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Page 1: Advanced Third Reich Preface
Page 2: Advanced Third Reich Preface

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ADVANCED THIRD REICH

Preface

THE RISE AND DECLINE OF THE THIRD REICH, first released over fifteen years ago, has proved to be one of the most popular and enduring wargames. The game has undergone three previous revisions, the most recent being in 1981.

ADVANCED THIRD REICH clarifies many rules which gave rise to questions from players over the years. In addition, important changes have been made to many rules, although the overall structure of the game is unchanged.

ADVANCED THIRD REICH is sufficiently distinct from its predecessor that it was felt a new map board and units were warranted, as well as a reorganized rulebook which includes a Table of Contents and an expanded index.

Following the Table of Contents is a list of game terms in which many terms and acronyms that appear throughout the rules are defined. The Appendices contain the diplomatic tables and variants, as well as the details of each scenario. The Appendices have been separated from the rules themselves for ease of reference.

Similarly, the British and Russian Resistance Tables are printed separately, for quick reference, as are the various tables and charts used regularly during play.

Learning the game Players who are familiar with previous editions of THIRD REICH, as well

as those playing the game for the first time, should begin by skimming the rules to gain an overall impression of the game. It is recommended that players should first play the 1940 scenario (Appendix VIII). Players may then wish to play the Barbarossa scenario (Appendix XII), which deals only with the conflict between Germany and its allies and Russia. It introduces the participants to the essential military and economic rules of the game, without bringing into play the strategic and diplomatic rules which provide a strategic backdrop to the various military operations of the Campaign Game. Players will find it easier to play other scenarios, including the Campaign Game, once they are comfortable with the basic mechanics of movement and combat.

Diplomacy A considerable portion of the Appendices relates to the diplomatic rules.

These rules have added a completely new dimension to THIRD REICH, as they force players to consider the political implications of their strategies, as well as their military and economic consequences. When first playing ADVANCED THIRD REICH, players may wish to opt out of the diplomatic rules (rule 72) in order to concentrate more fully on the military and economic aspects of the game, but it should be stressed that these optional rules are included primarily to allow players to digest the new rules piecemeal, and the diplomatic rules should be used as soon as players may comfortably do so. The diplomatic rules are not complex and do not add greatly to playing time, but they undoubtedly make strategic decisions more challenging and difficult, and thus enrich the game. Once players use the diplomatic rules, they are unlikely to ever play without them.

The length of the rules Every effort has been made to make the rules which follow clear and

unambiguous. One consequence of this is that the rules are noticeably longer than in the 4th edition of THIRD REICH. The rules could easily have been shorter had the possibility of unusual situations been ignored, and had fewer examples been given. This course was not followed because experience has shown that, in the long run, it is easier to expressly deal with every situation which may reasonably be anticipated than to simply set out general principles and hope that players can apply them without disagreement.

Some feel that gamers are simply not prepared to accept games which are, or appear to be, complex. The length of the rulebook is considered to be an indication of a game's difficulty, and therefore the likelihood of its acceptance.

For better or for worse, ADVANCED THIRD REICH has taken a different approach to this question, aiming for clarity and ease of understanding.

Players should also bear in mind that the rulebook is intended to be both a guide to play and a reference to be consulted when required. Many rules deal with specific situations and need not be examined in detail until those situations arise. For example, a player need not be completely conversant with the Murmansk convoy (37) and raider (44) rules in order to play the game, although a player who is unaware that Murmansk convoys can be intercepted, or that the possibility of German fleets operating as raiders exists at all, would be leaving himself open to some nasty surprises.

The acquisition of a detailed knowledge of every rule is by no means the best route to expertise in ADVANCED THIRD REICH. The skilled player will be aware of the ramifications of even the most obscure rule, and may some-times gain an advantage through this knowledge, but it is hoped that in almost every case players will find that the applicable rule is logical and consistent. Every effort has been made to anticipate the arguments of "rules lawyers" and avoid inconsistent and arbitrary rules, especially if they might affect the result of a game. For just this reason, many play testers feel that ADVANCED THIRD REICH is easier to play than the 4th edition of THIRD REICH.

Questions If rule disputes do arise, players will find that they often can be resolved by

a careful reading of the rules and common sense. Specific rule questions directed to the Avalon Hill Game Company will be answered, provided they are clearly written, with references to rule numbers where appropriate, and are accompanied by a stamped, self-addressed envelope bearing sufficient postage for the reply. Clarifications and corrections to the rules will be published periodically in ULTRA, a quarterly newsletter devoted to ADVANCED THIRD REICH.

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ADVANCED THIRD REICH

VOLUME I

Introduction 1. OUTLINE OF PLAY . . . . . . . . . . . . . . . . . . . . . . . . 4 Components and Concepts 2. GAME TERMS . . . . . . . . . . . . . . . . . . . . . . . . . . 4 3. GAME COMPONENTS . . . . . . . . . . . . . . . . . . . . 5 4. TERRAIN AND THE MAPBOARD . . . . . . . . . . . . 5 5. MAPBOARD CHANGES . . . . . . . . . . . . . . . . . . . 7 6. COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 7. SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 8. TABLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 9. SEQUENCE OF PLAY . . . . . . . . . . . . . . . . . . . . 9 Mechanics of Play 10. STACKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 11. HEX CONTROL . . . . . . . . . . . . . . . . . . . . . . . . 10 12. ZONES OF CONTROL (ZoCs) . . . . . . . . . . . . . . . 10 13. OPTION SELECTIONS . . . . . . . . . . . . . . . . . . . . 10 14. THE OFFENSIVE OPTION - MOVEMENT . . . . . . . 11 15. THE OFFENSIVE OPTION - COMBAT . . . . . . . . . . 12 16. THE ATTRITION OPTION . . . . . . . . . . . . . . . . . . . 15 17. LIMITED OFFENSIVES . . . . . . . . . . . . . . . . . . . 16 18. THE PASS OPTION . . . . . . . . . . . . . . . . . . . . . . . 16 19. UNIT CONSTRUCTION . . . . . . . . . . . . . . . . . . . . 16 20. STRATEGIC REDEPLOYMENT (SR) . . . . . . . . . . . 17 Unit Counters 21. INFANTRY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 22. REPLACEMENTS . . . . . . . . . . . . . . . . . . . . . . . 19 23. ARMOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 24. AIRBORNE . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 25. PARTISANS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 26. AIR UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 27. NAVAL WARFARE . . . . . . . . . . . . . . . . . . . . . . 26 28. BRIDGEHEADS . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Logistics 29. SUPPLY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 30. OIL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 31. WEATHER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Economics 32. THE YEAR START SEQUENCE (YSS) . . . . . . . . . . . 37 33. BASIC RESOURCE POINT (BRP) CALCULATIONS . . 37 34. INDUSTRIAL CENTERS (ICs) . . . . . . . . . . . . . . . . 38 35. BRP SPENDING LIMITS . . . . . . . . . . . . . . . . . . . 39 36. BRP GRANTS . . . . . . . . . . . . . . . . . . . . . . . . . . 39 37. MURMANSK CONVOYS . . . . . . . . . . . . . . . . . . . . 39 38. BRP GRANTS TO RUSSIA THROUGH PERSIA . . . . 41 39. BRP GRANTS TO RUSSIA THROUGH TURKEY . . . 41 40. KEY ECONOMIC AREAS . . . . . . . . . . . . . . . . . . 41 41. ECONOMIC WARFARE . . . . . . . . . . . . . . . . . . . . 42 42. STRATEGIC WARFARE (SW) . . . . . . . . . . . . . . . . 42 43. GERMAN BOMBING OF BRITAIN . . . . . . . . . . . . 44 44. RAIDERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 45. ATOMIC BOMB . . . . . . . . . . . . . . . . . . . . . . . . . 46 Politics 46. DECLARATIONS OF WAR (DoWs) . . . . . . . . . . . . 46 47. SURRENDER OF MAJOR POWERS . . . . . . . . . . . . . 47 48. RESTRICTIONS ON FRENCH FORCES . . . . . . . . . . 48 49. ANGLO-FRENCH COOPERATION . . . . . . . . . . . . 49 50. RUSSO-ALLIED COOPERATION . . . . . . . . . . . . . . 49 51. GERMAN-ITALIAN COOPERATION . . . . . . . . . . . 49 52. MINOR COUNTRIES . . . . . . . . . . . . . . . . . . . . . . 50 53. MINOR COUNTRY OPERATIONS . . . . . . . . . . . . . . 50

54. CONQUEST OF MINOR COUNTRIES . . . . . . . . . . . 50 55. INTERVENTION IN MINOR COUNTRIES . . . . . . . . 52

56. MINOR ALLIES . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Table of Contents

57. GERMAN ECONOMIC PENETRATION OF MINOR COUNTRIES . . . . . . . . . . . . . . . . . . . . . . . . . . 54 58. POLAND AND EASTERN EUROPE . . . . . . . . . . . . . . 54 59. DIPLOMACY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Miscellaneous Rules 60. ARABIA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 61. GIBRALTAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 62. IRAQ & KUWAIT . . . . . . . . . . . . . . . . . . . . . . . . 57 63. IRELAND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 64. MALTA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 65. SIBERIAN TRANSFER . . . . . . . . . . . . . . . . . . . . 58 66. SPAIN & SPANISH COLONIES . . . . . . . . . . . . . . . 58 67. THE SUEZ CANAL/EGYPT . . . . . . . . . . . . . . . . . 58 68. SWEDEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 69. SWITZERLAND . . . . . . . . . . . . . . . . . . . . . . . . 58 70. VICHY FRANCE . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Variants 71. VARIANTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Optional Rules 72. OPTIONAL RULES . . . . . . . . . . . . . . . . . . . . . . 59 Multi-player Games 73. THE MULTI-PLAYER GAME . . . . . . . . . . . . . . . . 60 Russian Surrender Rules . . . . . . . . . . . . . . . . . . 62 British Surrender Rules . . . . . . . . . . . . . . . . . . . . 63 Sequence of Play . . . . . . . . . . . . . . . . . . . . . back cover

VOLUME II

Diplomacy Appendix I - Diplomatic Points . . . . . . . . . . . . . . . . . . 3 Appendix II - Diplomatic Tables . . . . . . . . . . . . . . . . . . 4 Appendix III - U.S. - Axis Tension Table . . . . . . . . . . . . 12 Variants Appendix IV - Axis Variants . . . . . . . . . . . . . . . . . . . . 14 Appendix V - Allied Variants . . . . . . . . . . . . . . . . . . . . 15 Scenarios Appendix VI - Campaign Game . . . . . . . . . . . . 17 Appendix VII - 1939 Scenario . . . . . . . . . . . . . . . . . . . 19 Appendix VIII - 1940 Scenario . . . . . . . . . . . . . . . . . . . 19 Appendix IX - 1941 Scenario . . . . . . . . . . . . . . . . . . . . 21 Appendix X - 1942 Scenario . . . . . . . . . . . . . . . . . . . . 23 Appendix XI - 1944 Scenario . . . . . . . . . . . . . . . . . . . . . 23 Appendix XII - Barbarossa Scenario . . . . . . . . . . . . . . . . . 26

Designer's Notes . . . . . . . . . . . . . . . . . . . . . . . . 28

Design Credits . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Examples of Play . . . . . . . . . . . . . . . . . . . . . . . . . 31 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Terrain Effects Chart . . . . . . . . . . . . . . . . . . . back cover

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ADVANCED THIRD REICH

Rules

Introduction

1. OUTLINE OF PLAY 1.1 ADVANCED THIRD REICH may be played by two to six players. Each player controls one or more major powers. The number of major powers involved varies in each scenario. 1.11 In ADVANCED THIRD REICH, players may play a two-sided game, in which the Axis and Allies are treated as immutable coalitions, a three-sided game, in which the Axis, Western Allies and Russia each have their own victory conditions, or a multi-player game, in which each major power has distinct victory conditions and players may negotiate directly with both enemy and allied major powers. 1.12 In all ADVANCED THIRD REICH games, the diplomatic rules (59, Appendices I - III) may be used to simulate major power efforts to influence other major powers and minor countries. Players who do not wish to use the diplomatic rules should consult the optional rules (72), which set out the dates at which certain diplomatic results are implemented when the full diplomatic rules are not used. 1.2 ADVANCED THIRD REICH is played in game turns of three months each. A Campaign Game (Appendix VI), which begins in Fall 1939, can last up to 26 turns, for a normal playing time of up to 15 to 20 hours. Players who wish to play shorter games should select one of the other scenarios (Appendices VI - XII), which have playing times of three to eight hours. 1.3 Each ADVANCED THIRD REICH game turn consists of two player turns, during which players declare war, move their forces, attack enemy forces, construct unbuilt units and redeploy forces behind friendly lines. 1.4 Many activities in ADVANCED THIRD REICH involve the expend-iture of economic resources. These resources are measured in terms of Basic Resource Points (BRPs). The acquisition of BRPs through diplomacy and conquest and the destruction of enemy BRPs are two of the key elements of the game.

2. GAME TERMS 2.1 In ADVANCED THIRD REICH, some terms have exact meanings as defined in the rules. In addition, conventions have developed concerning the use of acronyms, both in conversation and in the rules themselves. The following list sets out the definitions and acronyms used in these rules: "A": Attacker eliminated. An offensive operation ground combat result. See 15.4. "Allies", "Allied": The Allies consist of Britain, France, Poland and whichever major powers and minor countries go to war with the Axis. Russia and the U.S. are not considered Allied until they are at war with the Axis.

"associated minor countries": A minor country which is attacked by a major power becomes associated with any major power which intervenes on behalf of the minor country against the invading major power (55). Association may also be triggered by a diplomatic result. "ASW": Anti-submarine warfare. This term is used to refer both to Allied SW units which operate against German submarines and Allied fleets assigned to anti-submarine duties. "Axis": The Axis consists of Germany, Italy and whichever minor countries join them in their war with the Allies. "BRP", "BRPs": Basic Resource Point(s). BRPs are the fundamental currency of the game, and are used to measure the economic strength of each country. See 33. "CA", "CA1", "CA2", "CA3": Counterattacks by defending units. An offensive operation ground combat result. See 15.4. "colonies": Minor countries which are controlled by a major power at the start of the Campaign Game. Colonies do not have independent military forces except after a diplomatic result. "combat phase": The portion of a player turn in which combat is resolved. "CRT": Combat Results Table. The CRT is used to resolve ground combat during offensive operations. "D": Defender eliminated. An offensive operation ground combat result. See 15.4. "DM", "DMs": Defense Multiplier(s). The defensive strength of a ground unit during offensive operations is calculated by multiplying its combat factor times the net DM. DMs can be both positive and negative, and are always cumulative. See 15.22. "DP", "DPs": Diplomatic Point(s). DPs are used to represent the diplomatic influence of the various major powers. See 59.1. "DRM", "DRMs": Die (Dice) Roll Modifier(s). This term refers to the modifications to a die or dice roll. The result of the roll is determined by the result after all DRMs are taken into account. "DoW", "DoWs": Declaration(s) of War. A neutral country may not be attacked without a DoW. DoWs against minor countries cost 10 BRPs. DoWs against major powers normally cost 35 BRPs. See 46. "Ex": Exchange - both the attacker and defender suffer losses. An offensive operation ground combat result. See 15.4. "force pool": The units, built and unbuilt, available to each major power. A major power may not construct more units of a given type than are contained in its force pool. Components and Concepts "fronts": The mapboard is divided into three fronts - the western, eastern and Mediterranean. At the start of each player turn, the moving major powers must select the option they wish to carry out for each of the three fronts on the mapboard. "game turns": Each year consists of four game turns. These are identified by the seasons: Spring, Summer, Fall and Winter. "IC", "ICs": Industrial Center(s). ICs represent areas of Russian industrial production. The BRPs derived from ICs make up a considerable portion of the Russian BRP total. ICs may be moved, captured and destroyed. See 34. "initiative": For each game turn, the order in which the player turns occur is determined according to which side has the greater number of BRPs. See 9.1. "limited offensive(s)": Some units on a front on which an attrition option

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has been selected may carry out offensive operations. This is termed a limited offensive. See 17. "major powers": The six countries which have independent BRP levels and force pools: Germany, Italy, Russia, Britain, France and the U.S. "minor allies": A minor country may become allied with a major power as a result of a diplomatic die roll. See 56. "minor countries": All countries, including colonies, other than the six major powers. "movement phase": The portion of a player turn in which units are moved. "objectives": Cities printed in red. Objectives are often used for victory determination. There are fourteen objectives on each front. "options": Each player turn, each major power must select an offensive, attrition or pass option for each front. See 13. "player turns": Each game turn is divided into an Axis and an Allied player turn. "SAC": Strategic Air Command. SAC factors are used to represent Western Allied heavy bombers, and are used in offensive SW operations against Germany. "SR", "SRs", "SRed": Strategic Redeployment(s), Strategically Redeploy(ed). SR takes place during the SR phase, at the end of each player's turn, and allows the movement of a limited number of units behind friendly lines. See 20. "SW": Strategic Warfare. SW involves the use of submarines, SAC, ASW and interceptors. SW is resolved at the end of each game turn. Successful SW eliminates enemy BRPs and limits enemy SRs. See 42. "unit construction phase": The portion of a player turn in which units are constructed. See 19. "Western Allies", "Western Allied": All Allied major powers and minor countries, other than Russia and its minor allies and associated minor countries. "YSS": Year Start Sequence. The YSS takes place at the start of each year, before the first game turn of the year. During the YSS, the BRP levels of all major powers are determined and decisions as to SW and diplomatic expenditures for the upcoming year are made. See 32. "ZoC", "ZoCs": Zone(s) of Control. A fully supplied armor unit exerts a ZoC into adjacent hexes. ZoCs influence enemy movement, unit construction and supply. See 12.

3. GAME COMPONENTS 3.1 ADVANCED THIRD REICH consists of the following components:

A. Two unmounted 22" x 30" map sheets. B. Four counter sheets. C. 64-page rulebook. D. 36-page appendices. E. Six table and player aid cards. F. Six scenario cards. G. Two dice.

4.2 GRID COORDINATES: Each map board hex may be identified by a specific grid coordinate reference. Each row of hexes running east-west has been given a specific letter designation, while a second reference is

composed of numbers running diagonally northwest to southeast. Thus Lisbon is V8, Marrakech is EE2, Dublin H22, Rome Y22, Berlin L31, Helsinki D41, Moscow H47 and Perma D61.

4.11 FRONT BOUNDARIES: Solid red front boundaries separate the map board into three fronts: eastern, western and Mediterranean. Fronts are significant with respect to a variety of situations, such as the choice of options by players, weather and oil effects.

4.3 PLAYABLE HEXES: National borders (black dashed lines) and geographical features have been rationalized to conform to the hexagonal grid. Solid gray hexes (Switzerland and the edges of the board) are not playable and are impassable to all units, including air and naval units. All other hexes are playable. 4.31 Ground movement, combat, SR and the tracing of supply lines is not allowed across all-Qattara hexsides (NN25-NN26 and MM26-NN26). This prohibition does not apply to air operations.

all-land hexside

4.4 LAND/SEA HEXES: Land terrain is defined as the area inside the shoreline bordering all bodies of water. Hexsides must contain land on both sides to allow normal ground movement or combat across them. Similarly, sea hexsides are defined as any hexside containing blue on both sides of the hexside, provided the blue is not solely attributable to a river. Naval movement is allowed only across sea hexsides (EXCEPTION: The Suez canal - 67.1). Where the red front boundary follows a coastline it is treated as sea for the purposes of this rule. Lakes which do not completely cover a hexside have no effect on play and are included on the map board for aesthetic purposes only. 4.41 Hexsides which are partially sea and partially land are considered both land and sea for all purposes. 4.42 Any completely gray land mass is impassable to ground units. Such areas are included on the map board for aesthetic purposes only. Thus areas such as the islands east of Athens (DD28 and CC28) do not exist for game purposes. Similarly, the extended northernmost peninsula on the Caspian Sea in W52 does not exist for game purposes. Any ground unit in W52 would be considered to be on the southernmost peninsula. F33 is not considered a one-hex island (4.72), even though the G32 portion of the island is unplayable. 4.43 LAND MOVEMENT: Terrain never slows ground units. Except at a crossing arrow (4.46), ocean and lake hexsides may not be crossed by ground units without naval assistance. 4.44 Units are not "adjacent" for the purposes of pass option movement, exploitation (15.62) or SR when they are separated by all-water (non-river) hexsides, including those containing crossing arrows.

4. TERRAIN AND THE MAPBOARD 4.1 The map board consists of a map of Europe, North Africa and the Middle East. Superimposed over the map board is a hexagonal grid, which is used to determine movement.

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4.45 The ZoC (12) of armor units does not extend across all-water hexsides, including those containing crossing arrows. ZoCs do extend across rivers.

4.46 CROSSING ARROWS: Red crossing arrows permit ground units to move or engage in offensive or attrition combat across all-water hexsides in either direction. Crossing arrows occur only in Denmark (3), Scotland (1), the Turkish Straits (2), the strait of Kerch (1) and the strait of Messina (1).

Capital-Port Port Objective City

4.5 CITIES: 4.51 The term "city" includes capitals, objectives and ports. 4.52 Capitals (any city designated by a star, including those in colonies) and objectives (any city printed in red) may not be selected for attrition occupation (16.5). Infantry and replacement units defending against exploiting armor in such cities are not subject to an adverse DM (15.24). See 29.2 for details of capitals as supply sources. 4.53 Ports (any city designated by an open, non-solid black or red circle) may base naval units (27.1). Capital-ports (Algiers, Athens, Helsinki, Lisbon, Oslo, Stockholm, Tripoli) function as both a port and a capital. Brindisi is on the east coast of AA25; naval units may traverse it only via the easternmost of the two water areas within the hex. Similarly, Rosyth (F26) is on the east coast of Scotland, Plymouth (K21) is on the southern coast of its peninsula, Lorient (N19) is on the southwest coast of its peninsula and Famagusta (GG34) is on the southeast coast of Cyprus. 4.54 Other cities, designated only by black dots, have no military significance except for their ability to base air units (26.11). Such cities have no effect on combat.

Maginot (4.62) West Wall (4.63)

4.6 FORTRESSES: 4.61 Malta and Gibraltar are always fortress hexes. All other fortress hexes lose their fortress status permanently as soon as they are occupied by an enemy unit. 4.62 Maginot hexes lose their status upon the fall of France, and are not treated as fortress hexes in the 1941, 1942 and 1944 scenarios. 4.63 The German West Wall (Q25, Stuttgart, Frankfurt, Bonn and Essen) is shown with gray fortress symbols on the board. West Wall hexes do not become actual fortress hexes until the start of 1944, and then only if they are under Axis control. Allied occupation of a West Wall hex prior to 1944 does not prevent the hex from becoming a fortress, provided the Axis recapture the hex prior to the start of 1944. 4.64 Units defending in Malta, Gibraltar, and, while fortress hexes (4.61), Leningrad, Sevastopol, Berchtesgaden (Axis variant 25) and Moscow and Stalingrad (Allied variant 13) receive a +2 DM (15.23E) when attacked from any direction. Units defending in Maginot and West Wall hexes receive this +2 DM if attacked from hexes faced by their fortifications or by

airborne units airdropped on them. If attacked from the rear the fortifications in such hexes are disregarded. 4.65 Fortress hexes act as supply sources only where specified (29.2). 4.66 Fortress hexes may not be selected for attrition occupation. This prohibition does not extend to hexes which have lost (4.61) or not yet obtained (4.63) their fortress status, or to Maginot or West Wall hexes which are attacked from a hex which is not faced by their fortifications. 4.67 The ZoCs (12) of armor units do not extend into fortress hexes, nor into Maginot and West Wall hexes across the sides marked with fortifications. ZoCs do extend out of fortress hexes (EXCEPTION: Where armor units in the Maginot Line are facing West Wall fortifications, or vice versa. This may only occur if France survives until 1944). 4.68 Leningrad is a fortress under Russian control at the start of all scenarios. 4.681 Sevastopol is a fortress under Russian control at the start of the Campaign Game and the 1939, 1941, 1942 and Barbarossa scenarios. Sevastopol is not a fortress in the 1944 scenario, because it has been occupied by the Axis, then recaptured by the Russians, before the start of the scenario (4.61). 4.7 ISLANDS: Islands which have beach hexes may be invaded only at those beach hexes. 4.71 Islands so small that they are shown in gray are included on the board for aesthetic purposes only. Such islands are not playable, may not be invaded and are not considered islands for game purposes. 4.72 One-hex islands, including Scapa Flow, 132 (the Danish island containing Copenhagen) and 131 (27.431), but not the island at the northern tip of Denmark, may be invaded, provided they do not contain an enemy 9-factor fleet at the moment the invasion is resolved (27.432). 4.73 Supply may be traced to one-hex islands even if they do not contain a port or bridgehead (29.331). Units may also be SRed in and out of such islands (27.67). 4.8 TERRAIN EFFECTS ON GROUND COMBAT: The Terrain Effects Chart printed at the back of the Appendices summarizes the effects of terrain features on combat. 4.81 The defensive strength of a ground unit attacked during an offensive option or limited offensive operation equals its printed combat strength times its net DM (15.22). 4.82 Defending ground units receive a +2 DM (i.e., have their combat factor at least doubled) regardless of terrain (15.23A), subject to possible negative DMs (15.24). 4.83 Ground units defending against a seaborne invasion receive a +1 DM, even if they are simultaneously attacked by enemy ground units from adjacent land hexes or by dropped airborne units (15.23B). Beach hexes do not otherwise benefit the defender. 4.84 Defending ground units receive a +1 DM when behind a river or a hexside crossing arrow if all the attacking ground units are on the opposite side. This DM is negated if the defending units are attacked by other ground units on their side of the river or crossing arrow, including an airborne unit dropped on top of the defenders (15.23C). 4.85 Defending ground units receive a +1 DM when in a mountain or swamp hex (15.23D). 4.86 Defensive benefits are cumulative: a unit defending on a mountain behind a river is quadrupled (a DM of +4); a unit defending in a fortress against seaborne invasion is quintupled (a DM of +5). Terrain effects on movement and combat are summarized in the Terrain Effects Chart (4.8). The interaction between positive and negative DMs is detailed in 15.22. 4.9 MAPBOARD BOXES: 4.91 U.S. BOX: The U.S. box represents North America. Newly constructed American units are placed in the U.S. box, as are British fleet factors rebuilt in Canada. Naval units may intercept from the U.S. box and may be moved into the SW box, but otherwise may only leave the U.S. box by initially deploying to Europe during the SR phase (EXCEPTION: 20.73). 4.92 STRATEGIC WARFARE (SW) BOX: The SW box represents the Atlantic shipping lanes and the air war over Germany. German submarines and interceptors and Allied ASW and SAC factors are inverted to conceal their true number and placed in the SW box during the SW deployment

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phase of the YSS and each Spring, Summer and Fall game turn. German air factors and Allied 9-factor fleets assigned to SW are openly placed in the SW box. German raiders may attempt to enter the SW box prior to SW resolution in order to disrupt Allied convoys. Other than raiders, units may only move to and from the SW box during the SW phase. 4.93 MURMANSK BOX: The Murmansk box represents the northern ports in Norway and the Murmansk convoy route. German air and naval units in Bergen may either move or SR into the Murmansk box, both to oppose Allied convoys to Russia and (fleets only) to facilitate movement to the SW box as raiders. Allied fleets may enter the Murmansk box during the SR phase to protect convoys to Russia. German submarine and Allied ASW factors may be allocated to the Murmansk box during a SW deployment phase. 4.94 SOUTH AFRICA BOX: Allied units which SR between the western front and Suez, Basra, Bushire or India (20.511, 20.512) incur a one-turn delay and are placed in the South Africa box while in transit. Similarly, during the first turn of Allied BRP grants to Russia through Persia (38.4) a counter is placed in the South Africa box to indicate the transit of BRPs. 4.95 INDIA BOX: Allied units which have SRed to India (20.512) are placed in the India box. 4.96 SIBERIA BOX: Russian units in transit to or from Siberia (20.514) are placed in the western portion of the Siberia box. Units actually in Siberia are placed in the eastern portion of the Siberia box.

