-3; the German player picks the Bf 109f. The German player (as defender) could also have picked one of the Stukas (not a bright move, but allowed). The Soviet player (as attacker) could not have picked the IL-2 because of its parenthesized Air Combat Rating. The Soviet player rolls two dice (getting a 9) to which he adds his aircraft’s rating (2) and subtracts the German unit’s rating (4) for a modified roll of 7. The Air Combat Table gives “Both Abort.” The Soviet player rolls one die and no losses result, so both players send their aircraft back to base where they become Inactive.

This leaves the two Stukas facing the IL-2. None of these can attack, so the combat ends and the two forces ignore each other. The Soviets can then barrage the Air Base.

14.4 Flak

In Step E of the Air Movement Sequence (14.2e), players check to see if abstracted enemy air defenses (“Flak”) disrupt the mission aircraft. Flak normally involves only ground fires: most ground units have some limited Flak ability, and the game assumes nominal Flak assets are at all important targets. Integrated with this ground Flak are Patrol Zones (PZ) generated by Active Fighters at Air Bases. A PZ can add to the Flak generated by ground fires, and these enemy Fighters also have the opportunity to Intercept the mission and engage in air-to-air combat.

There are two steps to the resolution of Flak: Interception (14.4e) followed by Flak Resolution itself (14.4f).

14.4a No Abort Results. The earlier concept of “abort” as a result of Flak has been eliminated. Unless an aircraft is destroyed by Flak, it will now complete its mission (possibly at reduced values).

14.4b Supply considerations never affect Flak nor is there any SP cost for a Flak roll.

14.4c Patrol Zones. A Patrol Zone (PZ) is a defensive area created by any Air Base with one or more Active Fighters, and extends 10 hexes in all directions. Enemy air missions flown into a PZ are subject to Interception from the base and increased Flak.

14.4d Triggering Flak. Fighter Sweeps are never subject to Flak. Barrage, Hip Shoot, and Trainbusting missions are always subject to Flak before execution. Air Transport/Drop and Base Transfer missions are subject to Flak only if they are executed in a Patrol Zone. Non-missions, such as the placement of Reinforcements and Interception, are never subject to Flak. Sometimes non-mission aircraft will be in a stack with mission aircraft when Flak is resolved. For instance, an Active aircraft might be at a friendly Air Base receiving a Transport mission. These non-mission aircraft are never affected by Flak dice rolls, but are affected by an Interception of the mission prior to the Flak Resolution (taking part in the Air Combat along with the mission aircraft).

14.4e Interception. Any mission in an enemy PZ is subject to Interception during the first step of the Flak sequence. The opposing player can intercept the mission with one Active Fighter which has a Patrol Zone into the mission hex. The player is not required to engage in this way, it is his option. Resolve the resulting Air Combat normally, but if the interceptor aborts it must become Inactive at the base from which it came. If it wins the Air Combat, it remains Active at the base.

14.4f Flak Resolution. After resolving any Interception combat (14.4e), roll two dice for the mission and add the modifiers below. If the modified result is 11 or more, kill one mission aircraft step. Otherwise, the Flak has no effect and resolution is complete.

Modifiers:

+1 Three or more aircraft in mission

Target hex contains…

+1 one or more HQs

+ Air Base Level (Air Strips = 0)

+ Value Intrinsic Flak of the hex (Map Printed Flak) or ship Flak Ratings

Target hex is…

+1 inside an enemy PZ and mission includes at least one Fighter

+2 inside an enemy PZ and the mission includes no Fighters

+1 inside an enemy PZ and the mission is Trainbusting (cumulative with the above)

Important: Note that for the two different PZ Flak Mods, the Fighters counted by the mission must be part of the mission itself. Fighters that just happen to be at the destination (such as in an Air Transport mission) do not count.

14.4g Flak Losses. If a step loss is called for above, randomly select one of the mission aircraft to take that loss before conducting the mission. Remove eliminated aircraft; those with one step remaining finish the mission using their reduced values.

14.4h Cargo Losses. If there is a change in a Transport mission’s cargo capacity because of Flak, recalculate the available load (keeping in mind range effects of 14.9e) and destroy a portion of the cargo (player’s choice) that exceeds the new capacity. Round in favor of cargo survival (e.g. if 1T is being transported and the aircraft drops from 1T to 1/2T capability, the 1T survives and arrives successfully).

14.5 Missions

Active aircraft can be employed to preform one of the following missions.

14.6 Fighter Sweep

A Fighter Sweep is a mission where friendly Fighters (from one friendly Air Base) move to an enemy Air Base to engage Active enemy aircraft in Air Combat. Only one hex can be the target of a given Fighter Sweep mission, and any number of Fighter Sweeps can target the same hex during a phase. Win or lose, the mission Fighter(s) must abort to any base within range at the conclusion of the Air Combat.

14.7 Barrage & Hip Shoots

Aircraft use Barrage missions to attack enemy ships, ground units, and facilities. What follows are the specifics of Barrage and Hip Shoot missions; 10.0 covers the more general rules of Barrage and 18.3 describes anti-ship barrages. All the usual modifiers for Barrage (including spotters) apply to air barrages as well.

14.7a Aircraft can never combine with artillery or ships in a single barrage. An Air Barrage never has any supply cost of its own.

14.7b Air Barrages and Phasing. Aircraft move to a mission hex during a Barrage Segment. Follow the sequencing shown in 14.2e. Aircraft are subject to Flak (see 14.4) before the barrage, and must return to a base and become Inactive immediately after resolving the barrage.

14.7c Short Range Barrage Modifier. Range effects apply when all aircraft conducting the barrage are at or within 10 hexes of the base from which they flew. These barrages get an additional rightward shift on the Barrage Table. Never apply this shift to Strat Bombers. See rule 21.4 for optional Long-Range effects.

14.7d Hip Shoots. A Hip Shoot is a barrage conducted in a Movement Segment. These are resolved like a normal Barrage, with several exceptions and restrictions:

A)    Hip Shoots do not count against the limit of one barrage against a hex in a phase. This means a hex can be barraged by multiple Hip Shoots in a single phase, and the same hex can also be subjected to a “regular” barrage during the same phase.

B)    A Hip Shoot is made by a single aircraft at a time and that nationality must be listed as having Hip Shoot capability in the game’s specific rules.

C)    Given the above, a Hip Shoot can be any type of barrage (except Trainbusting).

14.8 Trainbusting

Trainbusting missions are used to harass enemy rail traffic as well as columns of men, vehicles, and pack animals moving through an area.

Only one attempt per hex per phase is allowed. No more than one Trainbusting marker can be placed in any hex. These missions cannot be executed as Hip Shoots.

Design Note: “Trainbusting” includes the old interdiction effects. To avoid a long hyphenated name like “Interdiction-Trainbusting” I’ve simplified it to just ‘Trainbusting” as it involves a different procedure than the old interdiction process and bigger words just won’t fit on the counter.

14.8a Execution. Set up the mission stack in the target hex. Resolve Flak (see 14.4) and then attack the hex using the Barrage vs Facility Table. If the result contains an asterisk, place a Trainbusting marker in the hex (otherwise there is no effect). Regardless of success, the aircraft return to base and become Inactive.