5. MAPBOARD CHANGES 5.1 The ADVANCED THIRD REICH map board includes the following significant changes from the 4th edition THIRD REICH map board:

5.2 PORTS: 5.21 Helsinki, Lisbon, Oslo and Salonika are ports. Suda Bay (in Crete, hex GG26) is a port. Famagusta (in Cyprus, hex GG34) is a port on the southeast coast. 5.3 CAPITALS: 5.31 Tunis is the capital of Tunisia; Algiers is the capital of Algeria; Rabat is the capital of Morocco. 5.32 Tripoli is the capital of Libya. 5.33 Baghdad is the capital of Iraq and an objective. 5.34 Tehran is the capital of Persia. 5.35 Tirane is the capital of Albania. 5.36 Kiev is the capital of the Ukraine while it is an active German minor ally (see Appendix II).

5.4 TERRAIN: 5.41 The southern beaches in Lorient (hex N19) and Famagusta (hex GG34) have been deleted. 5.42 The Danube has been extended into Hungary and Germany. The Douro and Tagus rivers have been added in Portugal and Spain. 5.43 Mountains have been added in Greece, southern Turkey, Spain and French North Africa. 5.44 Swamp hexes have been added west of Vologda. 5.45 The map board has been extended to include the rest of Iraq, Kuwait and parts of Persia, Algeria and Morocco. 5.46 The coastlines in Britain and the Crimea have been modified. 5.5 BORDERS: 5.51 The borders of Vichy France, the Ukraine and the Polish Corridor are shown in gray. 5.6 NAZI-SOVIET PACT LINE:

5.61 The Nazi-Soviet Pact area includes the Finnish border hexes (A46, B45, C44), and the two hexes south of Lvov (Q34 and R34). 5.7 START LINES: 5.71 A 1941 and 1942 Start Line has been added in Libya. 5.8 BRP VALUES: 5.81 Eastern Poland (58.4) is worth 10 BRPs.

5.82 The Baltic States (58.5) are worth 15 BRPs. 5.83 Bessarabia (58.6) is worth 5 BRPs. 5.84 The Finnish border hexes are worth 5 BRPs. 5.85 Iraq is worth 10 BRPs.

5.9 ADDITIONAL CHANGES: The initial locations of Russian ICs are shown in gray. Ploesti is represented as an oil center. Mosul is no longer an objective. South Africa, India and Siberia boxes have been added to indicate the location of units which are not on the board.

6. COUNTERS

Infantry Armor Airborne Partisan Replacement Commando

6.1 Ground unit counters show a combat factor as the first (left) number on the counter, followed by a movement factor (EXCEPTION: Replacement counters, which may not move, show only a combat factor). Commandos may be used by the British only if Allied variant 16 is played.

Air Fleet Partial Fleet British Submarine

6.2 Air unit counters also show a combat factor and a movement factor. Fleet unit counters show only a combat factor; their range is unlimited within their front. Each country is provided with partial fleet counters (27.7). British submarines may only base in Malta (64.4).

German ASW SAC Interceptor Submarine

6.3 SW counters (submarines, ASW, SAC and interceptors) show only a number representing the strength of the unit.

6.4 BRP counters are used on the BRP track on each major power's scenario card. Year and season counters are used on the Time Track on the mapboard. A marker has been provided to help keep track of the U.S. - Axis tension level (Appendix III). Numbered counters are used to select variants (71).

Industrial Airbase Bridgehead Rocket

Center Base

6.5 1C counters are used to represent concentrations of industry in Russia (34). Each major power has a limited number of airbase (26.12) and bridgehead (28) counters. Rocket bases may be built by Germany if it selects Axis variant 24.

7. SCENARIOS 7.1 When beginning a game of ADVANCED THIRD REICH, players must choose the scenario they wish to play. Players may select from the Campaign Game, 1939, 1940, 1941, 1942, 1944 and Barbarossa scenarios. The details of each scenario are found in Appendices VI -XII. In each case,

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the historical situation at the starting date of the scenario is set out, along with other information and rules applicable to the scenario.

7.2 The information contained in each scenario consists of the following: 7.21 DURATION: This defines the length of the scenario. Players playing the 1941 or 1942 scenarios may, if they agree beforehand, continue past the end of the scenario and play to the end of the Campaign Game scenario (Winter 1945), using the Campaign Game victory conditions. 7.22 SITUATION: This indicates which nations are at war and which diplomatic results are in effect at the start of the scenario. No BRPs are expended to attain these states of war. 7.23 ORDER OF DEPLOYMENT: Prior to play, each nation involved in the scenario sets up its forces in the indicated order. 7.24 ORDER OF MOVEMENT: Once play begins, the indicated order of movement is followed. 7.25 VICTORY CONDITIONS: In each scenario, the victory conditions for both two-player and multi-player games are indicated. 7.251 The winner of the scenario is determined only at the end of the scenario, unless one side concedes. If both sides fulfill their victory conditions, the winner is determined by comparing the level of victory conditions achieved. Similarly, in a multi-player game, more than one major power may achieve its victory conditions. EXAMPLE: In a two-player Campaign Game, the Axis control 28 objective hexes at the end of the Winter 1943 game turn, giving the Axis a marginal victory. The Allies then conquer the Axis by Winter 1944, giving them a tactical victory. The Allies would win the game. Had the Allies conquered the Axis in Spring 1945, the Allies would also achieve a marginal victory and the game would be drawn.

EXAMPLE: In a multi-player Campaign Game, France survives until Summer 1941, achieving a tactical victory. If Italy held seven objective hexes at the end of the game, it would achieve a decisive victory and would win the game. 7.252 Britain and Russia are considered to be conquered for the purpose of the Axis two-player Campaign Game victory conditions only if their surrenders are in effect at the end of the game (Winter 1945). 7.253 To fulfill their victory conditions in a two-player Campaign Game, the Allies must only conquer Germany. Italy surrenders if Germany is conquered (47.411). Major powers are conquered as described in 47. 7.254 When victory is determined by the possession of objective hexes at the end of play, objectives in neutral minor countries are not credited to either side unless one side or the other has gained control over them as a consequence of a diplomatic result. If Italy or Russia remain neutral, objective hexes under their control at the end of play are credited to the Axis/Allied totals in a two-player game and to the Italian/Russian totals in a multi-player game. If Britain or Russia surrender, all objective hexes under British or Russian control at the end of the game are counted in the Allied total. 7.255 Where one player controls two or more major powers in a game governed by multi-player victory conditions, that player must abide by the victory conditions of the nation under his control which controls the most objective hexes at the start of the scenario. Although the player controls the forces of one or more other major powers, those major powers are not considered for victory determination purposes except insofar as they influence the victory conditions achieved by other, determinant major powers. 7.256 In a multi-player game, a player may withdraw from the game at any time by assigning play of his major power(s) to another player participating in his alliance. When a player acquires a second or third major power, that player must abide by the victory conditions of the nation under his control which controls the most objective hexes at the time he takes control of the additional major powers. The acquiring player may choose a major power for victory determination purposes only if the additional major powers have the same number of objective hexes as his original major power when he acquires control over them. 7.257 As players withdraw, the game may ultimately become a two-player game in which normal two-player victory conditions apply. 7.258 If a scenario is played where there are separate British and American players, they play as partners, winning or losing jointly. 7.26 BRP LEVEL AND GROWTH RATE: The starting BRP level for each major power is indicated. The source of these BRPs, including each

major power's BRP base, is set out in parentheses. The growth rate (33.2), which determines the rate of BRP increase each year, is listed below each major power's BRP level. 7.27 SR LIMIT: The basic SR limit for each major power (20.1) is listed. For convenience, reference is made to the rules which govern the possible reduction of this basic SR limit. 7.28 DP ALLOCATION: The basic number of DPs for each major power (59.1) is listed, together with additional DPs which may be available at the start of the scenario. 7.29 FORCE POOL: "At start" forces are placed on the map board during the initial setup of the scenario. Other forces become available as "allowable builds" as indicated. In each Appendix, the number of units of each type available to each major power is indicated in brackets ("[ ]"). The number which precedes the brackets indicates units added to or, in the Barbarossa scenario, subtracted from, each major power's force pool at a given time. 7.291 Once forces are available, they may be constructed during a player's unit construction phase. Units eliminated during the game are returned to the owning major power's force pool as allowable builds. (EXCEPTIONS: Airborne units may not be reconstructed during the game turn they are eliminated (24.4). Minor country armor and air units may be permanently eliminated (53.5). Minor country naval units (27.85) and "free Russian" units (Axis variant 18) may never be reconstructed). EXAMPLE: Germany begins the Campaign Game with eight 3-3 infantry units, four 4-6 armor units, four 5-4 air units and two 9-factor fleets. During the Fall 1939 unit construction phase, twenty 3-3 infantry units, eight 4-6 armor units, two 5-4 air units and one 9-factor fleet are added to the German force pool. These may be constructed during the Fall 1939 unit construction phase, subject to BRP spending limits. Germany's third 9-factor fleet and its two 5-6 armor units may not be constructed until they are added to Germany's force pool during the Spring 1942 and Spring 1943 unit construction phases. 7.292 AIRBASE COUNTERS: The number of airbase counters (26.12) available to each major power is indicated. 7.3 DEPLOYMENT LIMITS: A major power may be required to place specific minimum forces in a given location or area. Additional forces may be placed in such areas, subject to stacking limits. Deployment limits apply only to the opening setups of scenarios. Forces may move freely once the scenario begins. EXAMPLE: Britain must begin the Campaign Game with at least one air factor and one 1-3 infantry unit in Malta. Additional ground or air units may be placed in Malta, but a 3-4 infantry unit could not substitute for the 1-3 infantry unit. Similarly, a 4-5 armor unit could not substitute for the 2-5 armor unit which must be placed in Egypt. 7.31 CONTROL: The indicated areas are controlled by the major power at the start of the scenario. Units may only be placed during opening setup in controlled areas. In the Campaign Game, a player may not set up units in areas controlled by another major power, even if that major power is an ally. Thus Britain could not begin the Campaign Game with units in France, although it could, with French permission, move units into France during the Allied Fall 1939 player turn, nor could Germany begin the Campaign Game with units in Rumania. 7.32 SURPLUS SW: The 1941, 1942 and 1944 scenarios begin with one side or the other having some SW factors already in play. This amount may be increased by SW construction during the YSS at the start of those scenarios. SW construction has already occurred in the 1940 scenario. 7.4 SCENARIO CARDS: Each scenario card contains a summary of the information set out in the Appendices for each major power. In addition, each scenario card has a BRP track which players may use to record BRP levels by moving each major power's three BRP counters along the 100's, 10's, and 1's line. Players may wish to keep a written record of BRPs, as such a record is immune from table-jostling and is useful in providing reliable answers to questions such as "Did you subtract 15 BRPs for that offensive option?" 7.5 BEGINNING A GAME: Each player places his at start forces on the map board, following the order of deployment, and places his allowable builds on the force pool section of his scenario card. Each major power's BRP counters are placed on its BRP track, and each major power's airbase, bridgehead and substitute air and naval counters are kept available. 7.51 Once all at start forces have been set up, SW construction and DP purchases take place in the 1941, 1942 and 1944 scenarios. In the Campaign Game and 1939 scenarios these steps are omitted. Players then allocate their DPs (59.2).

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7.52 Once DPs have been allocated, play begins as indicated by the order of movement for the scenario.

8. TABLES 8.1 The following tables are set out on separate sheets to facilitate reference during play: A. Combat Results Table. B. Attrition Table. C. Air Defense Table. D. Air Attack Table. E. Air Force Nationality DRM Chart. F. Naval Interception Table. G. Fleet Combat Table. H. Naval Nationality DRM Chart. I. Fleet Staying Power Table. J. Naval Reconstruction Table. K. Russian Winter Table. L. SW Ratio Table. M. SW Effects Table. N. British Resistance Table. 0. Russian Resistance Table. P. Year Start Sequence of Play. Q. BRP Costs Chart. R. Minor Country Forces Chart. 8.2 The Combat Results, Attrition, SW Ratio and SW Effects Tables are also printed on the map board for quick reference.

9. SEQUENCE OF PLAY 9.1 BRP LEVEL DETERMINATION AND ORDER OF PLAY:

9.11 At the beginning of each game turn, the Axis and Allies each total their remaining BRPs to determine which side holds the initiative. The side with the higher total has the initiative and moves first in the coming game turn. If the BRP totals are equal, the order of play from the previous turn prevails. For the purpose of determining the initiative, a major power which has incurred a BRP deficit is considered to have a BRP total of zero. 9.111 The Axis move first in the first turn of the Campaign Game and the 1939, 1940, 1941 and 1942 scenarios. 9.12 The side which played last in a game turn may find that it will move first in the next game turn, thus obtaining a "double move". The opportunities offered by such a development are exceptional, and may warrant the limiting of BRP expenditures in order to keep a higher BRP level than the opponent. On the other hand, there are hazards connected with a double move, because the other side may later regain the initiative and thereby obtain a double move itself. The side with the initiative may never obtain a double move, because it is already moving first. 9.13 Italian BRPs are always included in the Axis total, whether or not Italy has entered the war, and Germany and Italy conduct their turns at the same time. Russian and American BRPs are not included in the Allied total until they are at war with Germany. However, Russia and the Western Allies conduct their turns at the same time throughout the game, whether or not Russia is at war with Germany, and even if a neutral Russia has a larger BRP total than the Axis and the Axis have the initiative. 9.14 American BRPs are included in the Allied total only after the turn in which the U.S. enters the war, because a DoW by or against the U.S. would take place after the initiative has been determined for that turn. 9.15 The BRPs for newly activated minor allies (56.3F) and minor countries subject to German economic penetration (57.1) are added to the appropriate major power's BRP level at the start of the player turn following the diplomatic die roll which triggered the activation of the minor ally or the economic penetration. The BRPs for minor allies which switch sides (56.92) are added immediately after the diplomatic phase. The addition of these BRPs would not affect the determination of the initiative for that game turn. 9.2 SEQUENCE OF PLAY DURING PLAYER TURNS:

9.21 The detailed Sequence of Play printed on the back of the rulebook should be consulted by players regularly during play. The highlights of each

player turn are summarized below.

9.22 DECLARATIONS OF WAR (DoWs): Each major power, at the start of its player turn, announces any DoWs it is making that turn and immediately pays the BRP cost associated with each DoW. The forces of minor countries which have been subject to a DoW are then set up by an opponent of the major power which made the DoW (53.1). 9.23 OPTION DECLARATIONS: Each major power then announces its option for each front. Each major power immediately pays 15 BRPs for each offensive option it selects. 9.24 MOVEMENT: Once options have been declared, movement of units takes place. Supply is determined during the movement phase (29.4). 9.25 COMBAT: After all movement is completed, combat takes place. Limited offensive operations and regular offensive combat are resolved before attrition combat. Exploitation movement and combat takes place after the resolution of attrition combat. 9.26 UNIT CONSTRUCTION: After post-combat adjustments, including the removal of unsupplied units, unbuilt units may be constructed (19). 9.27 STRATEGIC REDEPLOYMENT (SR): During the SR phase, units may be SRed (20) and BRPs granted (36). 9.3 MINOR COUNTRY TURNS: Minor countries which have been attacked, but not conquered, conduct their turn immediately following the player turn of the major power which attacked them, even if the invader has obtained a double move and will thus move first in the coming game turn. A minor country player turn consists of movement, combat and unit construction only. Minor country units may only be SRed if the minor country is allied to a major power. Minor countries do not move independently once a major power has intervened to assist them (55). 9.4 SECOND PLAYER TURN: The opposing coalition then moves, repeating the steps outlined above. 9.5 SW RESOLUTION AND ALLOCATION: Once both sides have completed their player turns, German raiders may be sent into the Atlantic (44). SW is then resolved, after which SW forces are deployed for the following turn (42.4, 42.6).

MECHANICS OF PLAY

10. STACKING 10.1 The basic stacking limit is two ground units per hex, regardless of their combat strength. There are several exceptions to this general rule: 10.11 Three ground units may stack in London, but only if all three are British. 10.12 Airborne units are not counted for stacking limit purposes and may be added to any legal stack. This exception applies even if an airborne unit moves like a normal infantry unit, without dropping. It does not apply to an airborne unit employed in a seaborne invasion (24.5). 10.13 Up to five ground units may stack on a bridgehead counter (28.5). There is no increase in the stacking capacity of a bridgehead if it is in London (10.11). 10.14 Armor units may overstack on a breakthrough hex (15.7). Such overstacking must be remedied by the end of the attacker's SR phase, or excess units of his choice are eliminated.

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10.15 A defender may temporarily overstack if forced to do so when retreating during an enemy attrition option (16.54). The defender must remedy the overstacking during his next movement phase. If he is unable to do so, excess units of his choice are eliminated (16.56).

10.2 Stacking limits do not apply to ground units while moving, nor while they are embarked on fleets. A ground unit may not end its combat phase or its turn embarked on a fleet.

10.3 Stacking of air and naval units is unlimited while in the air or at sea. There are limits to the number of air and naval factors which may base at air bases (26.1) and ports (27.1). 10.4 There are some restrictions on units of allied nations stacking together in the same hex (49.4, 50.1, 51.1). Stacking which is not expressly prohibited is allowed.

11. HEX CONTROL 11.1 The areas controlled by each major power at the start of each scenario are set out in the Appendix relating to that scenario. 11.2 Once play begins, the control of land hexes is determined as follows: 11.21 Control of enemy and neutral hexes is gained by occupying or moving through such hexes. Each land hex is controlled by the last nation to have ground units in it or to pass ground units through it, subject to 11.22 and 11.23. 11.22 The initial conquest of a minor country gives the conqueror control of all hexes in the conquered country (see 54.2 for details and exceptions). 11.221 If two or more major powers cooperate in the conquest of a country or colony (54.7), the conquerors must decide, at the moment of conquest, which of them controls which hexes in the conquest. The conquerors may assign the control of hexes in any manner they choose (EXCEPTION: The capital of a conquest is always controlled by the conquering major power which first occupies it - 15.5, 54.8). If, in a multi-player game, conquerors are unable to agree on hex control after a cooperative conquest, hexes are controlled by whichever power has units closest to them. Ties are resolved by a die roll. 11.23 Hex control of a conquered major power is determined according to the rules which apply to the specific major power in question (47). 11.24 Hex control may not be transferred from a major power to an ally. The movement of friendly ground units through hexes controlled by a major power ally does not change the control of those hexes. A major power may SR into, place airbases in, and trace supply through, hexes controlled by its allies (20.2, 26.122, 29.322). 11.25 If the U.S. is at war with the Axis, all British-controlled hexes are jointly controlled by Britain and the U.S. 11.3 When an "Ex" result occurs in combat and the attacker loses his entire ground force, or for any other reason fails to occupy an attacked hex with at least one ground unit (15.5), the attacked hex remains in control of the defender. A hex thus does not necessarily pass to the control of the attacker when its defenders are eliminated. An attacker must advance a ground unit into the hex in order to gain control of it (EXCEPTION: Hexes defended by partisans - 25.5). Similarly, if an airborne unit drops on enemy defenders and both forces are eliminated, the defender retains control of the hex. 11.4 Placing an enemy-controlled hex in the ZoC of a friendly armor unit does not change the status of the hex. A ground unit must physically enter a hex in order to gain control of it.

12. ZONES OF CONTROL (ZoCs) 12.1 Armor units exert a ZoC into the six hexes adjacent to the hex they

occupy, subject to the qualifications set out in 12.12. 12.11 ZoCs extend across rivers, across the Suez canal and through friendly fortress hexsides into adjacent hexes. 12.12 ZoCs do not extend across all-water hexsides, hexsides containing crossing arrows or through enemy fortress hexsides. 12.2 ZoCs adversely affect enemy movement (14.63), unit construction (19.3), airdrops (24.1) and supply lines (29.32). 12.3 An armor unit which has its mechanized component temporarily negated acts as an infantry unit and has no ZoC until its mechanized component is restored (23.2).

13. OPTION SELECTIONS 13.1 OFFENSIVE OPTIONS: A major power must pay 15 BRPs for each offensive option it selects. A major power could thus spend as many as 45 BRPs on offensive options in a single turn if it selected an offensive option for all three fronts. 13.11 A major power selecting an offensive option for a front must either make at least one ground combat attack or conduct at least one offensive air or naval mission against enemy forces on that front. This requirement is met even if enemy forces intercept and prevent the mission from being completed. 13.2 ATTRITION OPTIONS: Attrition options require no BRP expenditure. A major power may select an attrition option for a front even though none of its forces will engage in attrition combat on that front. Combat is not a requirement for the selection of an attrition option. A player may wish to select an attrition option rather than a pass option in order to enter uncontrolled hexes during his movement phase, even though he will not be in contact with adjacent enemy ground units at the end of the movement phase. 13.3 LIMITED OFFENSIVES: Limited offensive operations may only be carried out on a front where an attrition option has been selected. Limited offensive operations require BRP expenditures according to the forces used. No more than 14 BRPs may be expended for limited offensive operations on a single front. 13.4 PASS OPTIONS: No BRPs are required to conduct a pass option. 13.41 A pass option must be selected on a front in the following situations: A. An allied major power wishes to conduct an offensive option on a front and other major powers are unwilling or unable to do so themselves. If one allied major power selects an offensive option on a front, others must do so as well or select a pass option. B. If a major power finds itself unable to comply with the requirements of an already announced offensive option (13.11), it must pass instead and forfeit the 15 BRPs it paid for the offensive option. C. After the play of Allied variant 19 (Hitler assassinated) or Allied variant 23 (Italian general strike). 13.5 MORE THAN ONE OPTION ON THE SAME FRONT: If one major power selects an offensive option on a given front, its major power allies must join in the offensive option or pass. A major power may not select an attrition option on a front where another major power has selected an offensive option, even if no attrition combat is contemplated. In multi-player games, if allies cannot agree on the option to be used on a front, the player wishing to select an offensive option prevails. His allies must then also select an offensive option or pass on that front (EXCEPTION: Once it is at war with the Axis, Russia always determines the option to be used on the eastern front). This restriction does not apply until an alliance is activated. If Italy is not at war with the Allies it could select an attrition option on a front where Germany has selected an offensive option. 13.51 When two or more major power allies join in conducting an offensive option, each major power must pay 15 BRPs. 13.6 If two major powers are conducting attrition options on a front, and both wish to conduct limited offensive operations as well, no more than 14 BRPs may be expended in total. In a multi-player game, if two major powers cannot agree on how to limit the forces involved in limited offensive operations to comply with this restriction, neither major power may spend more than seven BRPs. If three major powers cannot agree, none may spend more than four BRPs. 13.7 OPERATIONS ACROSS FRONT BOUNDARIES:

13.71 The hex which receives the action determines the option required.

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EXAMPLE: British naval units in the Mediterranean could invade southern France, or land a sea transport mission at Marseilles, even if Britain selected an attrition or a pass option in the Mediterranean. Similarly, air units in northern Italy could attack targets in southern France. In both cases, an offensive option or a limited offensive operation would be required on the western front. If a pass option were selected in the Mediterranean, the sea transport mission described above could not land ground units in Genoa, even if they then moved by land and attacked a western front hex. The restrictions on invasions in winter (31.3) apply to the front through which the naval units move, so the invasion described above would be permitted even in winter. EXAMPLE: Italian ground units in Turin and U21 could attack adjacent units in France during an Italian western front offensive option, even if Italy selected an attrition or a pass option in the Mediterranean. Similarly, the Italian units could be counted as part of a western front attrition, even if Italy selected an offensive or pass option in me Mediterranean. In both cases, the restrictions on movement during a pass option would not prevent the Italian units from moving to the border. 13.72 A unit may only participate in an action on two fronts by conducting a single attack against units in several hexes on different fronts (15.33), or by exploiting from one front into an offensive attack situation on another front. A unit at a front boundary may not make separate attacks against defending units on both fronts, be counted in the attrition total for both fronts, or attrition on one front and make an offensive attack on the other. 13.73 Exploiting armor units from one front may engage in offensive combat on another front only if an offensive option is in effect on that front. Exploiting armor units may enter a front for which an attrition option is in effect, but may not engage in attrition or offensive combat on that front (15.658).

14. THE OFFENSIVE OPTION - MOVEMENT 14.1 During an offensive option, a player may move all, some or none of his units. A player first moves his air units, then his naval units, then his ground units. 14.11 VOLUNTARY ELIMINATION OF UNITS: Immediately before beginning his movement phase, a player may voluntarily eliminate any of his own units and return them to his force pool (EXCEPTION: France -48.3). Forces of inactive minor allies, including Vichy France, may not be voluntarily eliminated prior to activation. ICs may also be destroyed at this time (34.43). Units which are voluntarily eliminated may not be reconstructed during the game turn in which they were eliminated. 14.12 Airbase counters may not be voluntarily eliminated, but one airbase may be "recycled" each turn (26.123). 14.2 Terrain does not affect movement except for certain impassable hexsides (4.31, 4.43). Otherwise, all movement costs one movement factor per hex traversed. Movement factors may not be transferred from one unit to another, nor may they be accumulated from one turn to the next. 14.3 AIR UNITS: Air units may stage (change base) during the movement phase (26.2). German air units may move in or out of the Murmansk box (37.4). Counterair missions (26.43) may be conducted after the staging of air units and before the movement of naval units and supply determination. 14.4 NAVAL UNITS: Naval units may change base during the movement phase. Such base changes are subject to interception by enemy air and naval units (21.21). German fleets may move in or out of the Murmansk box (37.4). 14.5 SUPPLY: Supply is determined during the movement phase, after air and naval movement, but before ground movement (29.4). 14.6 GROUND UNITS: Ground units may move up to the limit of their movement factor, subject to the following: 14.61 Ground units which are out of supply may not move (29.531). 14.62 Armor units and motorized infantry units which are in limited supply

have their movement factor reduced to three (23.2, 29.521B). 14.63 The ZoCs of hostile armor units affect movement. It costs a ground unit two additional movement factors, for a total of three, to leave a hex in the ZoC of hostile armor, or to move from one such hex to another. There is no extra cost to enter a ZoC. ZoCs have no effect on the movement of air and naval units. 14.64 Ground units must expend one additional movement factor to execute an overrun (14.81). 14.65 Ground units may be moved together, both for convenience and to execute overruns (14.8). A ground unit may also defer part of its movement in order to wait for another ground unit to move, then continue its movement, alone or in conjunction with the other unit, up to the limit of its movement factor. 14.7 Ground units may not move onto or through hexes occupied by hostile ground units except when conducting overruns (EXCEPTION: Airborne units may airdrop atop hostile ground units - 24.14). 14.8 OVERRUNS: Overruns may be conducted only during offensive options. Overruns may take place during the movement phase of both regular and exploitation movement or following sea transport. Units being overrun are subject to both positive and negative DMs (15.22). 14.81 Overruns are conducted by moving no more than two units (EXCEPTION: Overstacked airborne units), one of which must be armor, through one hexside onto the attacked unit(s) at odds of 6-1 or greater. Each overrunning unit must expend one additional movement point to occupy the overrun hex. If the overrunning units do not have sufficient movement points, the overrun may not take place. 14.82 An overrun may be assisted by available offensive air for ground support. The defender may provide defensive air support to units being overrun. This defensive air support may be intercepted by uncommitted offensive air units within range at the time of the overrun. Such air combat is resolved immediately. 14.821 If defensive air support reduces the overrun odds to less than 6:1, the overrun may not take place. During the ensuing combat phase the units which unsuccessfully attempted the overrun, including any air units which provided ground support, must conduct a normal attack against the defending unit(s). They may be assisted in this attack by other units. 14.822 Airborne drops may not be used to assist overruns. 14.83 Units which are overrun are eliminated. At the moment of overrun, a die is rolled to determine whether the attacker suffers any casualties. On a die roll of "1" the moving player suffers an exchange result (15.41). These losses may be taken from any attacking ground or air units which contributed to the overrun. On all other rolls, the moving player suffers no losses. Both sides remove losses immediately, during the movement phase. 14.84 After an overrun, surviving overrunning units may continue moving up to their movement allowance, may overrun other enemy units, conduct normal combat, and, if otherwise permitted, may conduct exploitation movement and combat that turn. Air units which provided ground support for a successful overrun are inverted at the end of the movement phase. 14.85 Other units which have not yet moved may enter a hex which was the scene of an earlier overrun without paying the additional movement cost required by 14.81. 14.86 Overruns are prohibited on the eastern front during Spring turns (31.1) and may be prohibited as a result of the Russian winter (31.2). 14.87 Overruns may not take place as a result of seaborne invasions (27.43), which are resolved after regular movement and combat and before exploitation. 14.88 Units in capitals, objective hexes, ICs and bridgeheads may be overrun, if all other requirements are met. EXAMPLE: A German 4-6 armor unit and 3-3 infantry unit, supported by five German air factors, overrun a Russian 1-3 infantry unit. The German player wishes to overrun a second Russian 1-3 infantry unit, but can no longer use the 3-3 infantry unit for this purpose because it would not have sufficient movement factors. The German player may move a second 4-6 armor unit (14.85) through the hex which contained the first Russian 1-3 infantry unit, then execute the second overrun using both 4-6 armor units and four additional German air factors. 14.9 MOVEMENT FROM ONE FRONT TO ANOTHER: Ground and air units which move from one front to another must abide by all rules pertaining to the front they enter, including restrictions arising out of the

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option selected on that front. Units which move to a front boundary to attack an enemy unit across the front boundary, whether by offensive or attrition combat, are moved according to the option employed on the front in which the enemy unit is located.

15. OFFENSIVE OPTION - COMBAT 15.1 GENERAL: During the combat phase of an offensive option, the following sequence is followed: 15.11 The attacker announces all air and naval missions, except for air missions which may take place during exploitation, and places his air and naval units accordingly. Counter-interceptions of defensive naval interceptions by the attacker's uncommitted air and naval units are not offensive missions, and are not announced at this time. 15.12 Counterair missions (26.43) and air attacks on naval units in port (26.452) are resolved. Some counterair missions may already have been resolved during the movement phase (14.3). At this stage, the attacker is not committed to any specific ground attacks. 15.13 The defender announces any allocation of defensive air support (26.51) to ground units and any air (26.453) or naval (27.5) interceptions of the attacker's naval missions. 15.14 The attacker announces any air interception of defensive air support (26.44) and any air or fleet counter-interceptions of the defender's naval interceptions. Counter-interceptions, then interceptions, are resolved. 15.15 Successful sea transport missions (27.42) are concluded and the naval units employed returned to port. 15.16 The attacker carries out any airborne drops (24) he wishes to make. 15.17 The attacker announces and resolves all ground attacks he wishes to make, in whatever order he chooses, using the Combat Results Table (CRT). The attacker resolves each announced attack and, if desired, advances victorious units involved in that attack into hexes previously occupied by enemy units (15.5), before announcing and resolving his next attack. Seaborne invasions (27.43) are completed after all regular ground combat has been resolved. Once all attacks have been resolved, exploiting armor units are moved to breakthrough hexes (15.62). 15.18 Exploitation movement (15.65) by exploiting armor units takes place. Airborne drops and offensive and defensive air (but not naval) activity by uncommitted air units may again take place. Exploitation attacks are resolved (15.66). 15.19 The combat capabilities of air, naval and airborne units are dealt with in greater detail in the rules relating to those units. 15.2 DETAILS OF GROUND COMBAT: 15.21 The attacker may attack with all, some or none of his ground units which are adjacent to or, in the case of airborne units, on top of, enemy ground units (EXCEPTION: Replacement counters, even when adjacent to the enemy, may not attack except as part of a "CA" result). An attacker is never forced to attack except when he has made an airdrop on top of an enemy ground unit or has received a "CA" result from a defender's counterattack. 15.22 DEFENSE MULTIPLIERS (DMs): The attacking strength of a unit is always equal to its printed combat factor. The defensive strength of a unit equals its printed combat strength times its net DM. While the defensive strength of units may be increased (15.23) or decreased (15.24), according

to terrain and other factors, units never defend at less than face value. All positive and negative DMs are taken into account in determining the net DM for defending units (15.26). 15.23 POSITIVE DMs: Units receive a positive DM (their defensive strength is increased) as follows: A. Defending units receive a basic +2 DM, regardless of terrain. B. Units defending against seaborne invasion receive a +1 DM, even if some of the attacking units are attacking from adjacent land hexes or are dropped airborne units. C. Units defending against attack from across a river or crossing arrow receive a +1 DM. This is negated if some of the attacking units attack from a hex which is not across a river or crossing arrow. An airborne drop onto the defending units similarly negates the terrain advantage of a river or crossing arrow. D. Units defending in a mountain or swamp hex receive a +1 DM. E. Units defending in a fortress hex or behind a fortification line receive a +2 DM. This is negated if some of the attacking units attack from an adjacent hex which is not across a fortification line. This may only occur in attacks against Maginot and West Wall hexes. In contrast to rivers and crossing arrows, airborne drops do not negate this DM. 15.24 NEGATIVE DMs: Ground units are subject to a -1 DM as follows: A. Infantry and replacement units attacked by exploiting armor, unless defending in a capital, objective hex, 1C or bridgehead. Partisans, airborne units and armor (subject to 15.241) are not subject to a -1 DM when attacked by exploiting armor. B. Minor country infantry units defending in any type of hex outside their home country (EXCEPTION: Vichy French units defend normally in France - 70.33). C. As specified by certain weather (31.2), diplomatic and variant results. 15.241 Partisans are never subject to negative DMs. Armor treated as infantry (23.2) because of a Russian winter die roll of "5" or more (31.2), supply problems (29.521B, 29.531) or an oil shortage(30.2E) are subject to negative DMs in the same manner as infantry. 15.25 DMs, both positive and negative, also apply to units which are being overrun (14.8). 15.26 CUMULATIVE EFFECTS OF DMs: Units may be subject to positive and negative DMs for more than one reason in a single turn. Such effects are cumulative, but no unit ever defends at less than face value. EXAMPLES: A 2-5 armor unit is attacked on clear terrain. It receives a +2 DM (15.23A) - its defensive strength is four.

A 3-3 infantry unit on clear terrain is attacked across a river by exploiting enemy armor. It receives a +2 DM (15.23A), a +1 DM (15.23C) and a -1 DM (15.24A), for a net DM of + 2 - its defensive strength is six.

A 2-3 Rumanian infantry unit on clear terrain near the outskirts of Stalingrad is attacked by exploiting armor. It receives a +2 DM (15.23A), a -1 DM (15.24A) and a -1 DM (15.24B), for a net DM of zero. Its defensive strength is two, since a unit never defends at less than its printed combat strength (15.22).

A 4-5 Russian armor unit and a 3 -3 Russian infantry unit on clear terrain are attacked by exploiting armor. Both Russian units receive a +2 DM (15.23A), but the 3-3 infantry unit receives a -1 DM (15.24A), so the total defensive strength of the Russian units is eleven.

15.3 All defending ground units in a hex must be attacked collectively. The combat factors of the defending units are added together, as if they were one unit. The attacker may not attack them separately. 15.31 If the attacker has more than one ground unit in a hex, they need not all attack the same enemy hex. For example, one ground unit could attack in a northeasterly direction while another attacked to the southeast, or did not attack at all. 15.32 An attacking ground unit may not split its combat factor and make two or more separate attacks. The entire combat factor must be applied to one attack. 15.33 Attacking units in a single hex may attack enemy units located in two or more hexes in a single attack. All the attacking units must be adjacent to all the defending units involved in the attack. In such an attack, air units conducting ground support or defensive air support may be placed on any of the hexes being attacked. Similarly, an airborne unit may airdrop on any one of the enemy hexes and participate in such an attack (24.2). 15.34 Attacking units in a single hex may attack defending units on hexes

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which are on different fronts in a single attack (15.33), provided the attacker has paid the BRP cost of the attack for both fronts, either by declaring an offensive option or paying for a limited offensive operation for each front. A limited offensive on one or both fronts would have to include the attacking units. It is conceivable the BRP cost for the attacking units would have to be paid twice. 15.35 A ground unit may only be attacked once during the regular combat phase (EXCEPTIONS: A "CA" dictated by the CRT, and a Western Allied/Russian attack against the same hex - 50.3). This does not preclude a second attack against a defending unit during exploitation. 15.36 If, following an attrition option retreat, the defender has more than two units stacked on an attacked hex in excess of the normal stacking limit (10.1), only two of those units may defend. The defender determines which two. The excess units, while they are not counted for defense, are eliminated along with the defending units on a "D" result, and, unless the attacker had the smaller force and at least one defending unit survived, are eliminated by an "Ex" result. The excess units are disregarded in determining the attacker's losses after an "Ex" result and the odds of a counterattack, although they would share the fate of the defending units if the defender were forced to counterattack. 15.361 The provisions of 15.36 do not apply where the excess stacking is permitted (bridgeheads, airborne units, three British units in London). 15.37 Only two ground units may attack from any one hex (EXCEPTIONS: Armor units on a breakthrough hex (15.663), airborne units, British units in London). 15.38 When all preparations for attack and defense are complete, each attack is resolved. The attacker calculates the strength of his attacking force, including air factors from ground support air missions and fleet factors from shore bombardment. The defender calculates the strength of his defending force, including defensive air support, taking into account the net DM due to terrain and other factors (15.23, 15.24). The total attacking and defending strengths are expressed as a ratio (fractions are ignored), one die is rolled and the appropriate odds column on the CRT consulted. The attacker may not select a column on the CRT which is lower than the actual odds. Attacks greater than 5-1 are allowed, but the 5-1 column is used to resolve the attack. Similarly, attacks at less than 1-4 are allowed, but these automatically result in the elimination of the attacker without loss to the defender. EXAMPLES: 20 factors attacking 10 would be a 2-1 attack; 19 factors attacking 10 would be only a 1-1 attack; five factors attacking 13 would be a 1-3 attack.

15.4 COMBAT RESULTS TABLE (CRT):

Combat Results Table – 15.4 1-4 1-3 1-2 1-1 2-1 3-1 4-1 5-1 1 Ex Ex Ex Ex Ex Ex Ex Ex

2 A Ex Ex CA CA2 CA2 CA3 D

3 A A CA CA CA2 CA3 D D 4 A A A Ex CA1 D D D

5 A A A A D D D D

6 A A A D D D D D

15.41 COMBAT RESULTS:

A: ATTACKER ELIMINATED: All attacking ground and air units are eliminated. Fleets conducting shore bombardment are eliminated at the rate of one fleet factor for every three fleet factors used (27.415). Fleets carrying ground units for a failed invasion are unaffected and return to port. D: DEFENDER ELIMINATED: All defending units, including air units flying defensive air support, are eliminated. Ex: EXCHANGE: The side with the fewer combat factors loses its entire force. The larger side removes at least an equal number of factors. The attacker must match the value of the defender's units as reflected by their net DM if the exchange occurs during the attacker's combat die roll. If the exchange arises out of a counterattack, DMs are disregarded, as the defender no longer receives any advantage for defending. Fleet factors which are conducting shore bombardment are eliminated at the rate of one fleet factor for every three, fleet factors used (27.415). EXAMPLE: The defending force is a 3-3 infantry unit receiving a +2 DM, together with one air factor of defensive air support. The attacking force consists of 11 factors. The

combat odds are 1:1 and an "Ex" result occurs. The attacker must remove at least seven factors to match the defender's losses. The attacker would remove more than seven factors if he could not exactly match the defender's losses, or if he wished to do so in order to preserve certain attacking units (as where the attacking force consisted of two 4-6 armor units and a 3-3 airborne unit).

CA: COUNTERATTACK: All of the defender's units must immediately attack all units which originally attacked them. The basic combat factors involved are compared, the die rolled and the appropriate odds column on the CRT consulted. During counterattacks, all DMs are disregarded. Both the original attacker's and the original defender's units employ their basic combat strength. If the die roll for the counterattack yields a "CA" result, the original attacker attacks again and all DMs again apply (i.e., the original attack is repeated). When the defender counterattacks, an "A" result eliminates the original defender and a "D" result eliminates the original attacker. If the defender is forced to counterattack at less than 1-4 odds he is automatically eliminated without the need for a die roll. CAl: COUNTERATTACK AT 1:1 ODDS: The defender counterattacks as above, but rolls on the 1:1 column of the CRT regardless of the relative strength of the forces involved. CA2: COUNTERATTACK AT 1:2 ODDS: The defender counterattacks as above, but rolls on the 1:2 column of the CRT regardless of the relative strength of the forces involved. CA3: COUNTERATTACK AT 1:3 ODDS: The defender counterattacks as above, but rolls on the 1:3 column of the CRT regardless of the relative strength of the forces involved. 15.42 Neither side may bring additional forces to bear during counter-attacks, even if unused forces are adjacent to the attacked hex. 15.43 No battle may end with a counterattack result. Each battle must ultimately end with an "A", "D" or "Ex" result. 15.44 If a 2-1 attack results in a "D" result on a 1-1 "CA" (a die roll of "4" followed by a die roll of "6"), the original attacker's losses are limited to the modified value of the defender's units. The defender does not suffer any losses (i.e., an "Ex" result, but without any defender losses, occurs). 15.5 ADVANCE AFTER COMBAT: Whenever combat results in the elimination of the original defender's ground units, the original attacker's surviving ground units may advance, subject to stacking limits, into the hex(es) previously occupied by the defender. The attacker decides which units, if any, he wishes to advance immediately after resolving the attack, before he resolves any other attacks. 15.51 Unsupplied ground units may not advance after combat. Exploiting armor units may be prohibited from advancing after combat in certain situations (15.67). Airborne units which have been airdropped may only attack the units on which they have been dropped and thus may not advance after combat (24.2). 15.52 The attacker may place a bridgehead in a hex occupied after combat, if otherwise allowed to do so (28). 15.53 If two or more allies had ground forces participating in an attack and they are unable to agree as to which of them will control the vacated hex, neither may advance units into the vacated hex. 15.54 The original defender may never advance after combat, even if he wins a counterattack.

15.6 BREAKTHROUGHS AND EXPLOITATION: 15.61 CREATING A BREAKTHROUGH: Whenever the attacker's ground units include at least one supplied armor unit, and any attacking ground unit survives (it need not be an armor unit) and advances into the defender's hex (an airborne unit dropped on the defender's hex does not meet this requirement), a breakthrough results. The defender's hex becomes a

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"breakthrough hex". A single attack against more than one defending hex may create two or more breakthrough hexes. 15.62 EXPLOITATION: Armor units which were, at the moment of combat, adjacent to or stacked with any unit which attacked a breakthrough hex are eligible to exploit and may be placed on that breakthrough hex after all normal ground combat has been resolved. Exploiting armor units are placed on a breakthrough hex without regard to available movement factors or stacking limits. 15.63 To be eligible for exploitation, an armor unit must have been supplied from an unlimited supply source during the initial supply determination phase of the current player turn and may not have attacked during the combat phase in which the breakthrough is created. Armored units which attacked the breakthrough hex to create the breakthrough are ineligible for exploitation and may not moveor attack during exploitation. 15.631 AIRBORNE DROPS: Airborne units may conduct airdrops during exploitation even if no breakthroughs occurred and no armor units exploit. An airborne unit may thus airdrop into a hex which has been cleared by regular ground attacks. 15.64 Units belonging to a major power which selected a pass option on a front in which an ally created a breakthrough may not exploit their ally's breakthrough, even if the units would only move over controlled hexes and would not move adjacent to enemy units. 15.65 MOVEMENT OF EXPLOITING ARMOR UNITS: Once all regular combat has been resolved on all fronts, exploiting armor units may remain in a breakthrough hex or move from a breakthrough hex as set out below. Exploiting armor units may enter enemy-controlled hexes, move backwards through friendly hexes, or both, subject to the following restrictions: 15.651 The first exploiting armor unit may move into a hex adjacent to the breakthrough hex, then into one additional hex adjacent to the first hex entered. In addition to any limits on movement relating to its movement factor, the first exploiting armor unit may not enter more than two hexes. 15.652 A second exploiting armor unit may move one or two hexes from the breakthrough hex, using a different route from that used by the first exploiting armor unit, or it may exactly duplicate the route of the first exploiting armor unit and then, if it is able to do so, move one or two additional hexes. 15.653 A third exploiting armor unit may move one or two hexes from the breakthrough hex, using a different route from that used by the first two exploiting armor units, or it may duplicate the route of the first, second, or first and second, exploiting armor units and then, if it is able to do so, move one or two additional hexes. 15.654 This process is repeated indefinitely, until all exploiting armor units have moved. Movement from the location of other exploiting armor units is subject to the same restrictions as movement from the breakthrough hex itself. In no circumstance may an exploiting armor unit exceed its movement factor. The presence of an enemy ZoC and the execution of overruns restricts movement during exploitation in the same manner as during regular movement. 15.655 THE CHAIN OF EXPLOITING ARMOR UNITS: At the end of all exploitation movement, a chain of exploiting armor units must exist. Each exploiting armor unit must be within two hexes of the breakthrough hex or another exploiting armor unit, and armor units which moved more than two hexes must have followed the path of other exploiting armor units. 15.656 A player is not required to move exploiting armor units in sequence, as long as a chain of exploiting armor units is formed at the end of exploitation movement. Two exploiting armor units may thus be moved together in order to execute an overrun (14.8). An exploiting armor unit may move several hexes, wait to be joined by another exploiting armor unit, then complete its movement (14.65). Two exploiting armor units may execute an overrun, wait for a third armor unit to move to the hex they occupy, then continue movement, leaving the third armor unit to form the first link in the chain. While the movement of armor units during exploitation is flexible, the chain of exploiting armor units must always be preserved and armor units may never exceed their movement factors. 15.657 The chain created by the movement of exploiting armor may not be broken by advances after explo Station combat (15.67). The elimination of exploiting armor units in combat, after the completion of exploitation

movement, has no adverse effect on other exploiting armor units, even if the chain is broken. 15.658 EXPLOITATION INTO OTHER FRONTS: Exploiting armor units may cross a front boundary, but their movement after crossing the front boundary must conform to the option selected for that front. If a pass option had been selected, the exploiting armor units could only move into hexes controlled at the start of the turn and could not move adjacent to enemy units. If an attrition option had been selected, exploiting armor units could not participate in attrition or limited offensive combat on that front. Exploiting armor units may only make attacks on a front for which an offensive option has been declared and only after all regular combat had been resolved on that front. 15.659 Exploiting armor units which move up to, but not across, a front boundary are subject to similar restrictions. They may make exploitation attacks across the front boundary only if an offensive option had been selected in the other front, and could not engage in attrition or limited offensive combat on another front. 15.66 EXPLOITATION ATTACKS: The only units which may engage in exploitation attacks are exploiting armor units, airborne units which airdrop during exploitation (whether or not armor units are exploiting on that front) and air units which provide ground support for such attacks. Other units, even if they did not attack earlier in the turn, may not attack during exploitation. Air units which provide ground support for exploitation attacks may not have flown previously during the game turn, and airborne units which airdrop may not have airdropped, moved or engaged in combat previously during the player turn. 15.661 All exploitation movement must be completed before exploitation attacks are announced and resolved. After movement, the attacker announces his ground support missions. The defender then elects to commit unused air units for defensive air support, the attacker decides whether to intercept the defensive air support with unused air units, and any air combat which results is resolved. The attacker then makes his airdrops and exploitation ground combat is resolved on the CRT. 15.662 No naval missions and no air missions, other than ground support, defensive air support and interceptions, may be conducted during exploitation. 15.663 ATTACKS FROM THE BREAKTHROUGH HEX: All exploiting armor units which remain in a breakthrough hex may attack out of the breakthrough hex into adjacent hexes. The normal limit of two ground units attacking out of a hex does not apply in this situation. 15.67 ADVANCE AFTER COMBAT DURING EXPLOITATION: Exploiting armor units which are victorious in exploitation combat may advance to occupy the defender's hex, provided this does not break the required chain of exploiting armor units (15.655). Advance after exploitation combat is permitted if the defender's hex is either adjacent to the previous unit in the chain or separated from it by a hex through which an exploiting armor unit has already passed. Advance after combat may not leave a more distant unit disconnected from the chain. The chain may thus be reconstituted by a lateral advance after combat, but at the end of exploitation the attacker must still be able to trace a chain in the same manner as after exploitation movement. 15.7 STACKING LIMITS: Overstocking is permitted only on break-through hexes, and only during exploitation movement and combat. After combat resolution, post-combat advance and SR, the normal stacking limits apply to all exploiting armor units, including those still in a breakthrough hex. If a breakthrough hex is overstacked after SR is completed, the attacker must eliminate excess units of his choice. Exploiting armor units that move from the breakthrough hex are subject to normal stacking limits on other hexes, including other breakthrough hexes, and may not be overstacked at the end of exploitation movement (EXCEPTION: Bridgeheads - 28). 15.8 SUPPLY: In the game turn following exploitation, and only in that game turn, exploiting armor units are automatically in supply and need not trace a supply line (29.552), but this special supply status is lost if the armor unit is SRed (29.554). 15.9 BREAKTHROUGHS AGAINST VACANT HEXES: Breakthrough and exploitation may occur without a defending ground unit being eliminated from the breakthrough hex only as a result of a seaborne invasion (27.43) of a hex by more than one armor unit. One armor unit is required to

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"attack" and occupy the undefended hex in order to create a breakthrough. Armor units held in reserve during the invasion may then exploit from the breakthrough hex. This procedure is permitted even if the invasion hex was under friendly control, and even if enemy units were adjacent to the hex. Breakthroughs against vacant hexes are otherwise prohibited.

16. THE ATTRITION OPTION 16.1 ATTRITION MOVEMENT: During attrition options, ground units move in the same manner as during offensive options (EXCEPTION: During attritions, overruns (14.8) are not permitted). 16.11 ATTRITION COMBAT: Attrition combat differs from offensive option combat. At the end of the regular combat phase, the attacker totals the number of ground factors he has in contact (if any) with adjacent enemy ground units on the front in question. Unsupplied units are included, as are units on other fronts which are in contact with enemy units on the attritioned front, unless those units are participating in attrition or offensive combat on their own front. Units which took part in limited offensive attacks (17) or offensive or attrition attacks on another front are not included in the attrition total, nor are replacements or units which are in contact only with enemy units on another front or across all-water hexsides, unless a crossing arrow is present. The attacker must count all eligible ground units in his total. 16.2 Units of all allies participating in an attrition are totalled together for one attrition die roll. A major power at war with another major power and one or more unconquered minor countries makes a single attrition die roll for that front, provided the minor countries are associated with or allied to the enemy major power. A separate attrition die roll is made against minor countries for which association or alliance has not occurred. Similarly, a major power may be subject to several attrition die rolls if unconquered minor countries attrition during their independent turns (53.4). 16.3 ATTRITION TABLE: The attacker rolls one die and consults the appropriate column on the Attrition Table. The result indicates the number of ground unit counters ("C") which the defender must lose and the number of hexes ("H") which he must give up to the attacker.