14.8b Trainbusting Effects. Once placed, the Trainbusting marker affects enemy unit ground movement and rail costs. Truck and Track MA enemy units must pay an extra 1 MP to enter the marker’s hex and the hexes adjacent to it. Leg MA enemy units pay the extra movement point in the marker’s hex, but not in the hexes adjacent to the marker. Rail cargo passing within one hex of one or more of these markers costs twice the normal Rail Cap. Trainbusting does not affect ships and shipping.

Every Trainbusting marker affects a unit as it moves along (each hex might apply a +1), while the doubling of Rail Cap applies once, even if more than one marker is traced through.

Trainbusting does not affect enemy supply draw, throw, Air Transport, or Sea Transport in any way. There is no additional effect on single hex for overlapping Trainbusting zones. These markers have no effect on retreats.

14.8c Phasing. Trainbusting barrages can be conducted in the barrage segment of any phase allowing a player’s aircraft to conduct missions. The markers are removed in the enemy player’s next Clean Up Phase and their effects are continuous until then.

14.9 Air Transport

Air Transport allows the player to use his Transports to move supplies and units around the map.

Air Transport can occur in any friendly Movement Segment.

14.9a Transports have a transport capacity printed on them. They can carry any load up to that capacity. (See 4.7 for Transportation Equivalents.) Transports can stack and combine their transport capacity to carry cargo. For instance, two aircraft with a “1/2T” capacity could carry a parachute battalion that has a transport equivalence of 1T.

14.9b Some Transports have a transport capacity of 1/2T. These units must usually use rule 14.9a, combining to move 1T amounts. Alternatively, they can move 1T by making a double capacity trip using 14.9e. In no case can the 1/2T amount be saved for later or rounded up to 1T (exception: 14.4h).

14.9c Only SPs and combat units that are in Move Mode with an MA of 10 or less Leg MPs can be transported by air.

14.9d Cargo (both units and SPs) can move up to 1/2 their MA during the phase it is carried by Air Transport. This can be done before or after the cargo is moved (or both) provided no more than 1/2 MA is expended.

14.9e Air Transport missions are flown to any friendly Air Base. A Transport mission can…

1)      …be at up to double the unit's range, provided the air unit becomes Inactive at the destination Air Base, or

2)      …be at up to the unit's range, in which case the air unit may return to any Air Base within range after concluding the mission, or

3)      …be at up to half the unit's range, in which case the air unit's capacity is doubled and the air unit can return to any base within half its range after concluding the mission.

In any case, Flak is resolved only once at the destination hex.

14.9f A given Air Base can only unload 2T times the base Level per Movement Segment using Air Transport. However, any amount of cargo can be delivered if the Transports in excess of this limit become Inactive in the destination hex.

14.10 Air Drop

An Air Drop is a form of Air Transport that does not require a friendly Air Base at the destination. Air Drops also differ in that they must be planned in advance and the cargo may be destroyed in the attempt. Air Drop can be done either by parachute or glider landings. The rules in Section 14.9 apply to Air Drops except where they differ with the rules below.

14.10a Unit Eligibility. Only SPs and those combat units with the small “Para” symbol can Air Drop. Exception: Any combat unit that can be air transported can land by glider (14.10e).

14.10b Prior Planning. A “Drop Plan” is a written record of the hex where each combat unit will be Air Dropped during specific phases of a specified turn. You must make this plan either before the game begins or at least two turns in advance of the scheduled drop. Plan in the Aircraft Refit Phase. No unit can ever be on more than one Drop Plan at a time. Planning restrictions do not apply to supply drops or gliders transporting supplies.

14.10c Cancellation and Delay. A scheduled Air Drop can be cancelled or delayed. Make this decision during any Aircraft Refit Phase. If delayed, the exact same drop is now pushed back to the next turn. A player can cancel the drop at any time and the plan ceases to exist (even if the same plan is drawn up in the future, it must start from scratch).

14.10d Air Drop Procedure. After resolving Flak, check for losses using the Air Transport Success Table. Roll two dice for each combat unit or 1T of supply separately, based on the type of terrain in the mission hex and drop method (glider or paradrop). Apply the table’s modifiers. If the roll is successful, place the unit in the drop hex and it is finished moving for that phase. Otherwise, it is destroyed. Automatically destroy anything that attempts to land on an enemy combat unit. If landing in an enemy hex containing enemy non-combat units, apply relevant parts of rule 9.14.

14.10e Gliders. Gliders improve the transport capacity and success of Air Transport and Air Drops. Gliders do not count for stacking, and are always considered Active. Glider counters are generic “change” (they can combine and break down like SPs) that represent one or two Glider Points.

A)    Expend one Eq Repl to build two Glider Points in the same manner as aircraft rebuilding. Gliders cannot be built in games where they are not provided. Gliders can be rebuilt, but not reused—place gliders in the dead pile after use in a mission.

B)    Gliders can only move when being towed as part of an Air Drop or Air Transport mission. If an Air Base is captured, any gliders in that hex are destroyed.

C)    A full-strength Transport (of any capacity) can tow one Glider Point. The capacity of one Transport/Glider combination is 2T (all of which is considered loaded on the glider). A Transport eligible to double its capacity (per 14.9e) due to a half-range mission can tow two Glider Points. (This uses double the Glider Points—don’t double the amount each glider carries.) Alternatively, it could carry one full load with with a glider and one without (for a total load of 2T on the glider trip and its printed capacity for the Paradrop trip).

D)    When used to land at an Air Base/strip, gliders do not count for off-loading limits. Do not roll on the Air Transport Success Table (success is automatic at a friendly Air Base). The glider is still removed from play, however.

E)     Glider landings have a better chance for success than a regular Air Drop, as shown by the Air Transport Success Table.

F)     Gliders, themselves, do not check for Flak, but their tow aircraft do. The capacity of the Transport/Glider combination is reduced to 1T if the towing aircraft takes a loss. Handle losses to cargo as per 14.4h.

14.10f Integral Gliders. As opposed to the separate counter version in 14.10e, some games may contain Transports that contain a glider component as part of the Transport itself. Basically, these are Transports with an improved transport capacity. In effect, they are not glider units at all, but regular Transports (no roll on the Air Transport Success Table, must use a friendly Air Base, double capacity for half range, and so on). These aircraft are exempt from base unloading limitations (as if they were normal gliders).

14.11 Base Transfer

A base transfer is simply a way of moving an aircraft from one base to another without performing any other functions. Other than the special benefit given to Fighters, players find that aborting after a mission is a more useful way to change base (since they can abort to any base they want, not just where they came from, and they can do something “along the way”).

Aircraft can double their range when moving from base to base. When a Fighter moves from base to base within its normal range, it remains Active. Other aircraft types always go Inactive. If the destination base is within a Patrol Zone, base transfer missions resolve Flak upon destination just like any other mission.

Example:Complex Aircraft Mission. During his Movement Phase’s Barrage Segment, the Allied player launches a Barrage against an Axis stack with a Reserve marker showing. The strike consists of two Hurricane II Fighters and one Blenheim V bomber. The mission hex is inside the Patrol Zone. The mission has a +2 Flak Mod operating against it (+1 for a Patrol Zone (since a Fighter is present), +1 for three mission aircraft).