Attrition Table – 16.3 1-10 11-20 21-30 31-40 41-50 51-60 60+

1 1C 2C/1H 3C/2H 4C/3H 5C/4H 6C/4H 7C/4H2 1C 2C 3C/1H 4C/2H 5C/3H 6C/3H 7C/3H3 -- 1C/1H 3C 4C/1H 5C/2H 6C/24 7C/2H4 -- 1C 2C/1H 3C/1H 4C/1H 5C/2H 6C/2H5 -- 1C 2C 3C 3C/1H 4C/1H 5C/2H6 -- -- 1C 2C 3C 4C/1H 4C/2H

16.4 ATTRITION COMBAT RESULTS - COUNTERS: The defender first chooses which unit counters he will lose and returns them to his force pool. He may not choose to lose more units than the number called for. If he does not have enough ground units on the attritioned front to satisfy the losses, he loses what ground units he has and disregards the remainder. Air and naval units may not be taken as attrition losses. 16.41 Ground units removed to satisfy attrition losses must belong to a defending country which has at least one ground unit in contact with the enemy somewhere on the attritioned front, although the eliminated units themselves need not be in contact with enemy units. Ground units of minor

countries associated with or allied to a defending major power maybe taken as losses, provided the minor country in question has at least one ground unit in contact with the enemy. Partisans are considered to belong to the major power which paid for their construction and may be taken as losses. Attrition losses resulting from an attrition directed solely against partisans may be taken from units belonging to the partisans' constructing major power. Units which are in a mapboard box (4.9) may not be taken as attrition losses. 16.42 If defending allies cannot agree on which units to lose, they split the losses with the odd unit, if any, coming from the nation with the larger number of ground factors in contact with the enemy on the attritioned front. Ties are resolved by a die roll. 16.5 ATTRITION COMBAT RESULTS - HEXES: After the defender has eliminated the required units, the attacker selects one or more hexes for occupation as allowed by the attrition die roll. The attacker may not occupy a capital, objective, bridgehead, fortress, 1C or a hex which may only be occupied through a hexside containing a crossing arrow (EXCEPTION: A Maginot or West Wall hex may be occupied if attacked from a hex not faced by their fortifications - 4.66). Luxembourg, which has no capital for game purposes, may be occupied unless it contains a bridgehead. 16.51 If attacking allies cannot agree on which hexes are to be gained, they split the rewards with the nation having the larger number of ground factors in contact with the enemy on the attritioned front getting first choice. Ties are resolved by a die roll. 16.52 Hexes selected for attrition occupation must contain an enemy ground unit and must be adjacent to an attacking ground unit which is eligible to advance. Replacements and units which are unsupplied at the start of their turn are not eligible to advance. 16.53 A hex from which the defender has taken all the attrition losses inflicted on him by the attacker's attrition die roll for that front may not be selected by the attacker for attrition occupation, even if the defender has units remaining in the hex after taking the losses. EXAMPLE: The Axis player has two 3-3 infantiy units in a key hex. The Allies make an attrition die roll in the "11-20" column. If the die roll is a "1", the Axis player retains control of the key hex by eliminating both units on the hex. If the die roll had been a "3", the Axis player could still retain control of the hex by eliminating one of the infantry units.

16.54 The attacker must advance at least one adjacent ground unit into each selected hex. If the attacker is unable or unwilling to advance into an enemy-occupied hex, he may not select that hex for attrition occupation. The defender retreats his unit(s) one hex from the selected hex(es). The defender may not retreat into a hex which the attacker will vacate to make his advance, nor into a hex occupied by any enemy ground, air, naval or airbase counter, nor into a hex from which his units are prohibited, nor into another hex selected by the attacker for attrition occupation. If forced to do so, the defender may overstack, enter an enemy ZoC or enter an enemy-controlled hex. The defender must, if possible, overstack rather than enter an enemy ZoC; and must, if possible, enter an enemy ZoC rather than an enemy-controlled hex. Entry into an enemy-controlled hex is permitted only if no other alternatives exist. 16.55 Once the attacker has designated all the hexes he wishes to occupy as a result of the attrition die roll, the defender vacates all the designated hexes simultaneously. The attacker then simultaneously occupies all the designated hexes. This process is not carried out one hex at a time; all hexes must be vacated before the attacker advances to occupy any of the vacated hexes. The attacker need not select all, or any, of the hexes to which he is entitled by an "H" attrition combat die roll result. His forces may remain in their positions. 16.56 If the defender overstacks when retreating, he has until the end of his next movement phase to meet stacking limits. If he fails to remedy the overstacking, he must eliminate excess units of his choice. 16.57 Defending units are eliminated if they are required to retreat by attrition combat and are unable to do so because they are totally surrounded by enemy units, friendly units with which they may not stack, prohibited hexes, including other hexes selected for attrition occupation, or impassable hexsides. 16.58 Air or naval units which are based in hexes occupied by enemy units as a result of attrition combat are displaced to the nearest friendly base. Air units are eliminated only if no other friendly air bases exist within eight hexes (26.24); naval units are eliminated only if no other friendly ports exist on that front (27.26). Displaced naval units are subject to interception (27.51).

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17. LIMITED OFFENSIVES 17.1 A major power taking an attrition option on a front may conduct one or more of the following offensive operations at the indicated BRP cost: 17.2 GROUND COMBAT: Engage in offensive ground combat, at a cost of one BRP per attacking ground factor. 17.3 AIR MISSIONS: Counterair enemy air units, provide ground support for ground attacks, intercept enemy defensive air support, attack enemy naval bases or provide air cover, at a cost of one BRP per attacking air factor. 17.31 If Axis variant 16 has been played, German air units may provide air supply, at a cost of one BRP per air factor. 17.4 NAVAL MISSIONS: Conduct sea transport, invasions and shore bombardment missions, at a cost of one BRP per three fleet factors used (round fractions up). 17.5 If an invasion is conducted against an undefended beach hex, the attacker pays only the BRP cost of the fleets he employs. If the beach hex is defended and combat occurs, the attacker must also pay the BRP cost of the units which attack the defenders. 17.6 No more than 14 BRPs may be spent on limited offensive operations on any one front, whether by one or more major powers. Operations beyond this limit require a normal offensive option. 17.61 If two major powers cannot agree on how to limit the forces involved in limited offensive operations, neither major power may spend more than seven BRPs. If three major powers cannot agree, none may spend more than four BRPs. 17.7 A player indicates which units will be employed in limited offensive operations and pays the BRP cost for such operations when he actually carries out the operation in question. Attrition combat is resolved at the end of the regular combat phase, after all limited offensive operations have been carried out. EXAMPLE: A player wishes to cany out an invasion against an undefended beach hex (using a 9-factor fleet and a 1-3 infantry unit) and a ground attack (using six ground factors) on a front on which he selected an attrition option. During the combat phase, the player announces his naval mission and pays three BRPs. Before any limited offensive ground attacks are announced, the defender would decide whether to fly defensive air support, just as in an offensive option. If he does, the attacker may intercept with available air units, paying the required BRP cost at that time. After any air combat, the attacker would announce his ground attack and pay six BRPs. If the attacker intercepted defensive air support with more than five air factors, the number of ground factors which could attack would be reduced accordingly, as a total of no more than 14 BRPs could be spent on limited offensive operations.

17.8 A limited offensive operation may not be conducted on a front where an active ally has selected an offensive option (13.5). 17.9 Contested invasions are permitted during limited offensives, but overruns, breakthroughs, exploitation and airborne drops are not. Ground units which engage in combat during a limited offensive or are adjacent only to enemy units subject to such attack are not counted toward the attrition level for that front.

18. THE PASS OPTION 18.1 During a pass option, all offensive operations are prohibited. Only defensive air and naval operations are allowed. Movement is restricted as follows: 18.2 GROUND UNITS: Ground units may only move over already

controlled hexes. Ground units may not move into enemy-controlled hexes, even if vacant and in a friendly ZoC. Ground units which are adjacent to an enemy unit may not move, even if the enemy unit is on another front. Ground units may not move into or through any hex which is adjacent to an enemy unit (4.44). "Enemy unit" includes ground, air and naval units, as well as partisans, airbase counters and ICs. 18.21 Ground units of a major power taking a pass option may enter hexes captured by an ally during the same movement phase, provided no other restrictions apply.

18.3 AIR UNITS: Air units may only stage over already controlled ground, water or part water, part neutral land hexes (26.21).

18.4 NAVAL UNITS: Naval units may change base only if no enemy air or naval units are capable of intercepting them (27.21).

18.5 OPERATIONS ON OTHER FRONTS: The above restrictions do not apply to ground or air units which change fronts during movement or which attack enemy units across a front boundary. The option selected on the front entered or attacked governs. A naval unit based on a front where a pass option has been selected may change base to a two-front port in order to carry out a mission from that port on another front, even if it were subject to interception during its base change. Similarly, during the combat phase, a naval unit may move through sea hexes on a pass option front to conduct a sea transport, invasion or shore bombardment mission on another front. The hex receiving the naval action, including the port of debarkation for sea transport, must be on the other front.

19. UNIT CONSTRUCTION 19.1 Each major power may construct units which are in its force pool as allowable builds, subject to its BRP spending limit (35) (EXCEPTIONS: Airborne units eliminated in the current game turn (24.4), units voluntarily eliminated (14.11) or eliminated due to lack of supply (29.543) in the current player turn). 19.2 The construction costs for units in BRPs per combat factor are as follows: A. One BRP per factor: Infantry, replacements, submarines. B. Two BRPs per factor: Armor, partisans, ASW, SAC, interceptors. C. Three BRPs per factor: Air, naval, airborne, commandos (Allied variant 16). 19.3 Units must be constructed and placed in their home country, on fully supplied hexes, not in an enemy ZoC, which were controlled by the constructing major power at the beginning of the game turn of construction (EXCEPTIONS: British units in Egypt or Iraq - 19.35; British submarines in Malta - 64.4). Units may not be constructed on hexes which were recaptured from the enemy until the turn following their recapture. Stacking limits must be observed during placement. 19.31 If two countries are not at war, units may be placed in a border hex despite the ZoC of a future enemy's armor unit. 19.32 Russian units may not be constructed in a city containing an 1C, including Leningrad, unless a supply line can be traced from that city to Moscow or the east edge of the board. Supply from an 1C is not sufficient for unit construction purposes. 19.33 For unit construction purposes, East Prussia is an integral part of Germany, Sicily is an integral part of Italy and Ulster is an integral part of Britain. Italy may not construct units in Sardinia, France may not construct units in Corsica and Russia may not construct units in eastern Europe.

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19.34 American units are constructed in the U.S. box in the northwestern corner of the mapboard. 19.35 Britain may construct up to three BRPs worth of infantry and replacement units (only) each turn in Suez or Basra. 19.4 VOLUNTARY ELIMINATION OF BRPs: During the unit construction phase a player may voluntarily eliminate BRPs, usually to avoid an unwanted double move (9.12). Such voluntary elimination of BRPs counts as spending in relation to that nation's spending limit (35). 19.5 Free Siberian transfer, while it involves the placement of units on the board, takes place prior to the movement phase and does not require any BRP expenditure (see 65).

20. STRATEGIC REDEPLOYMENT (SR) 20.1 After unit construction, each major power may redeploy a number of its and its active minor allies' (56.33) units, moving them any distance. BRPs may also be SRed from one major power to another (20.6). Partisans and units belonging to associated minor countries may not be SRed. Each unit or 20 BRPs SRed costs one SR. The SR capacity of each major power is set out below. The number after the major power's name is the basic SR level of that major power. Possible reductions in the basic SR level are then detailed. The SR level of each major power is recalculated each turn. 20.11 GERMANY: 9. For every three BRPs lost to SW during the previous game turn, the German SR level is reduced by one, to a maximum per turn reduction of four. In addition, each turn oil supplies are interrupted, the German SR level drops by one (30.4). During Russian winters, the German SR capability inside Russia is reduced by the modified Russian winter die roll, although the overall German SR level is unchanged. 20.12 ITALY: 5. Each turn oil supplies are interrupted, the Italian SR level drops by one (30.4). During Russian winters, the Italian SR capability inside Russia is reduced by the modified Russian winter die roll, although the overall Italian SR level is unchanged. 20.13 FRANCE: 5. 20.14 RUSSIA: 6. If Moscow is controlled by the Axis, the Russian SR level is reduced from six to four. 20.15 BRITAIN: 9. For every three British BRPs lost to SW and raiders during the previous game turn, and to German bombing of Britain (43.6) and V-weapons (Axis variant 24) during the previous Axis player turn, the British SR level is reduced by one, to a maximum per turn reduction of four. 20.16 UNITED STATES: The U.S. is allowed one SR for every 20 BRPs in its current base. For every three American BRPs lost to SW and raiders during the previous game turn, the U.S. SR level is reduced by one. The U.S. SR level may not be reduced below half its normal value (rounded up). EXAMPLE: In Summer 1942, the U.S. BRP base is 220. This would give the U.S. 11 SRs, but during the Spring 1942 SW resolution phase, German submarines and raiders eliminated 21 American BRPs, for a possible reduction of seven in the U.S. SR level. However, the U.S. SR level may not drop below half its normal value, rounded up, so the U.S. SR level in Summer 1942 would be six.

20.17 SRs are not transferable from one nation to another and may not be accumulated from one turn to the next. When a unit is sea escorted by an ally's fleet factors, the SR is charged against the nation SRing the unit, not the nation providing the sea escort. 20.2 RESTRICTIONS ON SRs: Units SRed by land may move only over controlled, fully or partially supplied hexes (including hexes controlled by

an ally, with that ally's permission). Ports must similarly be supplied before units may SR into or through them. Subject to the restrictions of 20.22, units may SR into and through hexes acquired during the preceding movement or combat phase if the hexes are fully or partially supplied during the post-combat adjustment phase which precedes the SR phase. 20.21 Air units may SR from an unsupplied airbase, but only to a fully supplied airbase. Similarly, naval units may SR from an unsupplied port, but only to a fully supplied port. In either case, the new base must be controlled by the SRing major power or an ally. 20.22 Any SRed unit (ground, air, naval, airbase counter or 1C) may not pass adjacent to any enemy unit, including a ground, air, naval, or partisan unit, an airbase counter or an 1C, during its SR, nor may it begin or end its SR adjacent to an enemy unit. A unit is not "adjacent to an enemy unit" if the enemy is a future enemy, not yet at war (see also 4.44). Units being SRed by sea may pass by or through hexes containing enemy units, although they may not begin or end the sea portion of their SR in a port adjacent to an enemy unit (27.66). 20.23 Units may be SRed in any order, to avoid the risk of overstacking at the end of the SR phase. All naval SRs open to interception by enemy units (20.8) must be indicated to the opponent before any SRs are made, after which they may be attempted in any order. Naval SRs to the same destination port may be made together for protection against enemy interception. A unit which is SRed may not be used to cover the SR of other units in the same SR phase (20.86). 20.3 Ground units and BRP grants may not cross any all-water hexside (EXCEPTION: Crossing arrows) during SR without sea escort (27.6). 20.31 Air units may SR over water only by the use of sea escort or by tracing a path of no more than eight hexes from a controlled air base to another supplied, controlled air base on the far shore (EXCEPTION: Air units may initially deploy into Britain through Scapa Flow - 20.848). They may cross a total of more than eight water hexes in this manner by using a chain of air bases no more than eight hexes apart. British and French air units may use airbases for SR even if they could not use the airbases for other purposes (49). Air units may SR over partial land-sea hexes unless the land portion of the hexes is enemy-controlled. 20.32 Airborne units SR as ground units. Their airdrop ability may not be used during SR. 20.4 Naval units moving by SR may only cross one front boundary. Fleets performing sea escort may not cross a front boundary. Naval units may SR through the strait of Gibraltar only if Gibraltar is controlled by their side. Allied control of Gibraltar after a British surrender thus prohibits the SR of Axis fleets through the strait of Gibraltar. Hostile forces in any other hex adjacent to the strait (including AA9 and BBS) do not prevent SR into or through Gibraltar, so long as Gibraltar itself is controlled. Sea escort into and out of Gibraltar is similarly permitted. Naval SR may not pass through the Turkish straits if any one of the four hexes adjacent to the crossing arrows is controlled by hostile or neutral forces. 20.5 OFF-BOARD SRs: 20.51 Units may SR off the board only as follows:

20.511 Allied units may SR between Europe and Suez (67.5) and Europe and Basra (62.3) or Bushire (if the Persian BRP route has been activated - 38.2) by way of South Africa, with sea escort. The units being SRed incur a one-turn delay. Units SRed by sea between Suez and Basra or Bushire also require sea escort, but do not incur a one-turn delay. 20.512 Britain may SR units to India to modify the diplomatic die roll for Japan. Units SRed from Britain to India require sea escort and must stop in South Africa while in transit, incurring a one-turn delay. British units SRed from Suez to India also require sea escort, but do not incur a one-turn delay. British units coming from India may be placed in Suez, Basra, Bushire (if the Persian BRP route has been activated - 38.2) or South Africa on the turn they leave India. A delay of one turn is incurred before they can reach the western front. 20.513 If the northern hexes of both Finland and Sweden are controlled by the same major power, that major power may SR one unit per turn off the northern edge of the board from one country to the other. A diplomatic result of "7" for Sweden also allows Germany to SR units by land in this manner. 20.514 Russian units may SR from the eastern edge of Russia to Siberia, and vice versa. Units being SRed to and from Siberia incur a one-turn delay. A maximum of three units per turn may be moved in this manner. Units in Siberia or in transit to and from Siberia should be placed in the Siberia box. Free Siberian transfer (65) is distinct from SRs, but for each unit placed on

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the board by free Siberian transfer, the Russian capacity to SR units to and from Siberia is reduced by one. This reduction does not affect the overall Russian SR level. 20.515 Britain, the U.S., if at war with the Axis, and France may SR fleets to the Murmansk box to protect BRP grants to Russia (37.2). Such fleets are in addition to the fleets required for sea escort of such BRP grants. Fleets SRed to the Murmansk box may be based in any western front port. ASW moved to the Murmansk box during the SW deployment phase does not count against SR limits (see 37 for details). 20.516 German air and naval units may SR from Bergen off the northern edge of the board into the Murmansk box. Such SRs are permitted only if Germany can trace a supply line from an unlimited supply source to the Norwegian hexes along the northern edge of the board. Air and naval units SRed to the Murmansk box must begin the SR phase in Bergen. Similarly, air and naval units SRed from the Murmansk box must end the SR phase in Bergen. If the Allies capture Bergen while German units are in the Murmansk box, those units must move out of the Murmansk box during the next Axis movement phase (37.41). 20.52 Units subject to a one-turn delay during off-board SR (20.511, 20.512, 20.514) move to an off-board box during one SR phase and appear at their destination during the following SR phase. An SR cost is paid only on the first turn of such SRs. 20.53 The SR cost for units moving off the mapboard is counted against the owning major power's SR limit during the initial turn of SR. Units returning to the mapboard are not counted against the owning major power's SR limit, unless such units move by SR once they have returned to the mapboard, in which case the additional movement counts against the owning major power's SR limit. Sea escort, if required, need only be provided for the first turn of off-board SRs. 20.54 INTERCEPTION PERMITTED: Naval SRs to and from off-board boxes are subject to interception (20.8). Interception of such SRs may only take place in an on-board sea hex. 20.6 BRP GRANTS: Each grant of 20 BRPs or fraction thereof from one major power to another counts as one SR against the granting major power's SR limit. The BRPs originate in any fully supplied, controlled hex in the granting nation and must be SRed normally to a hex in the recipient nation capable of receiving SR (EXCEPTION: This requirement does not apply to U.S. BRP grants to Britain and France). 20.61 INTERCEPTION OF BRP GRANTS: Unless otherwise specified, BRP grants which are SRed across water may be intercepted (20.8). U.S. BRP grants to Britain and France may not be intercepted. U.S. BRP grants to Russia via Murmansk (37) may only be intercepted in the Murmansk box. U.S. BRP grants to Russia via Persia (38) may not be intercepted (SRs from the U.S. box to the South Africa box do not pass through any on-board sea hex). U.S. BRP grants to Russia via Turkey may be intercepted while being SRed to Turkey across the Atlantic (20.849) or in the Mediterranean (39). 20.7 INITIAL DEPLOYMENTS: Special rules apply to units in the U.S. box: 20.71 SRs from the U.S. box to Europe are termed initial deployments. The number of initial deployments allowed is limited to half (rounded up) of the current U.S. SR level. 20.711 Each grant of 20 BRPs or fraction thereof from the U.S. counts as one initial deployment, whether granted to Britain, France or to Russia via Murmansk, Persia or Turkey. 20.712 All units which SR from the U.S. box to Europe are counted as initial deployments. This includes naval units which have initially deployed and returned to the U.S. box, as well as units which have been eliminated and rebuilt in the U.S. box. 20.72 All initially deploying units must SR into a port capable of receiving SR (20.2) and must end their SR as follows: 20.721 If Britain (only) is unconquered: in Britain, including Ulster. 20.722 If France (only) is unconquered: in France. 20.723 If Britain and France are unconquered: in either Britain or France. 20.724 If both Britain and France are conquered: in any hex contiguous by land SR to a port in or bordering on the western front. 20.725 If Allied variant 18 has been played, to any port in or bordering on the western front or the South Africa box.

20.73 SEA TRANSPORT AND INVASION FROM THE U.S. BOX: The restrictions set out in 20.72 do not apply to units in the U.S. box used for sea transport or invasion missions. Subject to the normal rules governing such missions (27.42, 27.43), sea transport and invasion from the U.S. box is permitted even if initial deployment by SR is also possible. For both types of missions, the U.S. box is treated as the port from which the mission is launched. Fleets in the SW box may not be used for sea transport and invasion missions from the U.S. box, nor may they provide protection for such missions. 20.731 SEA TRANSPORT: Ground and air units in the U.S. box may sea transport to any port on the western front controlled by the Western Allies at the start of the Allied player turn. Four fleet factors are required for each transported ground or air factor. 20.732 SEA INVASION: Ground units in the U.S. box may invade any beach hex in or bordering on the western front. Six fleet factors are required for each invading ground factor. 20.733 Units which sea transport or invade from the U.S. box count against the American initial deployment limit (20.71). Fleets based in the U.S. box which are used for sea transport or invasion do not count against initial deployment limits, provided the fleets end their turn in the U.S. box. 20.74 Fleets based in the U.S. box which deploy to the SW box during the SW deployment phase for use against German submarines are not counted against U.S. initial deployment limits. U.S. fleets which withdraw from the SW box must return to the U.S. box, even if they previously had initially deployed to Europe. 20.75 Units which initially deploy by SR may not move farther than the areas specified by 20.72 in the turn of their initial deployment, even at the cost of an additional SR. 20.76 No sea escort is required for units which initially deploy by SR from the U.S. box to Europe, or for BRP grants from the U.S. to Britain or France. Sea escort is required for BRP grants to Russia. 20.77 Initial deployment of British units from Canada is handled in the same manner as initial deployments from the U.S. The American initial deployment limit (20.71) applies, even prior to U.S. entry into the war. 20.8 INTERCEPTION OF SRs: Units which SR by land or air may not be intercepted. Units and BRPs SRed by sea are subject to interception as set out below. 20.81 Units which SR by sea (SR of naval units or SR involving sea escort) may be intercepted by uninverted enemy air and naval units (26.4531, 27.5). SRs by sea to and from off-board boxes, including initial deployments, may be intercepted in on-board sea hexes (20.5, 20.84). The SRing player may attempt counter-interceptions of intercepting enemy naval units (27.56). Fleet combat is resolved normally (27.57). 20.82 If naval units being SRed or conducting sea escort win their engagement with intercepting enemy naval forces, the SR succeeds. If they lose the engagement, or if the SRing player abandons his attempt to SR, the SR fails and the naval units involved return to their port of origin (27.574), as do any ground or air units which were being SRed. Ground and air units may be SRed elsewhere, at no additional SR cost, but naval units which unsuccessfully attempt to SR may not attempt a second SR. They end their turn in the port of origin. Such failed SRs count against the SRing power's SR limit. If the failed SR results in overstocking in the port of origin, the excess units are eliminated (27.576). 20.83 If, as a result of fleet combat or air attack, the number of surviving undamaged fleet factors drops below that required to sea escort a ground or air unit, that unit is eliminated (27.622). Where several units are being sea escorted, the SRing player chooses which unit(s) to eliminate. Similarly, the interception of a BRP grant may result in the loss of some or all of the BRPs if the number of surviving fleet factors drops below the required level (27.622). 20.84 INTERCEPTION OF INITIAL DEPLOYMENTS: Units initially deploying by sea may be intercepted by Axis air and naval units as follows: 20.841 Unite which initially deploy by sea must trace a path from the western edge of the mapboard (A24 to EE1) to their destination port. Any Axis air and naval interception must take place between the western edge hex(es) selected and the destination port. 20.842 No sea escort is required for initially deploying units (20.76). For

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record-keeping purposes only, each ground and air factor initially deployed from the U.S. box is considered to be carried by two transport factors. These transport factors are not represented by counters. The number of transports is considered to be just what is required for the initial deployment. If any transports are eliminated or damaged, there is no surplus and at least some of the units involved in the initial deployment will be eliminated (20.846).

20.843 Fleets which are initially deploying from the U.S. box are counted toward the defense of all initially deploying units. Allied fleets in the SW box on ASW duty are also counted, even if they earlier engaged enemy forces while protecting sea supply from the U.S. American fleets are not counted until the U.S. is at war with Germany. If units are being initially deployed to more than one European port, the Allied player must indicate which routes his fleets are protecting before Axis interceptions are attempted. After combat, surviving undamaged fleets on ASW duty return to the SW box and are counted for SW resolution. 20.844 If Axis fleets succeed in intercepting an initial deployment, fleet combat occurs between the intercepting Axis force and all Allied fleets which are defending the initial deployment. If the Allied fleets lose the resulting fleet combat, or if no Allied fleets were defending the initial deployment, the initial deployment is aborted. 20.845 Axis air interception of initial deployment is carried out in the same manner. There is no effect on the initial deployment unless all Allied fleets which are defending the initial deployment are eliminated or damaged so that the U.S. transports are affected. An initial deployment which suffers transport losses solely from Axis air attacks may be continued by the Allied player or aborted, at the Allied player's option, even though some of the units involved will already have been lost. 20.846 Allied combat losses which cannot be absorbed by defending Allied fleet factors are taken from the transports carrying the initially deploying units. 20.847 For each transport factor which is eliminated, the U.S. immediately loses three BRPs. In addition, units being carried by transports which are eliminated or damaged are lost (27.622). 20.848 The rules relating to the interception of initial deployments apply only to units initially deployed by sea. If Scapa Flow is eligible to receive Allied SRs, Allied air units may initially deploy to Britain by air and are not subject to interception. 20.849 INTERCEPTION OF U.S. BRP GRANTS: Most BRP grants from the U.S., including BRP grants to Britain and France, may not be intercepted (20.61). Should a U.S. BRP grant to Russia via Turkey be intercepted while it crosses the Atlantic, the procedure outlined in 20.84 is followed.