First, the Axis player resolves Flak against the mission. He chooses to avoid literally intercepting and forcing an actual Air Combat. The Axis player rolls two dice and gets a 10 which is modified to 12 resulting in a loss. The Allied player randomly selects one of his aircraft to take the loss and manages to grab the Blenheim. It is reduced and the mission continues.

The Allied player now totals the barrage strength of the three aircraft in the mission. The Fighters are worth a combined 6 Barrage Points. The now reduced bomber adds 3 more, for a total of 9 points. The initial Barrage Table column is 8-11. There is no barrage supply cost since this is an Air Barrage. No Allied combat unit is adjacent to the target (no spotter: three columns left) and it turns out there are 4 REs in the hex (one shift right). No further column shifts apply. The total Barrage Table shift is two left, to the 3-4 column. The Allied player rolls two dice and gets a 12, giving a 1/2 result. He then rolls a 5 with one die, so it “rounds up.” The Axis player must remove one step of his choice and the mode of the stack is changed from Reserve to DG. The Allied aircraft now return to any friendly base within range.

15.0 Air Bases

Air Bases represent ground support establishments in addition to physical facilities (runways, hangers, fuel tanks). Each Air Base has a Level that represents its size and abilities. Air Base markers have a small triangle on them that allows players to displace them from their actual hex in congested areas. Use this feature as needed. See 9.14f regarding Air Base capture.

15.0a No more than one Air Base can ever exist in a single hex. Air Bases are non-combat units with no defense strength of their own.

15.0b The base’s Level has the following effects:

A)    Each Air Base Level allows the refit of two aircraft per Aircraft Refit Phase.

B)    Air Bases give a Flak Roll Modifier equal to their Level.

C)    Only 2T times the Level of the Air Base per Movement Segment can be unloaded (unlimited if the Transports in excess of this amount become Inactive or it is an Air Drop or glider operation). There is no limit on loading.

D)    Stacking limit of Active aircraft in an Air Base hex is 4 + the Level.

15.0c When attacked on the Barrage vs. Facility Table, Air Bases may take hits which reduce the Air Base’s Level. However, no Air Base can ever be reduced below Level 1 in this manner (even in games where Air Strips are used).

15.0d Air Bases and aircraft never require trace supply and are never subject to the Attrition Table.

15.1 Refitting Aircraft.

A) An Air Base can refit once per Aircraft Refit Phase.

B) Refitting costs 1T to refit each base (regardless of base Level or number of aircraft involved). A base can refit up to double its base Level in aircraft. The player chooses which Inactive aircraft to refit. Every aircraft counts as one for refit, even when at reduced strength.

C) An Air Base cannot refit aircraft if in an un-negated enemy ZOC.

D) In a change to some previous game specific rules: Weather conditions never prohibit refit, and aircraft are always allowed to be Active on their base.

15.2 Air Strips.

Some games allow players to build Air Strips. These are Air Bases that are smaller than regular Air Bases. If not specifically allowed, Air Strips cannot be used. The following are their special characteristics:

A)    An Air Strip can only refit one aircraft per Aircraft Refit Phase.

B)    Air strips have a 2T unloading capacity.

C)    The stacking limit of Active aircraft in an Air Strip hex is 4.

D)    An Air Strip can be built for 1T following the procedure in 15.3. An Air Strip can be upgraded to a Level 1 Air Base by paying the remaining SP cost for the Level 1 base (3T).

E)    Air strips can never be reduced by damage or voluntary reduction.

F)     Air strips do not give any Flak Roll Modifier.

15.3 Building Air Bases.

In his Movement Phase (only) a player can build/improve Air Bases. A base cannot be improved above Level 3, and no Air Base can increase more than one Level in a given phase. There can never be more than one Air Base in a hex.

An Engineer-Capable unit (13.8 and 13.8b) that spends the entire Movement Phase in range of an Air Base can improve the Air Base by one Level at a cost of 1 SP. The same procedure can be used to build a new Air Base in an empty hex.

15.4 Reduction of Air Bases.

A player can reduce an Air Base by one Level provided all of these conditions are true:

a)   It is the Movement Phase.

b)   There is 1 RE or more of combat units in Combat Mode in the hex.

c)   These units do not move from their starting hex in that Phase.

No base can be reduced more than one Level in a single phase, and no base can be reduced below Level 1.

15.5 Air Base Cards (Optional).

Printed on the back of the rules are a number of Air Base card forms. Photocopy these and use them as off-map displays for each Air Base. Only aircraft can ever be off-map on an Air Base Card.

16.0 Hedgehogs

Hedgehogs represent fieldworks, mines, and other obstacles that help protect a hex from combat and barrage attacks. There are four Hedgehog levels. They are non-combat units with no defense strength, and as such do not require combat supply or trace supply. Hedgehogs can be captured and used by the enemy, per 9.14e.

16.0a Construction. During the Movement Phase, at least 1 RE of combat units that are in Combat Mode and do not move from their starting hex can build a Hedgehog (or improve an existing Hedgehog) by spending 2 SPs. No more than one Hedgehog Level per hex can be built in a single phase. There is no limit to the number of hexes in which Hedgehogs can be built.

16.0b Hedgehog units come in four levels, and when initially constructed are Level 1. No Hedgehog can ever exceed Level 4. No hex can ever have more than one Hedgehog unit.

16.0c Reduction. During the Movement Phase, at least 1 RE of combat units that are in Combat Mode and do not move from their starting hex can reduce a Hedgehog by one Level. No Hedgehog can be reduced more than one Level in a single phase. Remove a Hedgehog unit reduced below Level 1. There is no SP cost for reduction. Combat and barrage results never reduce or eliminate a Hedgehog.

16.0d Combat Effects. Hedgehogs affect defensive combat in their hex as a die roll modifier equal to their Level. Apply this DRM in addition to the Action Rating DRM. For example, a Level 3 Hedgehog would give the defender a -3 DRM. Furthermore, the defender’s Hedgehog affects Surprise with a DRM of -1 (regardless of the Hedgehog’s Level). See 9.3, 9.4, and 9.8.

16.0e Hedgehogs affect Terrain Effects by providing Heavy AT effects (9.4e) to defending combat units in the hex.

17.0 Weather

Determine the weather during the Weather Determination Segment. One player rolls on the Weather Table to determine the weather and its effects for the turn.

17.0a Weather affects play according to the effects (if any) listed with the game specific Weather Table(s).

17.0b Weather generally affects each player equally, although in special circumstances it can affect one side or the other differently.

17.0c Weather conditions that increase normal movement costs are ignored when tracing supply-related paths (12.3d).

17.0d In a change to some older game’s game specific rules, weather never prohibits refit or aircraft being Active at their base.

18.0 Naval Power

Note: Players can skip all of section 18 if the game being played does not include ships.

Naval warfare is handled fairly simply, because the series is built around land-air combat. However, some detail in naval operations is needed to allow the series to be used for some campaigns with a heavier naval component (specifically amphibious landings and naval gunfire support).

18.1 General Naval Rules

18.1a Supply. Ships do not generally require supply expenditure.

18.1b Stacking. There is no limit to the number of ships that can stack in a hex. Ships cannot stack with enemy ships.

18.1c Movement. Most ships can only enter all-sea hexes and friendly ports. Landing Craft can additionally move in any coastal hexes and in either hex bordering an estuary (sea hexside), as can any ship intending to end movement in a friendly port. Ships can never cross an all-land hexside or move along rivers. Movement of ships does not change control of a hex (or port, airfield, dump, etc.).

18.1d Naval DG. Ships do not use modes, but use DG markers to show an increased vulnerability to damage (see 18.3d). DG markers are removed from ships during the player’s Clean Up Phase. Ships in port hexes are automatically considered to be DG.

18.1e Phasing. Ships can move during friendly Movement, Exploitation, and Reaction Phases, and expend 1 MP per hex. Every ship can move in all three phases (no need for Reserve markers).

18.1f Speed. Most ships move 20 hexes per phase (regardless of game scale). Slow ships (designated with a white stripe) move 10 hexes per phase. Damaged single-ship counters convert to slow speed, but multi-ship counters (destroyers and cruisers) are reduced in strength while retaining normal speed. These changes are reflected on the damaged side of the counter.

Design Note: The speeds above are indeed “slow” given regular steaming rates. They exist here not as a measure of how fast the ships can go, but rather as a measure of flexibility. Ships dedicated to an operation cannot instantly shift focus as would be the case if they had a movement rate matching their potential steaming distance.

18.2 Aircraft Carriers

18.2a Capacity. Carriers are limited in the number and type of aircraft they can carry. Only aircraft with the associated carrier’s name on them can use that carrier.  In some games, each carrier has a number on it that is the number of aircraft it can support. A carrier cannot exceed that number (counting both Inactive and Active aircraft).

18.2b Refit. Carriers automatically refit all their aircraft in the Aircraft Refit Phase with no SP cost.

18.2c Damaged Carriers. A damaged carrier refits only 2 aircraft, regardless of its normal rating.

18.2d Carrier-based Air. Aircraft on a carrier perform their missions and project a Patrol Zone from the carrier’s current location. A carrier can move in the same segment air units based on it perform missions, either before or after the mission is performed. Aircraft on a carrier stay with the carrier when it moves. (Tagging along with the carrier is not considered to be a mission by the aircraft.) Other than having a special base, carrier-based air operates under the same rules as other aircraft.

18.2e Surface ship gunfire cannot be directed at a carrier if any non-carrier surface ships are in range. (The other surface combatants must be sunk before surface fires can be directed at the carrier.) This rule does not apply to coastal artillery gunfire (18.3g).

Design Note: This last rule is designed to show the effort by members of a carrier group to defend the carrier. Every destroyer, cruiser, and even battleship in the area will give of itself to protect the carrier. The surface attack will not be able to get to the carrier (regardless of the game map’s positional abstraction) until the screen is eliminated.

18.3 Naval Combat

Ships attack and are attacked using barrage.

18.3a Ship Barrages. A ship can barrage once per friendly Barrage Segment, choosing a ground or naval target within range. Ships can barrage in any of the Barrage Segments, with the following restrictions:

A)    A ship can fire Ship-to-Ship fires in every available Barrage Segment in a turn.

B)    A ship can fire Ship-to-Shore fires in any friendly Segment, but only in one Segment per game turn (counting both Player Turns). For example, a ship could fire in the Reaction Phase Barrage Segment in the enemy turn, but would not then be able to fire in any of the friendly Player Turn’s Barrage Segments.

18.3b Ground Targets. Naval barrages against ground units have reduced effects as noted on the Barrage Table. Barrage vs. Facilities using ships have no special rules. Ships firing together do not need to stack together. See 18.3b for the procedure for firing at Coastal Artillery.

18.3c Naval Targets. Instead of attacking entire stacks of ships, barrages are made against individual ships. There is no limit on the number of anti-ship barrages that can be directed against a single target hex in a Barrage Segment.

After announcing a barrage against a stack of ships, the firing player is allowed to see all the available ships (but not their cargoes, if any) before selecting individual targets. For example, a stack of two aircraft could combine against one ship or each attack a different ship. (The strength of a barraging unit cannot be split, however.) Resolve each barrage independently. No ship can be the target of more than one barrage in a phase.

Use the regular Barrage Table when shelling ships (in any manner). Several special rules apply:

A)    The only possible shifts are those related to an attacking aircraft’s distance from its base.

B)    Always multiply an aircraft’s barrage strength x2 when attacking a ship.

C)    Always divide incoming barrage strength by the target ship’s Protection Rating (if none is printed on the counter, treat it as ‘1’).

Design Note: It is important for players to realize the abstractions represented in ship vs. ship exchanges. Ship location at this level is not all that precise. Keep in mind the range changes that happen in the hours significantly “below” the resolution of the system. Additionally, many of the fire, counter-fire procedures that were tested were not included in the final draft of these rules. Here, gunfire exchanges will occur over a course of phases, which gives a skewed look at them with regards to time, but will generate appropriate losses and results. This is not a tactical naval system!

18.3d Naval Damage. Ships are affected by hits and DG results generated by the Barrage Table. Damaged ships cannot be repaired.

A)    Two hits will sink any ship (exception: Landing Craft; see “C” below). The first hit flips the ship to its damaged side; the second sinks it. Also mark the ship DG.

B)    DG results only affect the target ship, not the entire hex or any cargo. Ship values are not affected by DG results, but on a second DG result remove the marker and apply a hit result. Keep in mind that ships are already DG when in a port, so every DG from barrage is converted into a hit. Remove DG markers on ships during the friendly Clean Up Phase.

C)    Each hit against a “Landing Craft” or “DUKW” eliminates one point of the unit—just find a counter of the reduced point value to reflect the hit. When an “LST” takes a hit, convert the counter to a “Landing Craft” of the reduced point value. DG results apply in the same way as other ships.

Important: The player conducting a barrage selects its target if shooting against ships. If firing against Landing Craft, randomly determine the target. Eliminated cargo is also randomly determined. (Example: a 2-point DUKW carrying 1 SP and 1 regiment takes a loss. Reduce the DUKW to 1 point, and then roll to see if the SP or the regiment is lost.)

18.3e Torpedo Bombers. Aircraft with their barrage strength in parentheses are exclusively Torpedo Bombers. Such aircraft function normally except that their barrage strength can only be used against ships. Their strength can never be used against land targets.

18.3f Ship Flak Ratings. The Flak value of a ship (if any) is given on the counter. To determine the Flak rating applied to any air barrage in its hex, use the target ship’s Flak Rating plus all other ships in that hex.

18.3g Coastal Artillery. Coastal artillery units can fire as “land-based ships” using the same rules as ship-to-ship fires (including the exemption from supply use). They are the only ground units that can barrage ships.

A)    Coastal artillery can barrage as regular artillery (with all the usual rules, mode restrictions, and supply costs) in phases they do not fire at enemy ships.

B)    Ships can engage coastal artillery as a naval target, independently of other ground units in the hex. (They could alternatively do a regular barrage against the hex, per 18.3b.) These are always considered to be “spotted” fires, with Barrage Table results treated as follows: any step loss eliminates the coastal artillery unit; DG results are ignored.

18.4 Landing Craft

Landing Craft, LSTs and DUKWs are ships referred to collectively in these rules as “Landing Craft.” They are used to deliver units and SPs to the invasion beaches in some OCS games, using either the Amphibious Landing (ALT) or Beach Assault (BA) procedures. Landing Craft have no combat value.