20.85 INTERCEPTION OF SOUTH AFRICAN SRs: The interception of SRs between the South Africa box and the western front is handled in the same as manner as the interception of initial deployments (20.84). Allied fleets in the SW box are counted toward the defense of such SRs, unless they have been used to defend an SR to or from the U.S. box in the same SR phase. Britain incurs any BRP losses for lost transports (20.847- this would arise only if the SR were from the South Africa box, as sea escort would not be required). 20.86 Air and naval units may perform defensive missions in the opponent's portion of the game turn that they are SRed, including initial deployment (20.7), unless they were employed or constructed in that game turn. Air and naval units may not be used against enemy units during the SR phase in which they are themselves SRed or initially deployed (20.23). EXAMPLE: The Allies have the initiative. An American air unit which initially deploys to Britain in Fall 1942 could provide defensive air support or intercept Axis fleets during the Axis Fall 1942 player turn, unless the American air unit were constructed during the Allied Fall 1942 unit construction phase. It could not intercept Axis fleets which intercepted the sea escort of an Allied unit from Britain to Norway in the Fall 1942 Allied SR phase.

20.9 VOLUNTARY ELIMINATION OF UNITS: At the end of the SR phase, a player may voluntarily eliminate units, usually for political or diplomatic reasons.

Unit Counters

21. INFANTRY 21.1 Most infantry units have a movement factor of three and operate without impairment even if only supplied from a limited supply source (29.22). 21.2 British and American 3-4 infantry unite have a mechanized component, which is reflected in their higher movement factor.

Such units have their movement factor reduced to three if not fully supplied. 21.3 Infantry units attacked by exploiting enemy armor incur a -1 DM unless they are defending in a capital, objective hex, 1C or bridgehead (15.24A).

22. REPLACEMENTS 22.1 Replacement counters represent training organizations feeding new levies into combat units. One of their main functions is to provide players with cheap units which they may eliminate when subjected to attrition combat. Russia, with an abundance of equally cheap 1-3 infantry unite, has no

replacement counters. 22.2 Replacement counters, once placed on the board, may not move except by SR or when required to retreat by an opponent's attrition hex selection.

22.3 Replacement counters have one combat factor and defend accordingly against enemy offensive attacks. Replacement counters may attack only as part of a defender's counterattack required by a CRT result. !! They may not attack during their own side's offensives, are not counted toward attrition totals and may not advance to occupy a hex gained by attrition.

23. ARMOR 23.1 Armor units consist of an infantry component and a mechanized component. This mechanized component gives armor units unique abilities, such as a ZoC (12), a greater movement factor and the ability to conduct overruns (14.8), create breakthroughs and move and attack during the

exploitation phase (15.6). 23.2 An armor unit may have its mechanized component temporarily negated because of supply problems (29.521B), an oil shortage (30.2E) or a Russian winter die roll of "5" or more (31.2). When this occurs, the armor unit acts as an infantry unit, with a movement factor of three, has no ZoC, and loses the other abilities associated with armor units until its mechanized component is restored. Its combat factor is unaffected, although armor units attacked by exploiting enemy armor incur a - 1 DM in the same manner as infantry units (15.24A, 21.3).

24. AIRBORNE 24.1 To airdrop, an airborne unit must begin its player turn on a supplied city or airbase which is not in an enemy ZoC. The presence of a neutral enemy armor unit next to an airborne unit at the start of its player turn does not prevent an airdrop, even if the moving player declares war on that neutral. An airborne unit may

not airdrop if it moves during the movement phase, or if it moves by sea transport or invasion during the combat phase. An airborne unit which begins its player turn in a hex which does not contain a city or airbase may not airdrop during that player turn, even if an airbase is placed in its hex during that player turn. 24.12 An airborne unit may only airdrop during an offensive option. Airdrops are prohibited during limited offensives. 24.13 An airborne unit may only airdrop during the combat phase, either immediately prior to ground combat resolution or immediately prior to exploitation combat resolution, whether or not any breakthrough or exploitation movement by armor units occurred. 24.14 Subject to 24.15, an airborne unit may airdrop on any hex within six hexes of its base, including a hex containing enemy units. Like air units, an airdropping airborne unit may not cross over land hexes which are completely neutral, but may cross over hexes which are part water, part neutral land. 24.15 An airborne unit may not drop on a hex over which enemy forces

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have air superiority. The dropping player must have at least as many uninverted air factors capable of flying offensive air missions within range of the target hex as the defender. This determination is made after the attacker and defender have committed air units to ground support and defensive air support, respectively, and the attacker has intercepted any defensive air support. Air units used for these purposes do not count in determining air superiority. Unused defending air factors may not intercept airdrops. Air combat may take place as a result of an airdrop only if defending air factors fly defensive air support in the drop hex and are intercepted by unused attacking air factors. 24.16 The Italian airborne unit may not airdrop unless lent to Germany (51.26). 24.2 An airborne unit which airdrops may only attack units in the drop hex itself. It may not attack units in adjacent hexes, either alone or in conjunction with other attacking units, even if the airborne unit drops on an empty hex or a hex occupied by friendly units. If defending units in two or more hexes are being attacked in a single attack (15.33), an airborne unit may participate in the attack by airdropping on any of the attacked hexes. 24.3 An airborne unit may not voluntarily move from the hex on which it airdrops, except by SR, until the game turn following its airdrop. Airborne units which airdropped may not advance after combat. 24.31 Airborne units are fully supplied during the game turn following an airdrop, unless moved by SR (29.554), but may not airdrop unless supplied from an unlimited supply source at the start of their player turn. The special supply status arising out of an airdrop is not in itself sufficient to allow a second airdrop. 24.4 Eliminated airborne units may always be rebuilt, but not in the game turn in which they were eliminated. 24.5 Airborne units ignore all stacking limits and are never counted in determining the number of units in a stack. They may both attack and defend in situations where another unit would be overstocked. This rule applies even if the airborne unit is moved and used like infantry. It does not apply to seaborne invasions if the airborne unit is part of the seaborne invasion force. Only two embarked ground units may attack in an invasion and this may not be increased to three by the use of an airborne unit. This does not prevent the use of an airborne unit in invasion combat by way of an airdrop, if the requirements for airdrops are met.

25. PARTISANS 25.1 Partisans represent irregular forces and as such are governed by special rules concerning their construction, supply, employment and effect on hex control. 25.2 CONSTRUCTION: The Allies may not construct partisans in any country until Russia is at war with the Axis. Germany may construct partisans only after an Allied

declaration of war on Ireland or as a result of a successful diplomatic die roll for Ireland or Egypt. 25.21 Partisans may be constructed and placed on the board by Britain, the U.S., Russia and Germany during their unit construction phase, at a cost of two BRPs per partisan. Only Russia may construct and place partisans in Russia. No more than one partisan may be constructed in the same country each turn (EXCEPTION: Allied variant 15 allows the construction of two partisans in Russia each turn). 25.22 Allied partisans may normally be constructed as follows: Spain: 4; Yugoslavia: 4; Greece: 3; Russia: 4; France: 2; Italy: 2 (after an Italian surrender); Britain: 2 (after a British surrender). These limits may be affected by Allied variants 15 and 17 and certain diplomatic results. Partisans may be rebuilt once eliminated, but the number of partisans on the board in a particular country may not exceed the limit for that country. Partisans may not be built in an unconquered country unless allowed by a diplomatic result (EXCEPTIONS: Russia and Ireland). Germany may build three partisans in Ireland if it is attacked by the Allies, and may build partisans in Ireland and Egypt if allowed to do so by a diplomatic result. 25.23 Partisans may only be placed in an eligible country on vacant, enemy-controlled hexes or on hexes which contain another partisan constructed by the same major power (EXCEPTION: After an Allied attack on Ireland, Germany may build partisans in Irish hexes which have

not yet come under Allied control). Partisans may not be placed in an enemy ZoC. If no such hexes are available, no partisans may be constructed in that turn. Allied partisans may be constructed in Ulster, Sicily, Sardinia or the Greek islands if otherwise allowed (25.22). Partisans may not be constructed in or move into Vichy France unless it has activated as a German minor ally, has been deactivated or is independently at war with the Allies. Russian partisans may not be constructed in eastern Europe. Russia may construct partisans in ungarrisoned captured ICs. 25.24 If two major powers both wish to construct a partisan in the same country in the same turn and cannot resolve their disagreement, the major power controlling the smaller number of partisans in that country builds the partisan. If both major powers control the same number of partisans, the partisan is built by the major power with ground forces closer, as the crow flies, to the capital of the country in question (a die roll if tied). 25.25 Partisans are eliminated if the major power which constructed them surrenders. 25.26 Subject to 25.23, partisans may be constructed after their country is recaptured by friendly, non-partisan forces. Partisans remain in play after the liberation of their country, although the restrictions of 25.3 remain in effect.

25.3 MOVEMENT AND COMBAT: Partisans are controlled and moved by the major power which constructed them and must conform to that major power's option selection on their front during the combat phase. Partisans may always move without regard for hex control or option selection. 25.31 Partisans may not leave their country and may not attack across its borders, except as required by a CRT dictated counterattack (EXCEPTION: Irish partisans may move and attack into Ulster). Partisans are j not counted for attrition if in contact with enemy forces across a national border. Russian partisans may not enter any part of eastern Europe. 25.32 Partisans may not move by sea and may not be SRed. 25.33 Partisans may stack and attack with friendly units, subject to Russo-Allied cooperation restrictions (50.4). However, partisans may not receive ground support or defensive air support. This does not preclude non-partisan ground units engaged in combat alongside partisans from receiving ground support or defensive air support. The allowable amount of air support would then depend on the number of non-partisan factors involved. 25.34 Partisans attack in the same manner as infantry, and may combine with non-partisan units to eliminate the positive DM of a defender attacked across a river or crossing arrow (15.23C). 25.35 Partisans are counted in attrition totals, may be taken as attrition losses and may advance to occupy hexes after attrition combat, subject to 25.31. 25.4 SUPPLY: Partisans are always in supply and do not need to trace a supply line (29.551). 25.5 HEX CONTROL: A partisan controls only the hex it occupies, and only temporarily. As soon as a partisan moves to another hex the hex reverts to the control of the major power which previously controlled it.

25.51 A partisan-controlled hex is controlled only by the partisan itself. It is not controlled by either the major power which controls the partisan or by the major power which previously controlled the hex. Thus a partisan-controlled port could not receive sea transport or SR, nor could a partisan-controlled city base air units.

25.52 A partisan-controlled objective is not counted in the total for either side for victory determination or any other purpose. 25.53 A partisan may force major power air or naval units to change base by moving into an undefended base hex or by advancing into a defended base hex after combat. 25.54 A partisan-controlled capital yields no BRPs to the major power which controls the partisan, although the major power which previously controlled the capital would lose BRPs for the capital if it failed to regain control of the capital during its next player turn and if it had received those BRPs during the previous YSS or, in the case of a recently activated minor ally, during the current year. Control of a capital at the start of a scenario meets this requirement. Because partisans only control hexes while they occupy them (25.5), the elimination of the partisans would be sufficient to prevent BRP loss. It would not be necessary to advance into the capital itself.

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25.55 If Russian partisans gain control of a captured 1C, the Axis immediately lose any BRPs they received for that 1C during the previous YSS. Axis recapture of the 1C does not prevent this BRP loss. Russia would not be considered to have recaptured the 1C until regular Russian ground units gained control of the 1C. 25.6 ECONOMIC EFFECT OF PARTISANS: For each partisan in territory controlled by an enemy major power, that major power loses one BRP each turn (EXCEPTION: After a cooperative conquest (54.7), the major power receiving the most BRPs from the conquest incurs the BRP loss, regardless of hex control. If several major powers shared equally in a conquest, BRP losses from partisans are also shared equally each turn, with a die roll being made for any remnant). These BRPs are , deducted at the end of the enemy major power's combat phase. To inflict BRP damage on an enemy major power, partisans must be in enemy or partisan-controlled hexes and be adjacent only to such hexes, water or neutral land (EXCEPTION: This requirement does not apply to Irish partisans, which always inflict a BRP penalty on Britain). Partisans behind friendly lines, adjacent to friendly non-partisan units or on islands do not count. This BRP penalty does not apply to a minor country which has been reconquered from the enemy major power, either by partisans themselves or another major power.

26. AIR UNITS 26.1 AIR BASES: 26.11 Each city, including ports, may base five air factors. A hex containing two cities may therefore base ten factors.

26.12 AIRBASE COUNTERS: Each major power is also provided with airbase counters as follows: Germany: 4; U.S., Britain, Russia: 3; Italy, France: 2. 26.121 Each major power may place one airbase counter on the board during the initial setup of the Campaign Game and 1939

scenarios. For all other scenarios, each major power may place all its available airbase counters on the board during initial setup. Once play begins, each major power may place no more than one airbase counter each turn. Subject to this restriction, airbase counters may be placed at any time during a player's turn. 26.122 Airbase counters may be placed in any supplied hex controlled by the placing major power or an ally, if permitted by the ally, even if the hex is in the ZoC of enemy armor. No more than one airbase counter may occupy a single hex. 26.123 Once all of a nation's available airbase counters are on the board, a player may only place an additional airbase counter by simultaneously removing an existing airbase counter from another hex, so that the total number on the board does not exceed the limit set out in 26.12. This process is unrelated to SR and does not count against a nation's SR limits, but is subject to the prohibition against placing more than one airbase counter each turn (26.121). 26.124 After initial placement, airbase counters may only be moved by SR. Each airbase counter so moved counts as one unit against the owning nation's SR limit and requires sea escort by a 9-factor fleet to cross water. SR of airbase counters is unrelated to the recycling of one airbase counter each turn (26.123). 26.13 An airbase counter may base five air factors. A hex containing an airbase counter and a city may base ten air factors; a hex containing an airbase counter and two cities may base 15 air factors. 26.14 British air units may not base on French airbase counters and vice

versa until Anglo-French cooperation restrictions are lifted (49.44). Russian air units may not base on Western Allied airbase counters and vice versa. Germany and Italy, and the Western Allies, may use one another's airbase counters, but during the phase in which they are placed airbase counters may be used only by air units belonging to the placing major power (EXCEPTION: Lent Italian air units may use both German and Italian airbase counters in the phase in which they are placed). 26.15 An airbase counter is removed from the board if the hex it occupies comes under enemy control. Airbase counters which are cut off from supply by enemy action are removed from the board in the same manner as ground units (29.541). In either case, the airbase counters may be placed on the board again in accordance with 26.121. 26.16 If the recycling, removal or SRing of an airbase counter reduces the basing capacity of a hex below the number of air factors in that hex, the air factors must be moved or SRed to another city or airbase counter in the same phase or be eliminated. When an airbase counter is overrun, the provisions of 26.24 apply.

26.2 STAGING: 26.21 An air unit may stage (change bases) up to eight hexes at the beginning of the movement phase. The new base hex need not be on the same front as the old base. It must have been controlled by the staging side at the start of its player turn. Air units thus may not stage to new bases acquired by ground units during the same movement phase. Intervention in an attacked minor country (including intervention by a staging air unit) or a successful Axis diplomatic die roll for Denmark or Belgium/Luxembourg (Appendix II) results in the acquisition of bases which may be used immediately. An air unit may stage to a base which is not fully supplied, but it may not carry out any activities from the new base unless supply is later provided to it (29.61B). Staging may not be intercepted. During a pass option, air units may stage only over controlled, water or part water, part neutral land hexes (18.3). 26.211 German air units in Bergen may stage to the Murmansk box. If the Allies capture Bergen while German air units are in the Murmansk box, they must stage to an Axis-controlled air base within eight hexes of hex A34 during the next Axis movement phase or be eliminated. 26.22 Air units have an operational radius of four hexes. An air unit may fly four hexes from its base to perform air missions during the combat phase of an offensive option or during a limited offensive. This operational range is in addition to staging. An air unit may stage eight hexes during the movement phase, then fly up to four additional hexes to a target hex during the combat phase, then return to its base. The defender's air units may also fly four hexes to perform defensive tasks. Surviving air factors always return to the same base in which they began the combat phase (EXCEPTION: 26.25). 26.221 Air units may be sea transported from one port to another (27.424). Air units may not stage during a turn in which they are sea transported. The destination port becomes the air units' new base. Ground support and interceptions may be flown normally from the new base, subject to supply requirements (27.4241). 26.23 Air units may not stage over land hexes which are completely neutral. Air units may fly over hexes which are part water, part neutral land, provided they do not cross a hexside containing exclusively neutral land. Air units may stage over enemy-controlled territory, except during pass options. 26.24 Air units on bases which are overrun by enemy units are displaced to the nearest controlled air base that has room to base them. Should two such bases be equidistant, the owning player chooses. The new base must be within eight hexes of the original base. Should no such air base exist, the air units are eliminated. 26.241 An air unit in the same hex as a friendly ground unit is not displaced from its base when an enemy airborne unit airdrops on its base until the resolution of ground combat in favor of the enemy airborne unit. 26.242 The movement of dislodged air units may not be intercepted. An air unit forced to move in this manner may still perform missions from its new base, if not counteraired (26.43). 26.25 Should a base be captured while its air units are absent on a defensive air mission, the provisions of 26.24 are applied at the end of the combat phase. At that time, the defender's surviving air units are placed at their new base. The new base must be as close to the original base as possible, and

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must be within eight hexes of the original base.

26.3 EMPLOYMENT 26.31 During any game turn air units may perform one, and only one, offensive or defensive mission. 26.32 Defending survivors of a counterair mission may not perform any mission, offensive or defensive, for the remainder of the game turn, unless the attacker counteraired the defender with fewer factors and lost the ensuing air combat (26.4331). Newly constructed air units may not fly any offensive or defensive missions during the game turn in which they are constructed. EXAMPLE: In Spring, the Axis move first. Axis air units which flew offensive missions during the Axis Spring player turn and newly constructed Axis air units may not fly defensive missions during the Allied Spring player turn. Allied survivors of Axis counterair attacks (subject to the exception in 26.4331) and Allied air units which flew defensive missions during the Axis Spring player turn also could not fly offensive missions during the Allied Spring player turn. In the Summer game turn, regardless of which side moved first, all air units could fly missions. During the Spring game turn, all air units could stage and SR, which is allowed regardless of offensive or defensive missions down, provided all other criteria are met. 26.33 Any air unit which performs a mission, is counteraired (subject to 26.4331) or is newly constructed is inverted until the end of the current game turn. 26.34 The restrictions of 26.23 governing the movement of air units over neutral hexes also apply to air units which fly offensive and defensive missions or SR.

26.4 OFFENSIVE AIR MISSIONS: 26.41 Offensive air missions may only be flown from supplied cities or airbases during an offensive option or a limited offensive operation. Most offensive air missions (ground support, counterair, interception, attacks on naval units, air cover and German bombing of Britain (43)) are flown during the combat phase. Three types of offensive air missions may be flown during the movement phase: counterair missions may be flown immediately after the staging of air units; German air supply missions (Axis variant 16)) may be flown prior to initial supply determination (29.42); and ground support may be flown for overruns (14.8). Air cover for sea supply and naval SRs is not considered a mission and may be flown regardless of option selection (26.462, 29.344). 26.42 GROUND SUPPORT: 26.421 Air units within four hexes of a hex capable of being attacked by ground units may fly to that hex and add their combat factor to that of any attacking ground units. Overruns and exploitation attacks may be similarly supported by air units. Air units which provide ground support for exploitation attacks may not have provided ground support for overruns or attacks during the regular combat phase, even against the same hex. 26.422 The total number of air factors providing ground support for an attack may not exceed three times the total number of attacking ground factors involved in the attack. 26.4221 Once ground support has been committed to a hex, the attacking player may decide not to attack that hex, but the air units providing ground support may not then be withdrawn. If the attacker chooses not to attack the enemy units in that hex, the air units providing the ground support are eliminated. Air units providing ground support are not eliminated where the attacker is unable to attack as a result of enemy action (26.4222, 26.4223), but a voluntary decision not to attack, or a decision to attack with fewer

ground factors than required to comply with 26.422, results in the elimination of the excess air units providing ground support. 26.4222 Ground support may be provided for sea invasions. If the invasion is successfully intercepted by enemy action and turned back, or is voluntarily aborted by the attacking player, air units providing ground support are not eliminated. Such air units return to base and are inverted. 26.4223 If the interception of a portion of an invasion force or the sea transport of ground units results in more ground support than is allowed (26.422), the excess air factors are not eliminated. Such air units return to base and are inverted. 26.4224 If Axis units are occupying Paris, British air factors allocated to ground support in anticipation of ground attacks by French units are eliminated if the Allies fail to recapture Paris and the anticipated ground attacks are aborted (48.4). 26.423 Air units which provide ground support are eliminated by an "A" result in ground combat. If the attacker suffers an "Ex" result he may elect to take his losses from ground, air or bombarding fleet units in any combination, so long as he eliminates sufficient factors. 26.424 If a ground attack against more than one enemy hex is being conducted (15.33), the attacker may add ground support to his attack if his air units are able to reach any one of the attacked hexes. 26.43 COUNTERAIR: 26.431 Air units within four hexes of enemy air bases may attack enemy air units at those air bases. Only uninverted defending air factors participate in the ensuing air combat, although air combat losses may be taken from inverted air factors in the attacked hex (26.62). 26.432 If the attacker counterairs a hex containing only inverted enemy air units, the size of the defending force is considered to be zero when calculating the DRM in favor of the attacker due to size. When inverted air units are counteraired, nationality modifiers are only applied if they favor the attacker (26.6). EXAMPLE: Two Russian air factors counterair four inverted German air factors. The Russian player receives a +2 DRM for size. There is no nationality modifier. If the four German air factors had counteraired two inverted Russian air factors, the German player would receive a +4 DRM for size and an additional +1 DRM for nationality. 26.433 After air combat arising out of counterair is resolved, the surviving factors for both sides normally return to base, are inverted and may not be used for the remainder of the game turn. 26.4331 If a counteraired defender had the larger force and won the resulting air combat, the surviving defending air factors are not inverted and are available for further use during the game turn. Such factors are not considered to have been counteraired, and the restrictions on counteraired air units do not apply to them. The unsuccessful attacking air factors are inverted after they return to their base. For multiple air combat (26.66), this exception is applied separately to each air combat. 26.4332 When air attacks are being made against naval units in port, counterair combat may occur during each attacking sortie (26.4524). 26.434 Air units based in Malta may, at their option, decline combat when counteraired. No air combat occurs, and both the attacking and defending air units are inverted (64.2). For the effect of this rule on air attacks against naval units based at Malta, see 26.4527.

26.44 INTERCEPTION OF DEFENSIVE AIR SUPPORT: 26.441 After the defender has committed his air units to defensive air support missions (26.51), the attacker may use uninverted air units to intercept such support. Defensive air support may also be intercepted in connection with overruns and exploitation attacks. 26.442 Interception takes place in the hex in which the defender has placed his defensive air support. The intercepting air must be based within four hexes of the target hex. 26.443 The attacker may intercept with a force greater than, equal to or less than the number of air factors flying defensive air support. All surviving intercepting air factors are inverted after the resolution of air combat with the defending air factors, regardless of the outcome. 26.444 If at least an equal number of attacking air factors intercept air factors flying defensive air support, the surviving defending air factors are also inverted after the resulting air combat, regardless of the outcome. However, if the defender had more air factors and won the resulting air

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26.4526 After the effects of the second sortie are determined, the attacker may, if he wishes, fly additional sorties, following the procedure outlined above. Any number of sorties may be flown, subject to the limitation set out in 26.4523. After all sorties are flown, all surviving attacking air units return to base and are inverted, as are all surviving defending air units.

combat, the survivors may continue their defensive air support mission or return to base and invert, at the defender's option.

26.4527 Air units in Malta have the option to decline counterair combat (26.434, 64.2). In this event, no air combat takes place, even during the first sortie, and the defending air units are inverted and do not take part in any defense of naval units in Malta for the remainder of the turn. The attacking air units which neutralized the defending air units may be used in subsequent sorties against Malta, subject to 26.4523. 26.4528 Defending air units near, but not in, a port under air attack may not assist in the air defense of the port. The attacker need only concern himself with air units based in the port itself. 26.453 AIR ATTACKS ON NAVAL UNITS AT SEA: 26.4531 Naval units moving at sea during any naval activity are subject to air attack whenever they move within range of uninverted air units. Naval units may be attacked while protecting supply lines, during naval movement, missions, SR, raider movement into the SW box, or while engaged in fleet combat. Air attacks against enemy naval units at sea may be made by either side, regardless of option selection.

26.45 AIR ATTACKS ON NAVAL UNITS:

26.451 GENERAL: 26.4532 During any naval activity, the naval units involved move along a specified path of hexes. If a naval force moves into a hex within range of uninverted enemy air units, that force is subject to an air attack in that hex. The air attack consists of a single air sortie (EXCEPTION: If the naval force engages in fleet combat: 26.4534). After the results of the sortie are determined, the surviving attacking air units return to base (but are not yet inverted), and the naval force moves to the next hex along its chosen path.

26.4511 Uninverted air units within range of enemy naval units may attack them while they are in port or at sea. 26.4512 When air units attack naval units, the defender determines the defensive strength of his naval units, rolls two dice and consults the Air Defense Table (26.4542). The attacker then determines the strength of his surviving attacking air units, rolls two dice and consults the Air Attack Table (26.4543). 26.4533 All uninverted air units within range of the new hex, including

survivors of a previous attack against the same naval force, may then make another air sortie against the naval force. This process continues until the attacker runs out of air units or calls off his attack, or until the naval force completes its naval activity, withdraws, moves out of range or is eliminated. The attacking air units then return to base and are inverted.