18.4a Capacity. Landing Craft have a capacity number on the counter and function much like Transport Points. They do not count for stacking.

18.4b Movement. Landing Craft are slow ships that can move in all three available Movement Phases. Loaded ground units and supplies tag along until unloaded.

18.4c Loading. Landing Craft can load combat units, SPs, and Transport Points up to the limit of their capacity (see 4.7 for Transportation Equivalents). On-Map Loading can only be done in port hexes (printed or LST port). While loaded, SPs can only be used by units in the same or an adjacent hex.

18.4d Handling. Landing Craft are like Transport Points, in that they can be split up and combined in various combinations of generic “points.” The same is true when taking losses, either from ALT results or from barrage: all one needs to do is replace the current strength of the Landing Craft with the reduced number of points. LSTs are an exception (see 18.3d).

18.4e DUKWs. In addition to being Landing Craft, DUKWs can operate as Transport Points (13.2). When moving as Transport Points, DUKWs lose the ability to move in all three Movement Phases, but their MA is tripled to 24. The switch between Landing Craft and Transport Point (and vice versa) can occur at any time during the Movement Phase—just triple the remaining MA when it starts to move by land (or divide by 3 when it starts to move by water).

In addition to the special ability to move on both water and land, a DUKW has some limitations:

A)    Make an ALT roll (see 18.5f) each time the DUKW switches movement type from Landing Craft to Transport Point (NOT vice versa). This can be the same ALT roll used to unload cargo.

B)    When functioning as Landing Craft, DUKWs can only carry items allowed on an Air Transport Mission (restricted as per 14.9c).

C)    When functioning as Transport Points, DUKWs can only carry SPs and loading/unloading is according to 13.2f.

18.4f LSTs. In addition to functioning as Landing Craft, an LST can be converted into a new port. At the end of any friendly phase an LST in a coastal or estuary hex can deploy as a port by flipping over to its port side. This ‘conversion’ requires an ALT roll (see 18.5f). An LST can unload any cargo in the same phase it deploys as a port: unload the cargo using the same ALT roll as the port deployment (but this landing occurs before the port exists).

Some special rules apply to LST ports:

A)    Unlike regular ports, they cannot be targeted by a barrage (the hex can be barraged, but the port ignores any result).

B)    They are destroyed if an enemy Attack-Capable unit enters its hex. They can never be captured or destroyed by any other method.

C)    They cannot be moved or reconverted into an LST.

D)    They are a normal 1 SP port, which includes being a supply source.

E)     They begin to function the instant the LST deploys (provided it is not in an un-negated enemy ZOC).

F)     An LST cannot be converted into a port in a hex with any real port.

18.5 Amphibious Landings

Landing Craft can unload combat units being transported when they end movement in coastal hexes. The risk attached to such landings is reflected by the required roll on the Amphibious Landing Table (ALT).

18.5a There is no movement cost for unloading; just drop off the combat units when the Landing Craft enters the coastal hex. The Landing Craft must end its move at that point. These landings are limited to undefended coastal hexes. For hexes occupied by enemy combat units, see 18.6.

18.5b Any number of Landing Craft points can unload in a given hex in one phase. A maximum of 3 REs may use the ALT in a single hex per die roll.

18.5c Combat units must unload in Combat or Move Mode.

18.5d Landings requiring an ALT roll can only be done during the player’s Movement Phase. Note that landings in ports which do not require an ALT roll can also be done in Reaction and Exploitation Phases (see 18.5g).

18.5e Transport Points and SPs cannot be landed by ALT (but see 18.5g). SPs loaded on Landing Craft can only be used by units in the same or an adjacent hex (even if off-shore).

18.5f The ALT Roll. Make ALT rolls after all Landing Craft have moved for the phase. Roll two dice per hex containing units that landed during the phase. Add applicable modifiers and execute the result.

A)    When there are several terrain types in the hex, use the most difficult on the ALT.

B)    When losses are required by the ALT roll, randomly choose which Landing Craft are lost. Cargo losses should also be random.

18.5g Ports. Do not make ALT rolls for Landing Craft making use of a friendly port with an available capacity at least as large as the size of the cargo to be unloaded. (Any units being landed in excess of port capacity do require an ALT roll.) When no roll is required, loaded Transport Points, and SPs can unload in ports.

18.5h After Landing. Ground units can move 1/2 their MA during that same Movement Phase after an ALT landing. Units are assumed to be fueled before landing (for free) and this lasts until the first friendly Clean Up Phase after the landing. No “after landing” movement is allowed by units coming ashore without an ALT roll via 18.5g.

It is possible to do an ALT landing in a hex containing enemy non-combat units. After making the ALT roll, apply the Specialized Combat rules of 9.14.

18.6 Beach Assaults

Landing Craft can position units being transported for an assault on a coastal hex that contains enemy combat units. Resolve Beach Assaults (BA) as a ground combat done as a last resort (when landings via the ALT are not possible).

18.6a Resolve Beach Assaults during the friendly Combat Phase. Several special rules apply:

A)    The attacking units must be in Combat Mode, no more than 3 REs can assault a specific landing hex, and only one attacking stack can assault a given landing hex.

B)    Combat supply for a BA can be drawn only from Landing Craft carrying Supply Points in the same or an adjacent hex.

C)    All attacker option results must be taken as step losses.

D)    Unit making BAs can keep any Exploit result they might get; BAs are not considered overruns for any purpose (including Surprise).

E)     If the BA fails to dislodge the enemy from the defending hex, destroy all attacking units and their Landing Craft.

F)     There is a nominal hexside terrain that makes all units x1/2 when attacking in a BA. The defender can instead choose the hex terrain for Terrain Effects, should he so desire.

G)    BA combats cannot be made in conjunction with attacking units that have already landed; the player must select only one type of attack to do against the target hex in a given phase.

18.6b Just before the execution of a BA, the defending player must decide to resolve the attack on the ALT or as a BA. He should choose the table that offers the greatest damage to the attacker—for example, he can select the ALT if he thinks the odds for a BA are overwhelming and the ALT offers a better chance to cause the enemy some loss. The defending player’s decision cannot be changed once made, and must be made before any dice are rolled, units exposed, or combat supply paid. Handle each landing hex independently. Spend no supply for BAs resolved on the ALT. Several special rules modify the normal ALT procedure:

A)    Regardless of the ALT result, the defenders are automatically destroyed.

B)     Landed units advance into the coastal hex and cannot move further that phase.

C)     If a pre-landing barrage destroys the defending units, a Beach Assault is automatically resolved on the ALT, but case B above still applies (no further movement).

19.0 Ports & Shipping

Ports are marked on the map with an anchor symbol and capacity. Ports are treated as non-combat units (no actual counter is used), so only Attack-Capable enemy units can enter these hexes. See 9.14h regarding port capture.

19.0a Capacity. Port capacities are given in SPs. The capacity is the maximum number of SPs allowed to load and/or unload in a single phase. For example, a port with a 1T capacity could load or unload 1T in a phase, but not both. Units and supplies coming into the port without an ALT roll via 18.5g and 19.0f count against the capacity of a port.

Ports with a capacity above zero can choose to use their full capacity to load or unload a single ground combat unit counter whose Transport Equivalent size exceeds the port’s current capacity. This can be the only loading/unloading performed at the port during the phase.

A port is “shut down” when in an un-negated enemy ZOC. Ports which are shut down have their capacity treated as zero. The port instantly recovers its normal capacity when the enemy units are move or are driven away or the ZOC is negated.

19.0b Damage. Ports can accumulate “hits” from the Barrage vs. Facility Table. These hits affect the port’s capacity (as noted beneath the Barrage vs. Facility Table). Whether by the Barrage vs. Facility Table or by Voluntary Reduction (see below) a port can never accumulate more than 4 hits. Some ports have a Damage Track specific to them; in that case apply the Port Capacities listed there and not the generic hit effects.

19.0c Voluntary Reduction. During the Movement Phase, at least 1 RE of combat units that are in Combat Mode and do not move from their starting hex can inflict 1 hit on a port in that hex.

19.0d Repair. An Engineer-Capable unit that spends the entire Movement Phase in range (2 hexes) of a damaged port can repair one hit at a cost of 1 SP. Additional engineer units in the port do not increase the rate of repair.

19.0e Ports and Trace Supply. The Game-Specific rules of each game specify which ports, if any, are available as supply sources. A port that is normally available to the player as a supply source loses that ability if the port falls below a 1 SP capacity.

19.0f Shipping. Combat units, Transport Points, and SPs can be moved using shipping to cover any distance between ports. Landing Craft or other ships are not needed for this abstract shipping.

A)    Shipped units must be in Move Mode.

B)    Shipping is allowed only during the Movement Phase.

C)    No other movement is allowed by shipped units and SPs during the same Movement Phase.

D)    The game-specific rules may give players a “shipping allowance” in SPs. The Transportation Equivalent of various cargos is found in rule 4.7.

E)     Each shipping point can transport one SP from port to port, and the limitations of each port’s capacity must be observed.

20.0 Break-Down Regiments

Break-Down Regiments are generic, single-step units detached from multi-step infantry divisions to allow these divisions (which cannot otherwise split up) to cover more terrain. These units are infantry regiments with either “Brkdn” or no unit identification at all. Available Break-Down Regiments are not limited to the provided counter mix (if players don’t mind making extras).

20.0a Infantry divisions with more than one step, which have not moved in the current phase, can generate Break-Down Regiments. They can do so in any phase in which the divisions could move (given their current mode). To do so, expend one or more steps by placing the appropriate Step Loss marker under the division. Each step used in this way generates one Break-Down Regiment in the division’s hex. The last available step of a division can never become a Break-Down Regiment.

20.0b A division can only detach Break-Down Regiments with an Action Rating equal to or less than its own, and may absord a Break-Down Regiment with an Action Rating greater than or equal to its own.

20.0c Break-Down Regiments ending any phase stacked with a reduced infantry division that could absorb them must be automatically reabsorbed. Divisions can reabsorb a Break-Down Regiment in any mode; in all cases, ignore the mode of the Break-Down Regiment and use that of the division.

20.0d Break-Down Regiment creation and recovery costs no MPs. Created Break-Down Regiments can move in the same Movement Segment in which they are created.

20.0e Break-Down Regiments are 1 RE and have one step. They are treated as non-divisional units.

21.0 Optional Rules

Most of these rules are, in my opinion, a little too much work to be worth the effort. All are valid historically and some have strong followings of players who want to use them. They are presented here so you can use them or not, depending on what you want out of your game. Enjoy!

21.1 Recon

This option is for those who want to retain some of the special attributes of recon-type units. For this option, a “recon unit” is any unit (regiment or smaller) with the recon, cavalry, commando, motorcycle, or armored car symbol.

During any phase in which a recon unit moves, it can spend 1/4 its printed MA and 1T to recon an adjacent hex. The other player must reveal the total number of steps and whether armor, mech, and/or anti-tank units are present (as they relate to 9.4e).

21.2 Proportional Strength

Use proportional strengths for multiple-step units that have losses, rather than 9.11d. The formula is (Strength x Current Steps / Printed Steps). Round these strengths immediately.

Example: An 11-strength division with two of three steps remaining would have a proportional strength of 7.

21.3 Independents

In any combat with attacking independent units that does not also include an attacking divisional unit, double the attacker’s supply cost (to 2T per RE or unit). Furthermore, independents falling into this category (again, attack only) cannot use internal stocks.

Attacks that combine independent units with divisional units must use a divisional unit for the Action Rating for the attack. This does not apply to defense.

Fuel Expenses. Instead of paying for an HQ and all independent units in range, pay 1T per 1 RE of independent units and mark them with their own fuel marker. This version of fuel use replaces 12.5c method “B” and lasts until the next Clean Up Phase.

21.4 Long Range Aircraft Effects

Apply the following to aircraft moving more than 1/2 their range:

A)    Barrages suffer an additional shift of one column left. Apply this regardless of the number of aircraft in the barrage that are affected.

B)    Air Combat Rating is reduced by one.

C)    Fighters that do a Base Transfer (move to another Air Base where they would normally remain Active) must become Inactive instead.

21.5 Re-Basing Limits

Allow only a maximum (per turn) of one aircraft per base Level (of the receiving Air Base) to apply the “remain Active” clause of 14.11 or to enter as Active reinforcements at a given base. Count an Air Strip as a Level 1 Air Base for this rule.

21.6 Convention or New-Player Tempo

Use this rule at conventions or for players new to OCS. It makes for an ahistorically high rate of operations but can be used in any scenario and any of the games to make a more interesting gaming experience in a convention setting and to help new players (who have not optimized their play) adjust to the system’s demands.

21.6a Double all at-start, on-map supply points, excluding Organic Trucks that might be loaded.

21.6b Double the rail capacity, and all Transport Points at start.

21.6c Increase Reinforcement supply amounts and shipping capacities by 50%.

21.6d Roll twice on all Variable Reinforcement Tables in each Reinforcement Phase.

21.7 Divisional Lines

If you have two (or more) Combat Mode Infantry Divisions separated by 3 or fewer hexes there can exist a “Divisional Line” between the divisions (see below for some additional rules regarding the line hexes). “Infantry” here includes airborne, mountain and air landing types as well. Each division must have at least 50% of its printed steps. At the moment an enemy unit moves into a Divisional Line that existed at the beginning of the current enemy Movement Segment, this rule is invoked. The enemy is free to move into or through these hexes, but should any unit do so, the divisions making up each end of the segment must be attacked in the current phase or in the next Combat Segment.

Additional handling rules:

21.7a If both divisions are on the same side of a river, the Divisional Line must follow the river’s path.

21.7b The line cannot cross any impassible or “all” terrain cost hexes or hexsides.

21.7c The line’s hexes must be empty of all units at the moment the line is identified.

21.7d Given the three above rules, the line should be the shortest path (in hexes) between the two divisions.

21.7e A Divisional Line can be created using one division and a map edge as an end point.

21.7f Use the v4.0 Divisional Line markers to help identify the location of the line. Simply place the Divisional Line marker in one of the hexes where the line exists.