26.4513 After the results of the first air sortie have been determined, surviving attacking air units may, if the attacker wishes, make further air sorties against the same enemy naval units, subject to 26.4523, 26.4533 and 26.4534. 26.452 AIR ATTACKS ON NAVAL UNITS IN PORT:

26.45331 Air units need not attack an enemy naval force at every opportunity. They may fly an air sortie against the enemy naval force, decline to fly a sortie as it enters the next hex, then resume their attacks as the naval force enters a third hex. Similarly, a naval force which comes within range of air units, passes out of range, then again comes within range may be attacked as it enters each hex within range of the air units, provided the naval force is still engaged in the same activity.

26.4521 Uninverted air units within range of an enemy port may attack enemy naval units in that port. Such attacks are considered an offensive air mission, and are resolved during the combat phase, immediately after the resolution of counterair missions, prior to any interception of naval missions by the attacked naval units. 26.4522 If uninverted enemy air units are present in the attacked hex, they must be counteraired by at least an equal number of attacking air factors. If this is not done, the naval units may not be attacked. After air combat is resolved, any surviving defending air units are added to the air defense factors for the attacked hex. The effects of the first air sortie are then determined (26.454).

EXAMPLE: Britain has ground units in Gibraltar it wishes to use in an invasion of France. A British naval force based in Britain base changes to Gibraltar during the movement phase, moving down the western edge of the mapboard. It may be attacked by an uninverted German air unit based in Vigo as it enters Q9, R8, S8, T7 and U7, one air sortie per hex. The German air unit would be inverted after the completion of the base change, which is a naval activity.

26.4523 After the first air sortie is completed, the attacker may launch a second air sortie with his surviving air factors, including air factors which counteraired enemy air units during the first sortie, provided at least one enemy naval factor was either sunk or damaged in the first sortie. If the first sortie was ineffective, no further air sorties may be flown by those air units in that turn.

If the German air unit did not attack during the movement phase, it could attack the British naval force during the combat phase as it carried out its invasion mission. Once this new naval activity was completed, the German air unit would be inverted. Finally, if the German air unit had not previously attacked the British naval force during its base change or mission, it could attack the British naval force as it SRed back to Britain. Each naval activity gives the German air unit an opportunity to attack the British naval force, but the air unit could only attack the naval force during one of its naval activities. 26.4524 The defender has the option of committing any surviving air factors

in the port hex to the defense of the naval units in that port hex against the second air sortie (EXCEPTION: Malta - 26.4527). If the defender commits his surviving air factors to the defense of the port, the attacker must again counterair the defending air factors with at least an equal number of attacking air factors, and the defending air factors which survive the ensuing air combat are again added to the air defense of the port. If the defender chooses not to commit his surviving air factors to the defense of the port, they are inverted, are not subject to further counterair attacks and do not contribute to the defense of the port.

The German air unit could not attack any other enemy naval forces during the same turn, even if they were engaged in the same type of naval activity as the naval force actually attacked. For example, if two separate British naval forces base changed to Gibraltar, only one could be attacked by that air unit. Of course, if the air unit consisted of more than one air factor, it could reconstitute itself as two air units, and each could attack a different British naval force. 26.45332 Each air factor may attack only one enemy naval force each turn. Air units which are attacking a naval force may continue their attacks even if that naval force combines with other naval forces to form a larger naval force. Naval units which abort their activity and return to port may not be attacked by enemy air units (26.4536). 26.4525 Air factors which attacked enemy naval units during the first sortie

may be used for counterair during the second sortie, and air units which counteraired enemy air during the first sortie may be used to attack enemy naval units during subsequent sorties. Air units which change targets in this manner are still considered to be performing a single mission (26.31), as the enemy naval and air units are based in the same hex.

EXAMPLE: Five German air factors attack 18 British fleet factors. One British fleet factor is eliminated and three are damaged. The 14 remaining British fleet factors continue their mission and the three damaged British fleet factors return to port. The German player may again attack the 14 undamaged British fleet factors. The three damaged fleet factors may not be attacked, nor could the 14 British fleet factors, had they chosen to abort their mission (26.4536).

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26.4534 AIR ATTACKS DURING FLEET COMBAT: If the defending naval force engages in fleet combat in a hex in which it is also subject to air attack, one sortie may be flown against the defending naval force immediately before each round of fleet combat. This reflects the fact that the movement of the defending naval force through the exposed hexes is impeded because of the fleet combat. This is the only situation, other than air attacks against naval units in port, in which naval units may be subject to more than one air sortie in the same hex. 26.4535 After air combat between attacking air units and defending air units flying air cover (26.46, 26.52) is resolved, the effects of the air sortie are determined (26.4512). All defending fleet factors are taken into account in determining the air defense of the naval force, and all surviving attacking air factors attack together. 26.4536 AIR ATTACKS AGAINST RETURNING FLEETS PRO-HIBITED: Air attacks may not be made against naval units which have completed their activity, abort their activity or are damaged and forced to return to port. 26.4537 Air attacks against enemy sea supply lines are carried out in the same manner as air attacks against enemy naval units. One air sortie may be flown against each hex of the sea supply line. 26.4538 Air attacks alone cannot prevent the completion of a naval activity (EXCEPTION: Disruption of sea supply - 29.361), unless the losses inflicted on the naval force reduce its size below that required for the activity. EXAMPLE: 18 fleet factors sea escort a 5-6 armor unit. Air attacks on the escorting fleets would not prevent the SR unless at least nine fleet factors were eliminated and damaged (10 fleet factors being required for sea escort of a 5-6 armor unit - 27.62). Of course, the loss of six or seven fleet factors to air attack might cause the SRing player to abandon the SR rather than face further air attacks. 26.454 RESOLUTION OF AIR ATTACKS AGAINST NAVAL UNITS:

26.4541 Air attacks against naval units are resolved according to the Air Defense and Air Attack Tables. 26.4542 AIR DEFENSE TABLE (see top of next column): Before the effect of each air sortie is resolved, the defender rolls two dice to determine how many attacking air factors either are eliminated or abort their attacks. The number of air defense factors is calculated as indicated in the Air Defense Table. The number before the "/" indicates the number of attacking air factors which are eliminated. The number after the "/" indicates the number of attacking air factors which must abort. Air factors which abort return to their base without loss, and do not take part in that air sortie, but may attack in subsequent sorties. 26.4543 AIR ATTACK TABLE (see bottom of next column): Once the air defense dice roll is made, the attacker rolls two dice and consults the Air Attack Table. Only those air factors which have not been eliminated or aborted are considered. The number before the "/" indicates the number of defending fleet factors which are eliminated. The number after the "/" indicates the number of defending fleet factors which are damaged. 26.4544 Eliminated naval factors are immediately removed from the board. Damaged naval factors are inverted and, if at sea, immediately return to their port of origin without risk of further interception (26.4536). A player may also abort the naval activity of some or all of his force at the end of each combat round. Naval factors which abort their activity similarly return to their port of origin without risk of interception. 26.4545 Naval factors may not be attacked while returning to port, whether after a completed or aborted naval activity, and whether damaged or undamaged (26.4536). 26.4546 AIR ATTACKS AGAINST DAMAGED FLEETS: If, as a result of previous air sorties against naval forces in a port, a naval force consists of damaged and undamaged factors, the effects of additional air sorties must, if possible, be directed against undamaged naval factors. The undamaged naval factors bear the brunt of the air attack first. The undamaged naval factors are first eliminated, and then damaged. Damaged naval factors are eliminated only when all the naval factors in the force have sustained damage. Damaged naval factors which then sustain additional damage are eliminated. This situation may only arise when naval units in port are subject to repeated air sorties during the same combat phase. EXAMPLE: Five British air factors attack nine Italian fleet factors in port, eliminating two and damaging three. Of the seven surviving fleet factors, three are damaged. A second air sortie eliminates two and damages four fleet factors. Two of the undamaged

fleet factors are eliminated and two are damaged, leaving five damaged fleet factors. Two of the damaged fleet factors sustain additional damage and are eliminated, leaving three damaged fleet factors. 26.46 AIR COVER (OFFENSIVE): 26.461 Air units may fly air cover over naval units during any naval activity, including movement, offensive missions, interceptions, counter interceptions, sea supply, naval SRs, sea escort and movement of raiders. Each air unit may provide air cover only for one naval force each turn, but air units which provide air cover for a naval force which is changing base

Air Defense Table – 26.4542 Air DF

Dice Roll 2 3 4 5 6 7 8 9 10 11 12+

1 0 0 0 0 0 0/1 0/1 1/0 1/0 1/1 1/1

2 0 0 0/1 0/1 1/0 1/0 1/1 1/1 1/2 1/2 2/1

3 0/1 0/1 1/0 1/0 1/1 1/1 1/2 1/2 2/1 2/1 2/2

4 1/0 1/0 1/1 1/1 1/2 1/2 2/1 2/1 2/2 2/2 2/3

5 1/0 1/1 1/1 1/2 1/2 2/1 2/1 2/2 2/2 2/3 2/3

6 1/1 1/1 1/2 1/2 2/1 2/1 2/2 2/2 2/3 2/3 3/2

7 1/1 1/2 1/2 2/1 2/1 2/2 2/2 2/3 2/3 3/2 3/2

8 1/2 1/2 2/1 2/1 2/2 2/2 2/3 2/3 3/2 3/2 3/3

9 1/2 2/1 2/1 2/2 2/2 2/3 2/3 3/2 3/2 3/3 3/3

10+ 2/1 2/1 2/2 2/2 2/3 2/3 3/2 3/2 3/3 3/3 3/4 Air Defense Factors (Air DF):

1 for every 9 fleet factors, including damaged fleet factors (round fractions up) 1 for each surviving counteraired air factor (26.4522) 2 if the attacked naval units are in a port 3 if the attacked naval units are in a port which is an objective 3 if the attacked naval units are in a port which is a fortress 4 if the attacked naval units are in a port which is both an objective and a fortress 4 if the attacked naval units are in a port in a two-port hex (27.111)

Dice Roll Modifiers:

+1 for each air defense factor over ten Results: The number before the slash is the number of attacking air factors which are eliminated. The number after the slash is the number of attacking air factors which abort their mission and return to base. Air factors which abort may take part in future air sorties during the current combat phase. EXAMPLES: A single fleet factor has an air defense of one. 17 fleet factors have an air defense of two. 19 fleet factors have an air defense of three. 18 fleet factors in a port hex have an air defense of four. 17 fleet factors in Gibraltar have an air defense factor of six.

Air Attack Table – 26.4543

AF Dice Roll

2 3 4 5 6 7 8 9 10 11 12+ 1 0 0 0/1 0/1 1/0 1/0 1/1 1/1 1/2 1/2 1/3

2 0/1 0/1 1/0 1/0 1/1 1/1 1/2 1/2 1/3 1/3 2/3

3 1/0 1/0 1/1 1/1 1/2 1/2 1/3 1/3 2/3 2/3 2/4

4 1/1 1/1 1/2 1/2 1/3 1/3 2/3 2/3 2/4 2/4 3/4

5 1/2 1/2 1/3 1/3 2/3 2/3 2/4 2/4 3/4 3/4 3/5

6 1/2 1/3 1/3 2/3 2/3 2/4 2/4 3/4 3/4 3/5 4/5

7 1/3 1/3 2/3 2/3 2/4 2/4 3/4 3/4 3/5 4/5 4/6

8 1/3 2/3 2/3 2/4 2/4 3/4 3/4 3/5 4/5 4/6 5/6

9 2/3 2/3 2/4 2/4 3/4 3/4 3/5 4/5 4/6 5/6 5/7

10+ 2/3 2/4 2/4 3/4 3/4 3/5 4/5 4/6 5/6 5/7 6/7 Dice Roll Modifiers:

+1 each attacking air factor over ten -# Air Force Nationality DRM (26.6) Results: The number before the slash is the number of enemy fleet factors which are eliminated. The number after the slash is the number of enemy fleet factors which are damaged and return to their port of origin.

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may continue to provide air cover for that naval force's activity while the naval force remains within range, even if it joins with other naval units in its new base to form a larger naval force before beginning its naval activity. Air units providing air cover during their own player turn are performing an offensive air mission, are inverted upon completion of the mission and may not perform any other missions that turn. 26.462 Air units may provide air cover for sea supply, naval SRs and counter-intercepting naval forces at no BRP cost, regardless of option selection. 26.463 Air cover operates over any hex within range of the air unit involved. If enemy air units intercept the naval units or sea supply line in any hex for which air cover is being provided, the covering air units may engage some, all or none of the attacking air factors. Once the covering player has decided what portion of the attacking force he wishes to engage, air combat (26.6) takes place, with the covering air units receiving a +1 DRM. 26.464 Once air combat between the air units providing air cover and the engaged attacking air units is resolved, all surviving attacking air factors then attack the target, unless the attacking player voluntarily aborts the air sortie. The surviving air units providing air cover play no part in the resolution of the air sortie, but if additional air sorties are flown by the attacker, they may again attack some, all or none of the attacking air factors. EXAMPLE: Five German air factors attack a British naval force. Three British air factors are providing air cover. The British player decides to engage three of the attacking German air factors. The British player narrowly wins the resulting air combat, thanks to the -1-1 DRM he receives (26.463), and one German air factor is eliminated. The remaining four German air factors may then continue their air sortie or abort, at the German player's option. The three British air factors may again engage the surviving German air factors should the German player decide to fly a second air sortie. 26.465 Air cover does not operate against enemy naval units. Other air units must be held back to intercept intercepting enemy naval units.

26.5 DEFENSIVE AIR MISSIONS:

26.51 DEFENSIVE AIR SUPPORT: 26.511 During the combat phase of an enemy offensive or attrition option, after the attacker has announced his ground support air missions, uninverted defending air units within four hexes of any hex containing units which may be subject to ground attack, including seaborne invasions and as yet unannounced airdrops, may provide defensive air support to those units. Air factors flying defensive air support are added to those of the defending ground units in determining the odds of ground combat. The added air factors are not affected by any DMs relating to the ground units they are supporting. Only their basic combat strength is added to the defense. 26.512 The defender may similarly commit air units which have not yet flown during that game turn to defensive air support of units being subject to overruns (14.82), or during exploitation (15.661). Defensive air support placed during movement or regular combat has no effect on exploitation combat, even if it were not intercepted and no attack were made on the hex to which it was originally committed. 26.513 Defensive air support may only be given to ground units and may not exceed three times the number of ground factors defending in that hex. Air units providing defensive air support may be intercepted by uncommitted enemy air units (26.44). A player may not commit excess defensive air support in anticipation of enemy interception and air combat which, after losses, might reduce the defensive air support to the legal limit. 26.514 If the attacker commits ground support and the defender commits defensive air support to the same ground battle, there is no direct air interaction. Each side simply adds its air factors to those of its ground units. 26.515 Air units which provide defensive air support may be eliminated by adverse results in ground combat. Should an "Ex" result leave the defender with surviving factors, he may elect to take his losses from either air or ground units or both, in any combination, provided he eliminates sufficient factors. EXAMPLE: Eight German ground factors attack a French 2-3 infantry unit, which receives a +2 DM. The odds are 8:4. Four German air factors provide ground support, making the odds 12:4. Three French air factors provide defensive air support, making the odds 12:7 (1:1). A "CA" is rolled on the CRT, and the French must counterattack at 5:12 (1-3). They roll an "A" and both the French 2-3 and the three French air factors are eliminated. The German ground units may occupy the French hex and the German air factors return to base and are inverted.

26.516 Defending air units which do not fly defensive air support may not be eliminated by an adverse ground combat result. An air unit which is based in an attacked hex and has not been committed to defensive air support does not take part in the ground combat and is simply displaced (26.24) if attacking ground units advance into the hex after combat. 26.517 Air units committed to defensive air support have performed a mission even if the attacker does not attack their hex.

26.52 AIR COVER (DEFENSIVE): 26.521 The defender's intercepting naval units may be provided with air cover (26.46) if uninverted air units are available. Defensive air cover functions in the same manner as air cover provided by the moving player.

26.6 AIR COMBAT: When air combat occurs, both sides roll a die to determine combat losses. The die roll is subject to modification as follows: A. The larger side receives a +1 DRM for each factor in excess of the smaller side. B. Nationality modifiers are applied as shown in the Air Force Nationality DRM Chart. When a side consists of nationalities with different DRMs, the lowest modifier is used.

Air Force Nationality DRM Chart – 26.6 DRM Nation

0 Germany (subject to Axis variant 23), Britain, United States

-1 Italy (subject to Axis variant 9), France, Russia

-2 All others

26.61 The loser in air combat (the side with the lower air combat die roll after modification) must eliminate air factors equal to the difference between the modified die rolls. The winner in air combat must eliminate half as many (rounded down) air factors as were removed from the board by the loser. If the loser has eliminated inverted air factors, these are included in the loser's total. Thus, if the loser removes one factor, the winner doesn't remove any; if the loser removes two or three factors, the winner removes one factor; if the loser removes four or five factors, the winner removes two factors, and so on.

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26.62 If the loser does not have enough air factors to meet the required losses, he loses what he has and there is no additional penalty (EXCEPTION: Inverted defender air factors in a counteraired hex are used to satisfy defender air combat losses once all uninverted defender air factors are eliminated. Such elimination of inverted air units only occurs in air combat arising out of a counterair mission. If air combat happens to occur in a hex which also contains inverted air factors (as where defensive air support is intercepted over such a hex), the inverted air factors are not involved in the combat and cannot incur losses). 26.63 If one side in an air battle is unable to fulfill its loss requirements, this limits the losses incurred by the other side. Thus the number of air factors actually lost by the loser limits the number lost by the winner, and the size of the winning force limits the number of air factors which may be lost by the loser. EXAMPLES: One British air factor counterairs five inverted German air factors. The modified die roll of the British is six, the modified die roll of the German is one. The Germans lose three air factors, not five, because of 26.63. Had the British attacked with two air factors, all five German air factors could have been eliminated. Five British air factors counterair two German air factors. The modified die roll of the British is six, the modified die roll of the German is two. The Germans lose only two air factors, not four, and the British lose only one, not two, because the winner's losses are calculated by halving the defender's actual losses, which are limited by the number of defending air factors involved. 26.64 Ties are resolved as drawn battles. A third die roll is made and each side loses that number of air factors, but neither side loses more factors than were present in the smaller force. If inverted factors are involved in a counterair attack which resulted in a tie, these are taken into account in determining the size of the smaller force, and thus the maximum number of air factors which may be lost in that air battle. 26.65 Air losses from a force of mixed nationality must be distributed equally among the nationalities involved, with any remnant being taken by the nationality having the most factors involved. If an equal number of factors were involved, the remnant is taken from the nationality with the lower DRM. Similarly, air losses from forces from different air bases must be distributed equally, subject to nationality losses, with the remnant being taken from an air base of the owning player's choice. 26.66 MULTIPLE AIR BATTLES: Air battles involving more than five air factors on each side are resolved by more than one air combat die roll. The smaller force is broken down into groups consisting of five air factors each, with the final group consisting of less than five air factors. The larger force must then engage each opposing air group with at least an equal number of air factors. Surplus air factors belonging to the larger force are allocated between battles as the owner wishes. Subject to the foregoing, each player determines the composition of his air groups. Each air battle is then resolved separately. EXAMPLE: 14 German air factors counterair 10 British air factors. Two air battles are fought. Each group of five British air factors must be attacked by at least five German air factors. The remaining four German air factors may be added to either battle as the German player sees fit. If some of the attacking air factors were lent Italian, the German player could assign these to whichever attacking group he wished. 26.7 PARTIAL AIR COUNTERS:

26.71 Air counters may be broken down into smaller counters of the same nationality at any time during play, including during an opponent's player turn. Similarly, smaller counters may be recombined into larger ones at any time.

26.72 A player may never have more air factors in play than are contained in his force pool. Subject to this limitation, a player may construct partial air counters. Such units need not be combined with other partial units into 5-4 air counters. They may SR and operate independently. 26.73 A player may begin a scenario with his air units broken down into partial air counters. Britain begins the Campaign Game with one 5-4 air unit already broken down into partial air counters. 26.74 Although a major power may have as many partial air counters in play as it wishes, air counters in the same hex must be combined at the end of their owner's player turn if the opposing player finds the unnecessary partial air counters distracting. 26.75 For SR purposes, air counters of the same nationality in the same hex, up to five factors, count as one unit. Partial air counters on different hexes count as one unit apiece.

26.76 A player may conduct air missions without actually breaking down his air units, by announcing the missions of his air factors. If the opposing player wishes, however, the moving player must break down his air units in order to

ensure the accuracy of his calculations. 27. NAVAL WARFARE 27.1 NAVAL STACKING AND BASING: 27.11 Each port on the mapboard may base up to 36 naval factors. Naval bases, indicated on the mapboard by an anchor symbol, are significant only for naval construction (27.8), and have the same basing capacity as other ports. 27.111 A hex containing two ports is considered to contain a single port with the capacity to base up to 72 naval factors. A two-port hex is treated as a single port for all purposes (EXCEPTIONS: Air defense -26.4542; raiders - 44.23). 27.112 The capacity of a port may not be voluntarily exceeded. If overstacking occurs involuntarily, as a result of a failed attempt to change base during the movement phase (27.211), the excess naval units may not be used for the remainder of the player turn. If the overstacking is not remedied by the end of the SR phase, the overstacked naval units are eliminated. If overstacking occurs as result of a failed naval SR, the excess units are eliminated (20.82, 27.576). 27.12 A naval unit is considered to be based on the front which contains the ocean area on which the port abuts, even though the port itself may be on a different front. EXAMPLE: A fleet based on the north German (Baltic) coast is based on the eastern front, even though its port hex lies on the western front. A fleet based at Marseilles is based on the Mediterranean front, even though its port hex lies on the western front, hi neither case would a western front offensive option or limited offensive operation be required for the employment of the fleets on the eastern or Mediterranean fronts, respectively. 27.13 TWO-FRONT PORTS: Kiel, which was connected to the North Sea by a canal, is a two-front port for all purposes. Naval units based in Kiel may conduct missions on either the eastern or western front. A naval unit based on the eastern front may move to Kiel during the movement phase, then perform a mission on the western front during the combat phase, and vice versa. If the Allies capture Kiel, and whenever Kiel changes hands thereafter, it ceases to be a two-front port. This simulates combat damage to the Kiel canal. When the canal is inoperative, naval units in Kiel may be based on either the western or eastern fronts; it is up to the players to keep them straight. Kiel resumes its status as a two-front port as soon as either side has controlled it for two consecutive, complete game turns. 27.14 Gibraltar is also a two-front port for all purposes, is capable of sustaining missions on both the western and Mediterranean fronts and has all the other advantages of a two-front port. 27.15 Istanbul is also a two-front port for all purposes, is capable of sustaining missions in both the Black Sea and the Mediterranean and has all the other advantages of a two-front port. However, supply and passage between Istanbul and the Mediterranean outside the Turkish Straits is not allowed unless all the land hexes composing the strait (Z33, Z34, AA31 and BB31) are controlled by friendly forces. 27.16 Only Russian and Axis fleets may base in Russian ports and in the Baltic States. Russian fleets may base only in Russian-controlled ports. Russian fleets based in the Black Sea may enter a Mediterranean port only if Russian ground units gain control of the port and the Turkish Straits are under friendly control.

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27.17 NAVAL UNITS BASED IN THE U.S. BOX: Naval units based in the U.S. box are subject to the following restrictions: 27.171 Fleets based in the U.S. box may carry out sea transport and invasions as allowed by 20.73. 27.172 Fleets based in the U.S. box may carry out shore bombardment only in conjunction with a sea invasion from the U.S. (20.732). 27.173 American fleets based in the U.S. box may intercept Axis fleet activity on the western front only after the U.S. has entered the war. Prior to U.S. entry, U.S. fleets in the SW box may engage German submarines, but may not pursue German raiders, protect sea supply or otherwise interfere with Axis fleet activity or engage Axis air units. The U.S. box is considered to be at maximum range on the Naval Interception Table (27.565). 27.18 FRENCH FLEETS: French fleets may base only in France, French colonies or captured, French-controlled ports until Anglo-French cooperation restrictions (49) are lifted. If France is conquered by the Axis, all French fleets automatically move to Marseilles prior to the diplomatic die roll for France. They may not be attacked by either side as they do so. 27.181 If, while Anglo-French cooperation restrictions are in effect, French fleets are forced to move because their base is captured, and no legal French base is available on their front, they may temporarily move to a British-controlled port on the same front, provided no British units are in the port. At their first movement or SR opportunity, the French fleets must return to a French-controlled port or be eliminated. They may perform no other activities while based in this temporary port.

27.2 MOVEMENT: 27.21 Naval units, including naval units which intercepted enemy naval units during the opponent's turn and are therefore inverted (27.313), may change base during the movement phase of offensive or attrition options. A naval unit may move to a base which is not fully supplied, but may not carry out any activities from the new base unless supply is later provided to it. Base changes are vulnerable to interception by enemy air and naval units. Naval units may change base during a pass option only if no enemy air or naval units are capable of intercepting them. 27.211 Naval units which are intercepted while trying to change base and are defeated in the ensuing fleet combat return to their original base, even if this results in an overstacking in the original base because of other, successful base changes (27.112). The excess naval units are inverted and may not operate from their original base. If the excess stacking is not remedied during the SR phase, the excess naval units are eliminated. 27.212 Naval units may only move to a new base which is on the same front as their old base. The new base must have been controlled by the moving player's side at the start of his player turn. 27.213 German fleets based in Bergen may move to the Murmansk box without risk of interception. Similarly, German fleets in the Murmansk box may return to Bergen without being subject to interception. If the Allies capture Bergen while German fleets are in the Murmansk box, the German fleets must move from A34 to the nearest available Axis-controlled port during the next Axis movement phase, and are subject to Allied air and naval interception while they do so. 27.22 Naval base changes are made after the staging of air units and before the movement of ground units. 27.221 Naval units have unlimited range on the front on which they are based, during both the movement and combat phases, but they may not move out of that front except by SR or by changing base to a two-front port. 27.23 Naval units may move through any water hex. Naval units may move through part water hexsides, without regard for whether the land portion of the hex is controlled or occupied by enemy or neutral forces, subject to the following restrictions: 27.231 Movement through or into the Suez canal is prohibited if any land hex adjacent to the canal is controlled by enemy forces or if the canal is damaged (67.1, 67.3). 27.232 Movement through a strait containing a crossing arrow is prohibited unless both land sides of the strait are controlled by friendly (not neutral) forces. Entry into a prohibited strait to carry out a naval activity is permitted, provided the naval units leave the strait on the same side they entered and do not pass through the strait. Naval units in Oslo may move to the Baltic only if Copenhagen is under friendly control.