21.8 Attacking Empties

Some players are puzzled as to why a unit could move 100% of its MA and attack an enemy unit to move at least one hex further, while another unit can’t attack the empty hex in front of it to do the same thing. This also helps guys disturbed by a player being penalized for having a “too successful” preparatory barrage (and not getting to attack at all).

21.8a Any unit otherwise able to attack in a given Combat Segment can do so, even if no enemy units are in the target hex.

21.8b In an exception to 9.14a, do not assign the empty hex a zero combat strength. Instead, the attacker pays his attack SPs normally for all units involved and the units paid for can advance into the target hex. No Combat Table roll is needed and no exploit result is possible.

21.9 Reactive Artillery

By popular demand, this is a test rule from the v4.0 draft that did not make the final cut but is included here because some players found that they really liked its effects.

21.9a Allow artillery that is in Combat or Move Mode to fire in the player’s Reaction Phase even though it is not marked in Reserve.

21.9b Artillery in Hedgehogs can take advantage of this rule.

21.9c This rule does not allow the artillery to move in Reaction, or do anything beyond the normal rules in Exploitation.

21.9d Ric van Dyke cannot make use of this rule.

21.10 Anti-Raider Rules

These rules are for those concerned that some little suicide unit might cut off large stretches of your front-line from trace supply. Many feel such rules are not needed as one of the points of the system is that the player is responsible for his own rear areas and that players who pull units out of the rear and run them toward the front deserve what they get.

That said, here are two options you can apply if you feel such a thing might happen, or your opponent is the kind of slimy guy who thinks along these lines.

21.10a Godzilla. Deep in the enemy rear areas lurks a giant, hungry lizard. Units fear monsters, so they prefer not to go too far out on a limb, for fear of becoming lizard food. Defining what a “raider” is for this is difficult, so players will need to use common sense. Qualifying units tend to be small, out of trace supply, out of range of an HQ, and positioned so that they block enemy supply trace (and that is their primary purpose). If you find a unit or stack that seems to qualify, Godzilla eats them and they reappear in the dead pile.

To Satisfy Jim Wise: No, in games with Japanese players (such as Burma), the player cannot avoid Godzilla by having his mouth continue to move after finishing speaking and committing unlikely feats of technological prowess. (Yes, proof readers start looking for comic relief after hours and hours of rules reading. Good one, Jim!)

21.10b Shift-Off. At the end of the Exploitation Phase, the non-phasing player can declare a “Raider Check.” He points at railroads that have just been blocked by enemy movements that will prevent his HQs from remaining in trace supply (note that trace between the HQ and units is not a concern here, only from the HQ back). The owning player must shift any Move or Strat Mode units on those railroads one or two hexes so they are no longer sitting on a railroad needed for trace. Combat Mode units need not retreat.

Terms and Definitions

Action Rating How good a unit is at fighting. Training, experience, doctrine and leadership

Active Aircraft An aircraft which has been refitted and is capable of flying air missions.

Air Base Level The size of an Air Base’s facilities.

Armor Unit A unit very heavy in AFVs with little or no organic infantry component. Such units are marked with yellow backgrounds on their unit symbols.

Attack-Capable Unit Any ground unit with a non-parenthesized combat strength of zero or more. See 4.4.

Barrage An attack at a range of one or more hexes made by artillery, ships, or aircraft.

Break-Down Regiment A portion of a division-sized unit detached to allow the division to cover more than one hex.

Bridging The use of Engineer-Capable units to lessen the MP cost of crossing river features.

Burrito as Big as Your Head A food item sold by a local establishment which is about a foot long and four inches wide. Many design decisions in this game were made over these three pound burritos. (That way we know what to blame...)

Close Terrain Terrain providing limited mobility to AFVs as well as some cover. Such terrain in the defender’s hex would require the use of the Close Terrain line of the Combat Table.

Combat Mode A unit mode with a higher combat value and a lower movement allowance. In this mode, the unit is deployed for action.

Combat Supply The supply required to fight using the regular Combat Table and required by artillery units to fire their Barrage strengths.

Combat Unit A ground unit with a combat strength of zero or more.

Combo Type Aircraft An aircraft which can fulfill two of the basic aircraft roles. Usually, this will be limited to aircraft which can function as either Tactical Bombers or Transports.

Consolidation The realignment of units from Multi-Unit Formations so that a single stronger formation is generated from two or more crippled ones.

Construction The creation of game facilities (Air Bases, Hedgehogs, etc.) which may or may not require the presence of Engineer- Capable units.

Detrain The act of ending rail movement.

Detrainable Hex A railroad hex containing either a village, minor city, major city, port, or Combat Mode HQ.

Die or Dice Roll Modifier (DRM) Any one of a number of additions or subtractions from the die (or dice) rolled on the game’s tables.

Direct Draw The act of using SPs that are within the supply draw range of a unit (for whatever purpose) without using the assistance of an HQ.

Disorganized Mode (DG) A state of chaos generated by enemy activity which inhibits the smooth functioning of a unit.

Divisional Unit A unit which is either a division itself, or part of a multi-counter formation.

DUKW—D = year of manufacture i.e. the 4th year of the war; U = utility vehicle, K = all-wheel drive, W = wheel driven...basically amphibious trucks. Built by General Motors with the full designation DUKW-353

Dumps Any stack of SPs on the map, whether on the ground or loaded on a Transport Point, etc.

Engineer-Capable Unit An engineer or HQ unit. Assault engineers and Pioneers are not considered engineer capable.

Entrain The act of loading something onto a railroad in order to use rail capacity.

Eq Repl A replacement unit consisting of heavy vehicles, aircraft, or weapons needed to rebuild heavy units.

Exhausted Internal Stocks Internal stocks which have had both of their two allotments used.

Exploitation Mode A combat result which allows units access to the Exploitation Phase.

Exploitation Result (e) A combat result which puts some attacking units into Exploitation Mode.

Extender A 5-point Transport Point dedicated to providing connections for trace supply purposes.

Extremely Close Terrain Heavily built-up urban areas which are easily defended by few units.

Fighters (F-Type) A fighter type aircraft.

Flak or Flak Rating The ability of ground units and ships to resist air attack.

Formation Marker A counter used to replace any number of units from the same higher formation (generally division, or Soviet Corps) so as to eliminate big stacks and create some limits on intelligence.

Fortifications Features permanently printed on the map which assist ground units in defense.

Fuel Supply which is used to move tracked or truck units about.

Fully-Motorized A unit with two wheels under its unit symbol—one with enough transport for all to ride.

Game Turn Game play corresponding to a half-week or quarter-week of real time consisting of two Player Turns.

Hedgehog A moderate degree of fieldworks in a hex to assist ground units in defense.

Hip Shoot An air Barrage that behaves much like an Overrun. Named for the technique of stopping a mortar unit while on the road to deploy and shoot with no warning.

HQ Unit A headquarters unit and its support systems. Each HQ also represents many smaller service units, and enough logistical capacity to support a local group of units.

Inactive Aircraft An aircraft which has expended its capabilities and has yet to refit. Such units cannot fly or Barrage at all.

Inactivation The process by which Active aircraft become Inactive after they are “used.”

Internal Stocks The amount of Combat Supply available to a unit in the stores it carries about by itself.

In Supply A unit which has either successfully traced or had on-map supply expended for it.