27.233 Naval units may not cross the front boundary at Gibraltar (as opposed to changing base into Gibraltar) except by SR. SR is only permitted past Gibraltar if it is controlled by friendly forces. 27.234 Naval units may not enter rivers. 27.24 Naval units may not move or SR directly from the Black Sea to the Baltic Sea, or vice versa. 27.25 Western Allied naval units may change base to, but not from, the U.S. box during the movement phase. Fleets in the U.S. box may only relocate to a new base during the combat phase (following sea transport) or the SR phase (as an initial deployment). During the SW deployment phase, fleets based in the U.S. box may enter the SW box. Naval units moving to and from the U.S. box enter and leave the board at any west edge hex from A24 to EE1, inclusive. 27.26 DISPLACED NAVAL UNITS: Naval units at bases which are occupied by enemy ground units are displaced to the nearest controlled port on the same front with adequate basing capacity (owner's choice if two ports are equidistant). If no such port exists, the displaced naval units are eliminated. 27.261 Naval units in two-front ports (Gibraltar, Kiel and Istanbul) which are displaced must move to the nearest controlled port on whichever front is selected by the owning player. This selection may be made regardless of which front has the nearest port. Allied naval units displaced from Suez relocate to the South Africa box, Basra or Bushire (67.4). 27.262 INTERCEPTION OF DISPLACED NAVAL UNITS: The movement of displaced naval units to their destination port may be intercepted by uninverted enemy air and naval units. Displaced naval units which survive enemy air and naval interception, including naval units which are damaged or withdraw from fleet combat, complete their movement to their destination port, which is considered their "port of origin" (since their actual port of origin is no longer under friendly control). Once fleet combat has concluded, displaced naval units are no longer subject to interception by enemy air units. 27.263 Displaced naval units may operate normally from their new port after their displacement. Such naval units may change base during their player turn, and if displaced to a two-front port, may operate normally from that port. 27.27 For the purposes of air and naval interception, naval movement through the Suez canal passes through hexes MM30 and LL31. 27.3 EMPLOYMENT: 27.31 During any full game turn, fleets may do any one, but no more than one, of the following: 27.311 Protect a sea supply route (regardless of option selection -29.34). 27.312 Conduct an offensive mission (shore bombardment, sea transport, or invasion) during an offensive option or limited offensive operation in a combat phase. 27.313 Intercept opposing naval units (during either player's turn). Unsuccessful attempts at interception do not count as a naval function. 27.314 Perform sea escort or provide additional protection for naval SRs (during an SR phase). 27.315 Escort a Murmansk convoy (during an SR phase - see 37). 27.316 Move to the SW box as a raider (German fleets only - see 44.2). 27.317 Intercept raiders moving to the SW box (Allied fleets only - see 44.3). 27.318 Operate in the SW box against German submarines (Allied fleets only). While in the SW box, Allied fleets may perform several roles -20.843, 20.85, 42.461, 42.525, 44.41). 27.319 After performing any of the above functions, the fleet counter is inverted until the end of the current game turn. 27.32 A naval unit may change base during the movement phase and still perform any one of the above functions (EXCEPTION: Allied fleets operating against German submarines remain in the SW box for the entire game turn). A naval unit which has performed one of the above functions during the movement or combat phase may still be SRed during the SR phase. Fleets which provide sea escort may also SR to the same port as the units or BRPs they are carrying (27.64). Fleets which

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escort a Murmansk convoy may not themselves SR in that player turn. 27.33 After the movement phase, a naval unit may not again change base until the SR phase. Naval units which leave their base during the combat phase must return to that same base (EXCEPTION: Sea transport -27.422), as must any naval unit which intercepts an enemy naval activity. In the course of any one combat phase, a given naval unit may not return to its base and leave again, nor enter any other port more than once (except to debark units in case of an aborted mission), nor enter the sea portion of more than one hex targeted for sea transport or invasion, (unless an alternate route to its destination is unavailable) even though it takes no action there. Naval units which leave a base during the movement phase may not voluntarily return to the same base during that phase. 27.34 Naval units are inverted in their turn of construction and may not perform any of the 27.31 functions during the game turn they are placed on the board. 27.35 Naval units protecting sea supply (29.34) move with the supply line they are protecting, then return to their original port. This takes place during the movement phase, after the movement of naval units, or at the end of the combat phase. Otherwise such naval units may not leave their base unless they are SRed later in the turn. 27.36 RANGE: When determining the range of naval units, their port hex is not counted as the first hex, even though naval units are considered to enter the water portion of their port hex for interception purposes. 27.37 The restrictions of 27.23 governing the movement of naval units also apply to naval units carrying out other naval activities.

27.4 OFFENSIVE MISSIONS:

27.41 SHORE BOMBARDMENT: 27.411 Shore bombardment may be used by an attacker during an offensive option or limited offensive operation to support an invasion by ground units, or to support a non-exploitation attack by ground units, including dropped airborne units, against a coastal fortress (Gibraltar, Malta, Leningrad, Sevastopol) or a one-hex island. Shore bombardment may not be used to support attacks other than as set out above, or be used to support attacks across crossing arrows unless the target hex is also a one-hex island (Scapa Flow, one-hex Danish islands). The presence of an enemy 9-factor fleet in the target hex does not prevent the use of shore bombardment in a non-invasion attack. 27.412 For every three fleet factors providing shore bombardment, one combat factor is added to the strength of the attacker's ground units when determining the odds for ground combat. 27.413 The total number of combat factors added to a ground attack by shore bombardment may not exceed three times the total number of attacking ground factors involved in the attack. This limitation is distinct from the limitation on ground support from air units (26.422). 27.414 The attacker may combine ground support from air units with shore

bombardment to assist his attacking ground units. EXAMPLE: A 3-4 infantry unit invades a beach hex. No more than 27 fleet factors may provide shore bombardment (adding nine combat factors to the attack - 27.412). An additional nine air factors could provide ground support. 27.415 Fleets which provide shore bombardment may be eliminated as a result of ground combat in the same manner as any other units. However, for every three fleet factors providing shore bombardment, only one is removed to satisfy ground combat losses, even after an "A" result. The attacker may freely chose from among participating ground, air and naval units when satisfying ground combat loss requirements. EXAMPLE: Two invading 3-4 infantry units and 36 fleet factors providing shore bombardment (6 + 12 = 18) attack a 2-5 armor unit on a beach hex (2 x 3 = 6) at 3:1 odds. If an "Ex" result occurs, the defender loses his 2-5 armor unit and the attacker loses both 3-4 infantry units, one 3-4 infantry unit and three fleet factors, or six fleet factors (his choice). If the defender had a 3-3 infantry unit and a 1-3 infantry unit, the odds would be 18:12 = 1:1. If an "A" result occurred, the attacker would lose his two infantry units and 12 fleet factors. The other 24 fleet factors would return to port. If an "Ex" result occurred, the attacker could choose to lose both 3-4 infantry units and six fleet factors, one 3-4 infantry unit and nine fleet factors or 12 fleet factors. In all three cases, both defending infantry units would be eliminated. 27.42 SEA TRANSPORT: 27.421 Fleets may sea transport ground and air units from one controlled port to another controlled port on the same front. Two fleet factors are required to transport each ground or air factor (EXCEPTION: Sea transport from the U.S. box requires four fleet factors for each ground or air factor - 20.731). A unit may not be sea transported from one port to another, then sea transported again from the new port. 27.422 Fleets need not be based at the port of embarkation. During the combat phase, they may move from their base to the port of embarkation, then to the port of debarkation, then, if the moving player wishes, back to their original base. Fleets carrying out sea transport may end the combat phase in either their original base or in the port of debarkation. There may be more than one port of embarkation for a sea transport mission; but there may be only one port of debarkation. Different ports of debarkation require independent missions. 27.4221 If fleets on a sea transport mission are intercepted and defeated in fleet combat before arriving at the port of embarkation, the transporting fleets return to their original base. If interception and defeat in fleet combat occurs after the embarkation of the transported ground or air units, the transporting fleets and the units they are carrying return to the port of embarkation, the transported units debark, and the transporting fleets return to their original base. Subject to the normal rules of supply and front options, ground units incur the usual movement factor cost for debarking (27.423) after a failed sea transport, but otherwise may move and attack normally. Air units which are forced to return to their port of embarkation after a failed sea transport are inverted. 27.423 GROUND UNITS: Ground units may move their full movement factor during the player turn in which they are sea transported. There is no movement cost to embark, unless the port of embarkation is in an enemy ZoC, in which case there is a movement cost of two movement factors. This applies even if the ground unit and the transporting fleet begin the turn in the port of embarkation. There is a movement cost of one movement factor to debark, whether or not the port of debarkation is in an enemy ZoC. Ground units which were unsupplied at the start of their turn therefore may not be sea transported. Ground units which have not exhausted their movement factor may move after debarkation. EXAMPLE: A 4-5 armor starts its turn next to a port. It moves to the port hex (one movement factor), embarks (no movement cost), and debarks at a distant port (one movement factor); it may then move three additional hexes from the port of debarkation. 27.4231 Ground units may engage in combat after debarkation. 27.424 AIR UNITS: Air units may be sea transported. The air unit must begin the player turn in the port of embarkation. The port of debarkation is treated as the air unit's new base. A transported air unit may not stage, either before or after sea transport. The transportation of air units is prohibited if the transportation would result in an overstacking of air factors in the port of debarkation. Transported air units may fly four hexes from the port of debarkation. There is no reduction in range to reflect the movement cost of debarking, which only applies to ground units. 27.4241 Air units which have been sea transported may only provide

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ground support or intercept enemy defensive air support during the combat phase in which they are transported. They may not counterair, attack enemy naval units or carry out any other missions. 27.425 All sea transport must be concluded prior to the resolution of any ground combat. 27.426 Both ports of embarkation and debarkation must have been under friendly control at the start of the transporting player's player turn. 27.427 Sea transport may not be used to land forces on a bridgehead counter unless the bridgehead hex also contains a port (EXCEPTION: Allied variant 22).

27.43 SEABORNE INVASIONS: 27.431 Invasions may be directed against any beach hex, Gibraltar or any single hex white island. Copenhagen and 131 may be invaded only by naval units based in Baltic ports or Oslo. Ground units defending against invasion receive a +1 DM, even if simultaneously attacked from an adjacent land hex or by airborne drop (15.23B). 27.432 If the target hex contains a 9-factor fleet, even if inverted, at the moment of seaborne invasion, the invasion may not be carried out (EXCEPTIONS: 9-factor fleets in Lorient or Famagusta do not prevent invasion, as the beaches in those hexes are on a different coastline from the ports). Air attacks against such a 9-factor fleet earlier in the combat phase could reduce the fleet and allow invasion. If no ground units were in such a hex, an airborne drop could drive the defending fleet out and permit invasion, although this might affect the placement of a bridgehead counter because the invader would control the invasion hex before the actual invasion occurred (28.112). If the airborne drop were not actually made, the invasion would be aborted. 27.4321 If the target hex contains enemy naval factors, but not a 9-factor fleet, invasion is permitted and the enemy naval factors are displaced to the nearest friendly port on the same front if the invading ground units gain control of the target hex (27.26). Prior to displacement, the enemy naval factors may attempt interception (27.5). 27.4322 Seaborne invasions which involve naval movement on the western and eastern fronts are prohibited during Winter turns. Usually this will be the front which contains the target hex of the invasion, but not always. Winter invasions of T10 (in Portugal) and Casablanca are prohibited, while a winter invasion of U19 (in southern France) is allowed. 27.433 Three fleet factors are required to carry each invading ground factor, provided the invasion hex is no more than seven hexes by sea from a fully supplied port controlled by the invading side at the beginning of his player turn. The port need not be used in the invasion - it need only exist. If no such port exists, six fleet factors are required to carry each invading ground factor. Invasions from the U.S. box always require six fleet factors to carry each invading ground factor, regardless of the presence of a friendly port (20.732). Air factors may not be carried by fleets in an invasion. EXAMPLES: If the Allies control and were able to trace a sea supply line to Malta, three fleet factors would be required to carry each ground factor for an invasion of CC26 (in Albania), as CC26 is seven hexes by sea from Malta. Six fleet factors would be required to carry each ground factor for an invasion of W24 (in the Adriatic). 27.4331 Any number of ground units may participate in an invasion, up to the capacity of the invading fleets, but no more than two of those ground units may initially attack the target hex by sea. Airborne units which drop on the target hex and ground units adjacent to the target hex by land may join with the invading forces in attacking the beach hex, although this would not affect the DM for defending against an invasion (15.23B). The attacking units may receive shore bombardment factors from any excess naval factors not engaged in carrying ground units; they may also receive ground support from any air units within range (26.42).

27.4332 If fleets which originally had been carrying invading ground units engage in combat with intercepting enemy air or naval units and incur losses which result in the loss of one or more ground units, any excess fleet factors may be used for shore bombardment to support an invasion by surviving ground units. 27.434 Invading ground units must start their turn in a fully supplied port. Unlike ground units which are sea transported, they may not move to the port of embarkation. The fleets which carry the invading ground units must start the combat phase in the port of embarkation. Fleets may change base to the port of embarkation during the movement phase of the turn of invasion. 27.435 If at least one of the invading ground units is an armor unit, and one initially attacking unit survives to occupy the invasion hex, a breakthrough may be achieved on the invasion hex. Additional armor units in reserve aboard the invasion fleet could then exploit. Armor units adjacent to the invasion hex by land could not exploit, unless the invasion hex had also been attacked by land in combination with the invasion. In this case, the required armor unit may come from either the invasion force or the adjacent land units. Breakthrough and exploitation from an invasion hex is allowed even if the invasion hex was undefended (15.9). 27.436 Invading ground units which survive the invasion must occupy the invasion hex. If the target hex was enemy-controlled and the invasion succeeds (at least one initially attacking ground unit survives and lands), a bridgehead counter may be placed on the invaded hex (28.11). Ground units aboard the invasion fleet which did not participate in the attack may also be placed on the bridgehead, up to the five-unit stacking limit. If the target hex contained no enemy ground units, success is automatic and a bridgehead counter may be placed (EXCEPTION: Invasions of friendly hexes - 28.112). Movement into hexes contiguous to the invaded hex and attacks against enemy units in such hexes are possible only as a result of exploitation (15.62). 27.437 The attacker may not take exchange losses from embarked units which did not participate in his initial attack or from fleets carrying the invasion force. Exchange losses may be taken from fleets providing shore bombardment (27.415). Uncommitted ground units are not affected by the results of invasion combat. 27.438 A bridgehead hex which does not contain a port may not be reinforced by SR by sea or by sea transport (EXCEPTION: Allied variant 22). The attacker could reinforce such a bridgehead with ground units by conducting invasions into the hex in subsequent turns. Air units may SR by air into a such a bridgehead and an airbase could be constructed in, but not SRed into, the hex. 27.5 INTERCEPTION: 27.51 When a player undertakes any naval activity, the opposing player may attempt to intercept with any of his naval units based on the same front. Naval activity includes attempted sea supply (with or without protecting naval units), movement of naval units during the movement phase (base changes), missions during the combat phase, SRs by sea (both of units, BRPs and naval units themselves), movement of raiders to the SW box and interceptions of enemy naval activities. Interceptions may not be attempted unless the countries involved are already at war; a player may not declare war during his opponent's turn in order to intercept. 27.52 Whenever the defender requests, the attacker must indicate the exact course of hexes taken by fleets carrying out a naval activity. The defender then may select a hex in which he will attempt to intercept that activity. He may select the hex in which the attacker's naval units are based (since they enter the water portion of that hex as soon as they leave port), the destination hex, or any intermediate hex. 27.521 Naval activity from or into a two-front port (Gibraltar, Kiel and Istanbul) may only be intercepted on the front in which the activity occurs. For interception purposes, a two-front port is treated as being on one front or the other, depending upon the use being made of it. Thus fleets changing base from Gibraltar to Britain could be intercepted by fleets based on the western front, but not by fleets based in the Mediterranean; fleets conducting sea transport from Alexandria to Gibraltar could be intercepted by fleets based in the Mediterranean, but not by fleets based on the western front. 27.53 Naval interception of a given naval force may be attempted at only one point along the route selected by that naval force to carry out its naval activity. 27.531 Each time a naval force attempts to carry out a naval activity, it may be intercepted, even if some or all of it has been intercepted earlier in the same

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turn while carrying out a different naval activity. A naval force which joins with other naval units in the course of a single naval activity creates a new naval force, which is subject to naval interception even if some or all of its components were intercepted before they combined. However, if a naval force sails to a port containing a second naval force in order to combine into a new naval force in that port hex, the naval force which remained in port until the first naval force arrived may not be intercepted separately. Naval forces may thus be picked up without being subject to interception until they have joined the combined force. EXAMPLE: Italian fleets sail independently from Taranto, Tripoli and Tobruk, ren-dezvous south of Crete, and proceed on their mission. The Allies could attempt three different interceptions against the three groups prior to their rendezvous, or one interception afterwards. Had the Italians combined their fleets by sailing the Taranto fleet to Tripoli, then both fleets to Tobruk, then all three fleets on their mission, the Allies could have intercepted the Taranto fleet, the combined Taranto and Tripoli fleets, and all three fleets, but the Tripoli and Tobruk fleets could not have been intercepted separately. 27.532 The defender's air units may attack the attacker's naval units at any hex or hexes along their route, including a hex where naval interception occurs. If air and naval interception occur in the same hex, one air sortie is resolved before each round of fleet combat (26.4534). 27.54 Fleets may be broken down into smaller units prior to interception attempts. Naval units based in the same hex may attempt separate interceptions against different enemy targets, but may attempt only one interception against the same enemy target. Some naval units may be held back to combat enemy counter-interceptions(27.56). If naval units from more than one base attempt to intercept the same enemy target, they must select a common hex at which interception will be attempted. 27.541 If two naval activities originate in the same port, and the defender intercepts in that hex, both naval activities are intercepted and a single naval battle takes place between the intercepting force and the naval forces involved in both naval activities. Similarly, if two or more naval forces combine in a target hex, interception in that hex results in a single battle between the intercepting force and all the attacking forces in the target hex. 27.542 If two naval activities cross paths in a single hex, they are considered to have passed through the hex at different times. A single interception in that hex may be directed against either naval activity, but not both. If the defender wished to intercept both naval activities, he would have to intercept each naval activity separately and fight two separate naval battles. 27.543 If two naval activities trace a path with more than one contiguous hex in common, any interception in such a common hex results in the interception of both naval activities and a single naval battle. If the defender wished to intercept only one of the naval activities, he must select an interception hex which contained only the naval activity he wished to intercept. 27.55 During movement the attacker must indicate all naval base changes he will make before the defender decides whether and where to attempt interception. Similarly, during the combat phase, the attacker must announce all naval missions he will undertake, including the destination of each mission and which ground units, if any, are aboard his fleets, before the defender makes any interception decisions. AH naval SRs which are subject to interception are indicated in the same manner, then carried out sequentially (20.23). 27.56 COUNTER-INTERCEPTIONS: The foregoing does not prevent the attacker from attempting to counter-intercept the defender's intercepting naval units with his own uncommitted naval units. A naval unit is considered to be uncommitted if it is uninverted and is not engaging in the type of naval activity being carried out at that stage of the turn - thus a naval unit wishing to attempt counter-interception of an enemy naval unit which intercepted a base change could not itself be changing base during that turn. 27.561 Counter-interception takes place before the defender's naval units complete their interception. Counter-interceptions are carried out in the same manner as interceptions. If counter-interception takes place in the hex selected by the defender for his interception, only the counter-intercepting naval units would engage in fleet combat with the intercepting naval units. The naval units being intercepted would not join in this naval battle. If the intercepting naval units defeat the counter-intercepting naval units, they may move to the indicated interception hex and engage the intercepted naval units or abort the interception and return to port, at the owning player's option. 27.562 Counter-interceptions may be made by naval units belonging to allies

of the nation conducting the intercepted naval activity, regardless of the option the ally selected on that front. Uncommitted air units belonging to the nation conducting the intercepted naval activity or an ally, if in range, may attack the intercepting naval units, regardless of front options. 27.563 All air and naval counter-interceptions are announced after the defender has made all interception die rolls, but before any naval battles resulting from successful interception have been resolved. Fleet combat is resolved in inverse order. The naval units sailing last resolve their interceptions, including fleet combat, first. 27.564 Theoretically, a defender who has held back naval units could counter-counter-intercept the attacker's counter-interceptors, and so on, until one player or the other had no more uncommitted naval units. 27.565 NAVAL INTERCEPTION TABLE: To determine whether a naval interception succeeds, the defender counts the hexes along his chosen route, from his naval base(s) to the interception hex, not counting his port hex. The success or failure of naval interceptions is determined by rolling one die for each intercepting force and consulting the appropriate row of the Naval Interception Table.

Naval Interception Table – 27.565 Range Result

0-4 Automatic 5-10 1-5 11-18 1-4 19-24 1-3 25-30 1-2 31+ 1

Modifier: -1

For every uninverted friendly air unit within range of the interception hex, whether or not it is used to attack the enemy naval force or sea supply line.

Results: A die roll within the indicated range results in interception 27.566 Naval units which fail to intercept are not subject to counter-interception by enemy air or naval units, are not inverted and may be used for other purposes during the remainder of the game turn, but they may not again try to intercept during the current phase. A fleet which failed to intercept an enemy base change could thus attempt to intercept enemy fleet activity during the ensuing combat or SR phase. 27.567 Air and naval units which intercept an enemy naval force, but do not engage in combat because the enemy naval force was eliminated or aborted its naval activity as a result of an earlier interception, are considered to have engaged in combat and are inverted. 27.568 Naval units based in the U.S. box are considered to be at maximum distance for interception attempts. 27.569 If Britain and France both wish to intercept the same enemy naval activity while Anglo-French cooperation restrictions are in effect (49.47), the player with more fleet factors on the front in question prevails. The same applies to interceptions by the Western Allies and Russia (50).

27.57 FLEET COMBAT: If interception succeeds, fleet combat occurs. 27.571 FLEET COMBAT TABLE Fleet combat consists of one or more combat rounds. In each round of fleet combat, each side rolls two dice and consults the Fleet Combat Table. Each side's fleet combat dice roll is subject to modification due to the nationality of the naval units engaged and the

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nature of the defender's naval activity. The number before the "/" indicates the number of enemy fleet factors which are eliminated. The number after the "/" indicates the number of enemy fleet factors which are damaged. 27.5711 Fleet combat dice rolls are made simultaneously. The size of the forces engaged is calculated before any losses are incurred.

Fleet Combat Table – 27.571 FF

Dice Roll 2 3 4 5 6 7 8 9 10 11 12+

1-3 0 0 0/1 0/1 1/0 1/0 1/1 1/1 1/2 1/2 1/3 4-6 0/1 0/1 1/0 1/0 1/1 1/1 1/2 1/2 1/3 1/3 2/3 7-9 1/0 1/0 1/1 1/1 1/2 1/2 1/3 1/3 2/3 2/3 2/4

10-12 1/1 1/1 1/2 1/2 1/3 1/3 2/3 2/3 2/4 2/4 3/4 13-15 1/2 1/2 1/3 1/3 2/3 2/3 2/4 2/4 3/4 3/4 3/5 16-18 1/2 1/3 1/3 2/3 2/3 2/4 2/4 3/4 3/4 3/5 4/5 19-21 1/3 1/3 2/3 2/3 2/4 2/4 3/4 3/4 3/5 4/5 4/6 22-24 1/3 2/3 2/3 2/4 2/4 3/4 3/4 3/5 4/5 4/6 5/6 25-27 2/3 2/3 2/4 2/4 3/4 3/4 3/5 4/5 4/6 5/6 5/7

28-30+ 2/3 2/4 2/4 3/4 3/4 3/5 4/5 4/6 5/6 5/7 6/7 + 1 +/- # +/- 1

Dice Roll Modifiers: for every three fleet factors (FF) over 30 (round fractions up Fleet Nationality DRM (27.5712) if one of the naval forces involved is carrying out a naval activity which reduces its effectiveness (27.5713)

Results: The number before the slash is the number of enemy fleet factors which are eliminated. The number after the slash is the number of enemy fleet factors which are damaged and return to the port of their origin. EXAMPLE: 16 Italian fleets engage 12 British fleets. The Italians rolls two dice and consult the 16-18 row of the Fleet Combat Table. The British roll two dice and consult the 10-12 row of the Fleet Combat Table. The Italians subtract two from their dice roll, and the British add two to theirs (to reflect the nationality difference). If the British were conducting an invasion when the interception and fleet combat occurred, the Italians would only subtract one and the British would only add one.

27.5712 NAVAL NATIONALITY DRMs: DRMs are applied to fleet combat according to the nationality of the respective combatants. If a force is composed of two or more nationalities, the lowest nationality DRM applies.

Naval Nationality DRM Chart – 27.5712 Category Nation

1 Germany 2 Britain, United States, Sweden 3 France (including Vichy and Free French) 4 Italy (subject to Axis variant 9) 5 Russia, Turkey, Spain

Explanation: When fleets of different categories engage in fleet combat, the higher ranked fleet adds the difference to its fleet combat dice roll, and the lower ranked fleet subtracts the differences from its fleet combat dice roll.