Involuntary Mode Modes which a player cannot select, but which are inflicted as a result of combat.

Landing Craft Small boats used for transporting units and SPs from larger ships to landing beaches or ports.

Leapfrogging The prohibited act of loading something, moving it, loading it onto another transport unit and moving it again.

Leg MPs Movement points generated by foot or hoof which are shown on the counter in white.

Low Internal Stocks Internal stocks which have had one of their two allotments used.

LST Landing Ship, Tank. A large high-capacity ship supporting amphibious operations.

MA Abbreviation for Movement Allowance.

Mech Unit A unit with both a heavy AFV component and a large organic infantry component. These units provide their own combined arms teams. Such units have a red unit symbol background.

Move Mode A unit mode with a lower combat value and a higher movement allowance. The unit has sacrificed some security for speed.

Multi-Track Railroad A fully configured modern railroad featuring two or more track sets, many sidings, and support facilities. Top of the line rail transport support.

Non-Combat Unit Any ground unit without a combat strength such as SPs, Air Bases, or Transport Points.

Non-Divisional Unit Any unit which is neither a division itself nor part of a multi-counter formation.

Non-Motorized A unit that requires shoe leather or horses to get around.

Non-Phasing Player The guy whose player turn it isn’t.

Offensive Aircraft Aircraft with non-parenthesized Air Combat Ratings.

Open Terrain Terrain essentially free of obstruction.

Option Number or Option Result The portion of a combat result which the player has the option of taking as step losses or hexes of retreat.

Organic Truck A Transport Point actually assigned to a specific formation. These represent the internal transportation capabilities of some units. While generically referred to as ‘trucks’ other types of Transport Point might actually be used (as shown on the counter).

“Other type” Unit A unit which is neither mech nor armor.

Overrun An attack made by units during movement.

Patrol Zone The area at or within 10 hexes of an Active Fighter on its Air Base. This represents the normal operation of Fighters to contest the use of that air space.

Pax Repl A replacement unit made up of little more than warm bodies.

Phasing Player The guy whose player turn it is.

Player Turn One half of a Game Turn, in which one player goes through the sequence of play from Aircraft Refit through Clean Up.

Rail Capacity The total number of SPs of rail transport a player can use in a single player turn.

Railhead A boundary between usable and unusable railroad hexes.

Railroad Repair Units (RR Units) Units which are capable of railroad conversion.

Refitting The act of converting Inactive aircraft into Active ones. Essentially, the aircraft are being over-hauled, rearmed, and refueled to participate in future air operations.

Regimental Equivalents (REs) A quick and dirty measure of unit size.

Replacement Units (Repls) Units which can be combined in different ways to rebuild dead or damaged units.

Replenishment The refilling of used internal stocks.

Reserve Mode A unit which is awaiting orders or otherwise in readiness for quick action.

Reserve Release When a player decides to remove a unit from Reserve Mode and deploy it into action.

Return The requirement of aircraft to go back to any friendly Air Base and become Inactive.

Rounding Rule The standard method of dealing with fractions in any Gamers brand game.

Strat Bomber (S) A strategic bomber.

Semi-Motorized A unit with some trucks and other transport, but not enough to be fully motorized. These units have one wheel under their unit symbol.

Single-Track Railroads The standard railroad feature in the game.

Steps, Step Loss A portion of a unit’s strength and size used to keep track of the attritional effects of combat.

Strat Mode A unit in full road movement posture. Most security precautions have been dumped to allow fast movement.

Supply Points (SPs) The measure of bulk supply. Divided by the “great quartermaster in the sky” into just the right proportions of everything that units need at different times—luckily for us, right?

Surprise The act of being caught tactically unprepared for the threat of the moment—the board game equivalent of bringing a knife to a gun fight.

Tactical Bombers (T-type) These aircraft fight at lower altitudes than do strategic bombers, often in close support of ground units.

Throw Range The distance HQs are able to push forward SPs or Trace Supply to units which need them.

Transports (Tpt) A Transport aircraft.

Trace Supply The basic handling of subsistence supply.

Transportation Equivalents The determination of the SP “weight” of units to allow a quick assessment of the capacity needed to transport them.

Track MPs Movement points generated by all-terrain vehicles (tracked or wheeled) which are shown on the counter in red.

Truck MPs Movement points generated by less maneuverable vehicles (usually trucks) which are shown on the counter in black.

Very Close Terrain Terrain which is extremely tight for vehicles and which provides much cover and concealment.

Via HQ Supply Supply which is expended using an HQ’s throw range.

Voluntary Mode Modes which a player can select to use during the Movement Phase.

Zones of Control (ZOCs) The effect of units on enemy units which are adjacent to their location. While the game has no ZOCs for most purposes, some things (supply trace, truck MP movement, etc.) are influenced by the presence of enemy units.

Credits:

Series Design: Dean N. Essig

Playtesting & Proofing: Perry Andrus, Marty Arnsdorf, Matt Bace, Ranier Bastian, Dave Benjamin, John Best, Dirk Blennemann, Doug Burrell, Tom Cannon, Don Charuk, Carl Chatto, Brenden Clark, Bob Cloyd, Dave Combs, Dave Demko, Chris Dodd, Karsten Droste, Sara Essig, Anders Fager, Andrew Fischer, Christophe Foley, Dave Friedrichs, Owen Fuller, Tom Gallinger, Don Gilbertson, Mike Haggett, Dirk Heinz, Paul Herkes, Roger Hyman, Michael Junkin, John Kisner, Tom Klubi, Christoph Ludwig, Charles McCallum, Ethan McKinney, Rod Miller, Bill Moody, Maurício Moutinho, Don Nesbitt, Brian Niffin, Elias Nordling, Mark Pitcavage, Steve Poitinger, Barrie Pollock, Dave Powell, Dave Reynolds, Henk Roelant, Ernesto Sassot, Boyd Schorzman, Bernard Sperling, James Sterrett, Russell Stewart, Jim Stravers, John Strycharz, Michael-Peter Sturz, Roger Taylor, Giovanni Toletti, Ric Walters, Al Wambold, Bruce Webb, Jim Wise, Tony Zbaraschuk

v4.0 Rewrite Team: Perry Andrus, Jim Daniels, Dave Demko, Dean Essig, Andrew Fischer, Michael Junkin, John ‘Cheech’ Kisner, Hans Korting, Roland LeBlanc, Rod Miller

v4.0 Rewrite Special Thanks: John Kisner, who coordinated all the efforts and did almost all of the heavy lifting to get it done. Thanks, John!

v4.0 Final Editor: Dave Demko

Special Assistance: The Burrito as Big as Your Head, without which this system wouldn’t be what it is today.

Table of Contents

Introduction, Game Components

2.0 Sequence of Play

3.0 Units and Markers

4.0 General Game Concepts

5.0 Modes

6.0 Ground Movement

7.0 Reaction Phase

8.0 Overrun

9.0 Ground Combat

10.0 Barrage

11.0 Exploitation Phase

12.0 Supply

13.0 Specialized Units

14.0 Air Power

15.0 Air Bases

16.0 Hedgehogs

17.0 Weather

18.0 Naval Power

19.0 Ports & Shipping

20.0 Break-Down Regiments

21.0 Optional Rules

Terms and Abbreviations

Credits