27.5713 Fleets conducting sea transport or invasion missions (including fleets intended for escort or shore bombardment), protecting sea supply, providing sea escort or escorting a Murmansk convoy receive a -1 DRM on their fleet combat dice roll, and their opponents receive a +1 DRM on their fleet combat dice roll. 27.5714 Eliminated naval factors are immediately removed from the board. Damaged naval factors return to their port of origin, are repaired automatically at no BRP cost (27.84) and are inverted. A player also may abort the naval activity of some or all of his force at the end of each combat round. Returning naval factors, whether damaged or undamaged, are not subject to enemy air or naval interception. 27.5715 Fleet losses from a force of mixed nationality must be distributed equally among the nationalities involved, with any remnant loss which cannot be divided equally being taken by the nationality having the most factors involved or, if equal factors were involved, the nationality in the lower category (a die roll if tied). British submarines based in Malta (64.4) are treated in the same manner. If engaged in fleet combat in combination with Allied fleets, losses are split equally between the submarines and the

fleets. Eliminated and damaged factors are apportioned separately. 27.572 Intercepting or counter-intercepting naval units (but not naval units which are intercepted while carrying out a naval activity) may break off combat without making a fleet combat dice roll. Such fleets are subject to one enemy fleet combat dice roll, and the losses they incur are halved (round fractions up). 27.573 ADDITIONAL ROUNDS OF FLEET COMBAT: After the first round of fleet combat is concluded, a second round of fleet combat occurs if neither side withdraws. A player may elect to fight another round of fleet combat if allowed to do so by the Fleet Staying Power Table:

Fleet Staying Power Table – 27.573 Staying Power Nation

2 Germany, Britain, United States 1 All others

Explanation: The staying power of a fleet in fleet combat is the number of consecutive losing rounds of fleet combat which the fleets may endure before being forced to withdraw from fleet combat. EXAMPLE: If Britain and Italy engage in fleet combat, and the Italians lose the first round, they must withdraw and the fleet battle ends. If the British lose the first round of fleet combat, they may elect to remain and fight another round.

27.5731 The losing side in a round of fleet combat is the side which had more fleet factors eliminated. Damaged fleet factors are taken into account only if both sides had the same number of fleet factors eliminated. If both sides had the same number of fleet factors eliminated and damaged, the round is a draw and both sides may elect to fight another round of fleet combat. Losses from air attacks are not considered when determining the loser in fleet combat. 27.5732 After each round of fleet combat, either side may voluntarily withdraw. The loser of the previous round of fleet combat announces his intention first (the moving player in the event of a tie). If a player withdraws from fleet combat, he is considered to have lost the fleet battle (27.574). 27.5733 No additional units may join in a fleet combat during subsequent rounds (EXCEPTION: Murmansk convoys - 37.551). Air units which have intercepted fleets in a hex in which fleet combat is occurring may make one air sortie immediately before the start of each round of fleet combat (26.4534). 27.574 CONCLUDING FLEET COMBAT: The loser of a fleet battle is the side which withdrew from the battle or was completely eliminated. A player may lose one, or possibly more than one, round of fleet combat and still emerge as the winner in a fleet battle, provided his forces had the staying power to continue fighting (27.573). The loser of a fleet battle must immediately return to port; any activity in which it may have been involved and not yet accomplished is cancelled for that turn. Naval units which were attempting a base change return to their original base, but are not inverted and may operate without impairment from that base if otherwise able to do so. 27.575 After the resolution of fleet combat, surviving intercepting naval forces return to port and are inverted. A victorious intercepted force may continue its naval activity or choose to abort that activity and return to its port(s). 27.576 When a naval force carrying ground or air units returns to port, either because it lost a naval battle or because it chose to abort its naval activity, the ground and air units must be landed at that port. If an overstacking of any type of unit results from such a return to port, that overstacking must be remedied by the end of the player's SR phase, or the excess units are eliminated. Overstacking of naval units resulting from a failed SR results in the elimination of the excess naval units, as they may not attempt a second SR during that SR phase (20.82). 27.577 If interception and fleet combat or air attacks reduce the number of fleet factors involved in sea transport, invasion or the sea escort of units or BRPs below the number required, the excess units/BRPs are immediately eliminated as necessary to reflect the naval force's reduced carrying capacity. Damaged fleet factors are not counted when determining a naval force's carrying capacity. The units/BRPs may not be saved by aborting the activity, and the units/BRPs are lost even if the naval losses were incurred in a port of embarkation or a destination hex. Air units may be broken down to accept losses. 27.6 SEA ESCORT:

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27.61 Fleet factors must provide sea escort for a ground unit, BRP grant or, in some cases, an air unit (20.31) which attempts to SR across water (EXCEPTIONS: Crossing arrows, initial deployments of units and U.S. BRP grants to Britain and France). 27.62 For each ground or air factor SRed across water, two undamaged fleet factors are required for sea escort. A 1-3 infantry unit thus requires two fleet factors; a 3-3 infantry unit six fleet factors; and a 5-6 armor unit ten fleet factors. 27.621 For every two BRPs SRed across water, one undamaged fleet factor is required for sea escort (EXCEPTION: U.S. BRP grants to Britain and France). 27.622 Naval SRs, including initial deployments and BRP grants, may be intercepted (20.8) (EXCEPTIONS: Initial deployments to the South Africa box and U.S. BRP grants to Britain and France). If the number of fleet factors providing sea escort for a ground or air unit drops below that required (27.62), the unit is eliminated. If the number of fleet factors providing sea escort for a BRP grant drops below that required (27.621), two BRPs are eliminated for each missing fleet factor. Special rules apply to Murmansk convoys (37). 27.623 A player may, at no SR cost, assign more than the required minimum number of fleet factors to sea escort, in order to increase the chances of successfully completing the SR. Fleets which provide such additional protection for naval SRs must be based in the same port as the fleets they are protecting (EXCEPTION: Murmansk convoys - 37.2) and are inverted at the end of the SR phase. 27.624 Units and BRPs being sea escorted must be able to SR by land to the port in which the sea escorting fleets are based at the start of the SR phase. EXAMPLE: A British 3-4 infantry unit ia in Bergen. The Allied player wishes to SR the 3-4 infantry unit from Norway to Britain. At least six British fleet factors are required for sea escort. These fleet factors could not be based in Britain at the start of the SR phase. If they were, they could SR to Bergen, but could not provide sea escort for the 3-4 infantry unit in Bergen until the following turn. Planning ahead, the British might have moved the required fleet factors to Bergen during the movement phase, then used them for sea escort that same turn. If German fleets intercepted the sea escort of the 3-4 infantry unit from Bergen, and won the resulting fleet combat, the 3-4 would remain in Bergen (unless the British had fewer than six surviving fleet factors, in which case, regardless of who won the fleet combat, the 3-4 infantry unit would be eliminated). 27.63 Fleets used for sea escort may not be used for any other purpose during the same game turn, although they may change base during the movement phase prior to providing sea escort. 27.64 Fleets which provide sea escort may themselves be SRed, but only to the same destination as the units or BRPs they are escorting. Fleets conducting sea escort may thus end the SR phase either in the port in which they were based at the start of the SR phase or in the port to which the units or BRPs they were sea escorting are SRed. In the latter case, the cost of SRing the fleets, as well as the units or BRPs, is counted against the owning major power's SR limit. 27.65 Fleets providing sea escort may not leave their front, but a chain of sea escort is allowed. Thus one fleet may provide sea escort for a unit SRing from Britain to Gibraltar, while a Gibraltar-based fleet provides sea escort through the Mediterranean. This counts as a single SR against the SRing major power's SR limit, even though two fleets took part in the SR. Kiel and Istanbul may also serve as front-to-front transfer points. 27.66 Hostile units in hexes adjacent to Gibraltar do not prohibit the SR/sea escort of units through, into or out of Gibraltar. Naval units, whether providing sea escort or being themselves moved by SR, may not move through the Turkish Straits unless both sides of both crossing arrows are under friendly (not neutral) control. Similarly, naval SRs are not permitted from the North Sea or Oslo into the Baltic unless Copenhagen is under friendly control. Otherwise, enemy ground units and hex control do not bar naval SRs except through crossing arrows, although SR by sea could not terminate in a hex adjacent to enemy units. 27.67 The sea escort portion of an SR must begin and end in supplied, controlled ports (EXCEPTIONS: Units may be SRed into and out of

controlled islands without ports which are not connected to another body of land by a crossing arrow by a fleet based elsewhere on that front. This exception does not apply to non-island areas without ports. Allied variant 22 allows SRs into and out of bridgeheads).

27.7 PARTIAL NAVAL COUNTERS: 27.71 Naval counters may be broken down into smaller counters of the same nationality at any time during play, including during an opponent's player turn. Similarly, smaller counters may be recombined into larger ones at any time.

27.72 A player may never have more naval factors in play than are contained in his force pool. Subject to this limitation, a player may construct partial naval counters. 27.73 A player may begin a scenario with his naval units broken down into partial naval counters. 27.74 Although a major power may have as many partial naval counters in play as it wishes, naval counters in the same hex must be combined at the end of their owner's player turn if the opposing player finds the unnecessary partial naval counters distracting. 27.75 Fleet counters of the same nationality in the same hex, up to nine factors, count as one unit for all purposes, including SR. Partial fleet counters on different hexes count as one unit apiece. Wherever rules require a "9-factor fleet", this refers to nine fleet factors belonging to the same nationality, as the partial fleet counters could be combined into a single, 9-factor fleet counter. EXAMPLE: A stack consisting of six, two and one factor fleet counters of the same nationality could combine into a 9-factor fleet, but four Spanish and five Italian fleet factors would not act as a 9-factor fleet, even if they were based in the same port, and would not prevent an enemy invasion (27.432). 27.76 A player may conduct naval missions without actually breaking down his naval units, by announcing the missions of his naval factors. If the opposing player wishes, however, the moving player must break down his naval units in order to ensure the accuracy of his calculations. 27.8 CONSTRUCTION: 27.81 When a 9-factor fleet is available as an allowable build, a player may choose to construct some or all of the available fleet factors. Each fleet factor costs three BRPs to build. 27.82 Naval units may only be constructed in naval bases, as indicated on the mapboard by an anchor symbol. Apart from the normal rules governing unit construction, there are no restrictions on the number of fleet factors which may be constructed in a single turn from allowable builds. The reconstruction of fleet factors lost in combat, however, is limited by the reconstruction ability of the various naval bases, as set out in the Naval Reconstruction Table:

Naval Reconstruction Table – 27.82 Nation Location Per Turn Limit* Germany Kiel/Hamburg 2* Italy Triest or Genoa 1 France Lorient or Marseilles 1 Russia Leningrad or Sevastopol 1

Britain Rosyth Canada

2 1**

U.S. (1942) U.S. box 3 U.S. (1943 -) U.S. box 4 * Increased to three by Axis variant 2. ** Increase to two by Allied variant 11.

27.83 All naval units are placed on the board immediately upon construction or reconstruction. There is no one-year delay after BRP construction costs have been paid. 27.84 REPAIR OF DAMAGED FLEETS: Damaged fleets are automatically repaired, at no BRP cost, in the phase in which they were damaged,

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immediately after they return to port at the conclusion of the air and fleet combat which caused the damage. After repair, damaged naval units are treated in the same manner as newly constructed naval units. They remain inverted for the remainder of the turn, but can be SRed and are taken into account in determining whether enemy invasion of their hex is possible. Any number of damaged naval factors may be repaired each turn. Such repairs do not count against the reconstruction limits in 27.82. 27.85 Turkish, Spanish, Vichy French, Swedish and Free French naval units may be repaired if damaged, but may never be rebuilt once eliminated.

28. BRIDGEHEADS 28.1 Each major power is provided with a specified number of bridgehead counters (28.3). A bridgehead counter may, at the attacker's option, be placed on the following hexes: 28.11 INVASIONS: A beach hex occupied by a successful invasion, provided the following conditions are met:

28.111 The hex was occupied by a surviving, attacking seaborne invading unit or an airborne unit dropped on the hex in conjunction with a seaborne invasion; and 28.112 The hex was controlled by a hostile major power or minor country when invaded, whether or not it contained a defending unit; or was a friendly hex the invader could not possibly fully supply during the initial supply determination phase of his player turn. A partially-supplied hex would qualify because the placement of a bridgehead counter provides unlimited supply (29.218). A bridgehead may not be placed for supply purposes in a supply zone (29.332) which contained a hex which was capable of receiving sea supply during the preceding initial supply determination phase, even if the presence of enemy air and naval units made such sea supply a practical impossibility. 28.12 RIVER CROSSINGS: A river or crossing arrow hex successfully occupied by attack during an offensive option or limited offensive operation, provided no attacking units were already across the river or crossing arrow adjacent to the hex in question (EXCEPTION: Dropped airborne units). A bridgehead counter may be placed in Maginot or West Wall hexes if all the non-airborne attacking units were on the other side of the Rhine. Bridgeheads may thus be placed in this situation when the defending units received a +1 DM for the river or crossing arrow, or where they failed to receive this +1 DM only because they were simultaneously attacked by dropped airborne units. 28.13 OVERRUNS: A hex entered as a result of an overrun (14.8), provided the overrun was conducted across a river or crossing arrow. In this situation, a bridgehead counter may be placed on the board immediately after the conclusion of the overrun. 28.2 The attacker places the bridgehead counter on the board immediately upon the post-combat advance of his first ground unit into an eligible hex. He may then continue to advance other eligible units into the bridgehead hex, up to the bridgehead stacking limit. An attacker who chooses not to place a bridgehead counter in an eligible hex may not later change his mind and place one there. 28.3 NATIONALITY: Each major power is provided with bridgehead counters as follows: Germany, Britain and the U.S.: 3; Russia: 2; Italy and France: 1. In addition to the requirements set out in 28.1, a major power may place one of its bridgehead counters on the board only if at least one of the surviving attacking units which entered or occupied the defender's hex belonged to that major power or one of its minor allies or associated minor countries. Lent Italian units may place either a German or Italian bridgehead. 28.4 REMOVAL OF BRIDGEHEAD COUNTERS: A bridgehead counter may be removed whenever the player who placed it desires, even if to switch the bridgehead counter for use on another hex. A player may await the outcome of combat or an impending invasion before removing an existing bridgehead. 28.41 A bridgehead counter must be removed when: A. The hex it occupies comes under enemy control. B. It is not fully supplied at the end of any post-combat supply determination phase following the turn in which it is placed. C. No enemy units are within four hexes of it by land at the end of the owner's player turn, and its removal would not worsen the owning player's supply situation. 28.42 Any units overstacked at the end of the owner's player turn as a result of the removal of a bridgehead are eliminated. The owner chooses which units are eliminated.

28.5 STACKING: Up to five ground units (plus airborne) may occupy a bridgehead (EXCEPTION: More than five armor units may occupy a bridgehead during the combat phase if it is also a breakthrough hex -15.7). Only two ground units may attack out of a bridgehead during an offensive option or limited offensive operation (EXCEPTIONS: Airborne, three if all three are British in London). All five are counted if in contact with the enemy during an attrition option. If a bridgehead is adjacent to two fronts, some of the units may make an offensive attack on one front while the remainder are counted for attrition on the other front. All five defend against enemy offensive attacks; all five counterattack if required. 28.6 Bridgeheads may not be selected for attrition occupation (16.5). Infantry and replacement units defending in bridgeheads are not subject to a negative DM when attacked by exploiting armor (15.24A). 28.7 A bridgehead placed by seaborne invasion is an unlimited supply source during the post-combat supply determination phase of the player turn in which it is placed (29.218).

Logistics

29. SUPPLY 29.1 OVERVIEW:

29.11 To varying degrees, all units require supply. Units which are not supplied have their abilities impaired and may face elimination (29.5). 29.12 Hexes also must be supplied to allow unit and airbase construction, the basing of air and naval units and SR (29.61). 29.13 Supply is traced from supply sources, along a land and/or sea supply line, to the units or hexes being supplied (29.3). Some supply sources are unlimited and may supply units of any type, while others are limited and may only supply certain types of units (29.2). 29.14 The supply status of units and hexes is determined twice during each player turn (29.4). Initial supply determination takes place during the movement phase, after the movement of air and naval units, but before the movement of ground units (29.42). Post-combat supply determination takes place during the post-combat adjustment phase, immediately before unit construction and SR (29.43). 29.15 Units which are out of supply are isolated. Hexes which are out of supply are unsupplied. Both units and hexes may be partially supplied if they are able to draw supply from a limited supply source. 29.16 Units which are isolated at the end of the initial supply determination phase may not move or carry out missions during the movement and combat phase of their player turn. Ground units, airbases and bridgeheads which are still isolated at the end of the post-combat supply determination phase are eliminated. Air and naval units are never eliminated because of isolation. 29.2 SUPPLY SOURCES:

29.21 UNLIMITED SUPPLY SOURCES: 29.211 An unlimited supply source is a supply source which is capable of supplying all types of units. 29.212 Berlin and Rome are unlimited supply sources for all German,

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Italian and Axis minor country units. If Axis variant 1 is played, Famagusta is an unlimited supply source for all German, Italian and Axis minor country units. If Axis variant 25 is played, Berchtesgaden is an unlimited supply source for all German, Italian and Axis minor country units. 29.213 London, Paris, Suez, Basra and Bushire (if the Persian BRP route has been activated - 38.2) are unlimited supply sources for all Western Allied units, including Western Allied minor country units. 29.2131 Gibraltar is an unlimited supply source for all Western Allied units, including Western Allied minor country units, in Gibraltar only. 29.214 The U.S., South Africa, India and Siberia boxes are unlimited supply sources for all units in them. Sea supply may be traced from the U.S. box to Western Allied units in Europe, including Western Allied minor country units, even if the U.S. is not at war with the Axis. 29.215 Moscow and the playable Russian hexes along the eastern edge of the board as far south as Z53 are an unlimited supply source for Russian and Russian minor country units only. 29.2151 All Russian-controlled ICs are unlimited supply sources for Russian and Russian minor country units in them only (34.5). 29.216 Once a major power is conquered, its capital is no longer an unlimited supply source (29.222). 29.217 An unconquered minor country capital is an unlimited supply source for all the units of that minor country (but is only a limited supply source for units belonging to other countries, including a major power ally - 29.223). 29.218 A bridgehead placed by seaborne invasion is an unlimited supply source during the post-combat supply determination phase of the player turn in which it is placed (28.7). Bridgeheads do not act as supply sources in subsequent turns, although a sea supply line may be traced through a bridgehead (29.33).

29.22 LIMITED SUPPLY SOURCES: 29.221 A limited supply source is a supply source which is capable of supplying only the infantry component of ground units. A limited supply source is incapable of supplying air and naval units or the mechanized or airborne portion of ground units. 29.222 The capital of a major power which has been conquered is a limited supply source for units of the major power which controls it, all minor countries controlled by that major power and all allied major powers and their minor countries (EXCEPTION: Moscow - 29.261). 29.223 A minor country capital is a limited supply source for units of a major power to which it is associated or allied, or which otherwise controls it, all minor countries controlled by that major power and all allied major powers and their minor countries (EXCEPTION: 29.261). 29.224 A colonial capital (Algiers, Amman, Baghdad, Cairo, Damascus, Jerusalem, Rabat, Tirane, Tripoli, Tunis) is a limited supply source for units of the major power which controls it, all minor countries controlled by that major power and all allied major powers and their minor countries (EXCEPTION: 29.261). 29.225 West Wall hexes, provided they have fortress status, are a limited supply source for German units in them only. 29.226 Maginot hexes, provided they have fortress status, are a limited supply source for Western Allied units in them only. 29.227 Malta is a limited supply source for Western Allied units in Malta only, provided the Western Allies control at least one fully supplied port in the Mediterranean (64.3). 29.228 Sevastopol is a limited supply source for Russian units in Sevastopol only, provided Russia controls at least one fully supplied port in the Black Sea. 29.23 Fortress hexes are not supply sources unless otherwise specified (see above: Gibraltar, 29.2131; West Wall hexes, 29.225; Maginot hexes, 29.226; Malta, 29.227; Sevastopol, 29.228). Russian units in Leningrad are supplied by the 1C in that city. If the 1C is destroyed, Leningrad is not a supply source, even if it remains a fortress. The same is true if Stalingrad is a fortress by virtue of Allied variant 14. Air and naval units in Malta and Sevastopol must draw supply from other supply sources, as they are not automatically in supply. 29.24 Where a hex is a supply source only for the units in that hex, those units may move out of the hex once their supply status has been determined.

EXAMPLES: A ground unit in Gibraltar at the start of a player turn is supplied and may move out of Gibraltar. Air and naval units in Gibraltar may perform missions and intercept enemy naval activity. Russian ground units which begin their turn in an 1C may move out of the 1C, but Russian units which were not otherwise supplied may not move into the 1C to improve their supply status or draw supply from the 1C. 29.25 Greek units on Greek islands and Spanish units in Spanish Morocco are automatically in limited supply.

29.26 RESTRICTIONS ON SUPPLY SOURCES: 29.261 WESTERN ALLIED AND RUSSIAN SUPPLY SOURCES: Western Allied units may not be supplied from Russian supply sources, and vice versa. This prohibition extends to colonies and minor countries associated with, allied to or otherwise controlled by the Western Allies and Russia (50.5). 29.262 AXIS SUPPLY FROM RUSSIAN SUPPLY SOURCES: Axis units may not draw supply from Moscow, the Russian hexes on the eastern edge of the board or captured ICs. Other Russian supply sources, such as minor country capitals controlled by Russia, become Axis supply sources once they come under Axis control. 29.3 SUPPLY LINES: 29.31 A supply source may supply any number of units and hexes. 29.32 A unit or hex is supplied (although not necessarily fully supplied - see 29.52) if it can trace a supply line from a supply source. A supply line consists of a line of controlled hexes, free of enemy ZoCs, from a supply source to a unit or hex. The supply source or the unit or hex being supplied may be in an enemy ZoC, provided all hexes in the supply line itself are free of enemy ZoCs. (EXCEPTION: Supply may not be traced from a bridgehead, even while it is a supply source (29.218), if it is in an enemy ZoC). 29.321 A unit or hex adjacent to a supply source may not trace a supply line directly from that supply source if both the supply source and the unit or hex are in the ZoC of the same enemy armor unit. A supply line could be traced out of the supply source to another hex or hexes, then to the unit or hexes. If the supply source is also a fortress, with fortifications facing an adjacent enemy armor unit, the enemy ZoC would not extend into the hex containing the supply source and this restriction would not apply. Similarly, a supply line may be traced through a hex containing a fortress. 29.322 A supply line may be traced over hexes controlled by the major power tracing the supply line, any of its associated or allied minor countries, or any of its major power allies or their associated or allied minor countries. A major power may not prevent an ally from tracing a supply line over hexes it controls. 29.323 Supply lines may not be traced through enemy partisans. A supply line may be traced through a hex containing a friendly partisan, but only if the hex was already controlled by the supplying side before the partisan occupied it. 29.324 A supply line may cross over water at a crossing arrow without risk of interception. This is not considered to be sea supply (29.33). 29.325 A supply line, whether over land or water (29.33), may be of unlimited length, but may not go off the board. It must be traced on hexes which appear on the board.

29.33 SEA SUPPLY: 29.331 Supply lines may be traced over water. A supply line over water begins in a supplied port, is traced over sea hexes and ends in a port or bridgehead placed as a result of seaborne invasion (EXCEPTION: One-hex islands without a port or bridgehead may also be supplied by sea). A land supply line may also be traced from the port or bridgehead in which a sea supply line terminates. The requirement that all land portions of a supply line consist of controlled hexes free of enemy ZoCs (29.32) does not prevent units in a port or bridgehead in an enemy ZoC from receiving supply by sea, but the ZoC would prevent any continuation of the supply line past the port or bridgehead. 29.3311 A sea supply line may not be traced through a strait containing a crossing arrow unless both land hexes connected by the crossing arrow are controlled by the tracing power, a minor country associated with or allied to it, a major power ally or a minor country associated with or allied to such a major power ally. 29.3312 ZoCs only affect the land portion of a supply line. Hostile armor in Calais or Harwich, for example, would not affect sea supply through the

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English Channel. 29.332 SUPPLY ZONES: Each area of contiguous, controlled hexes which can be supplied from the same port or bridgehead is considered to be a single supply zone. The supplying player may trace only a single sea supply line to one designated port or bridgehead in each supply zone. EXAMPLE: An Axis sea supply line is traced to Libya to supply Axis air and armor units in North Africa. The sea supply line must be traced to either Tripoli or Tobruk, but not both. The situation would be different if a British armor unit had invaded at MM19, splitting Libya into two supply zones. Both ports could then receive supply. 29.333 There is no limit to the number of units which may be supplied by sea. Sea supply from a limited supply source (29.22) provides only partial supply. 29.334 It is presumed that the moving player will sea supply all units and hexes in controlled, but otherwise unsupplied or partially supplied, areas if it is possible to do so. The burden is on the opposing player to affirmatively state any intention to disrupt a sea supply line. The opposing player may require that the moving player indicate the exact hexes through which sea supply is being traced, so that he can decide whether he will attempt to intercept the sea supply (29.35).

29.34 PROTECTION OF SEA SUPPLY: 29.341 Fleets are not required to provide sea supply. However, since sea supply may be intercepted, a player may, if he wishes, designate fully supplied, uninverted naval units based in a port from which sea supply is being traced to protect that sea supply line. Naval units based in ports other than that from which a sea supply line is being traced may not protect the sea supply line, although they may attempt to counter-intercept any enemy naval interception of the sea supply line. 29.342 Naval units may be designated to protect sea supply lines during either the initial supply determination phase or the post-combat supply determination phase, at no BRP cost and regardless of option selection. 29.343 All Allied fleets in the SW box are counted toward the defense of Allied sea supply lines from the U.S. to Europe. If more than one sea supply line is being traced, the Allied player must indicate which fleets are protecting which supply line before Axis air or naval attacks on the sea supply line are attempted. 29.344 Uninverted air units may also be designated to provide air cover for a sea supply line. Air units which provide air cover for a sea supply line are not considered to be performing a mission, and no BRP expenditure is required, but the units may do nothing else during that game turn and are inverted for the remainder of the game turn once supply determination is completed. 29.35 INTERCEPTION OF SEA SUPPLY: 29.351 After the supplying player has assigned air and naval units to sea supply protection, sea supply may be intercepted by uninverted enemy air and naval units during the supply determination phase, in the same manner as other naval activities. 29.352 The intercepting player may attempt naval interception (27.5) in one of the sea hexes over which supply is being traced (29.334). If his naval interception die roll is successful, the supply ing player may attempt counter-interception of the intercepting enemy forces with available naval forces (27.56), and may also use uninverted air units to attack the intercepting naval units should they come within range (26.453). If the intercepting naval force defeats the counter-intercepting naval force in fleet combat, it may move to the indicated interception hex and intercept the sea supply line or abort the interception and return to port, at the owning player's option. 29.353 If the supplying player designated any naval forces to protect the sea supply line (29.34), fleet combat then takes place between the intercepting naval forces and the naval forces designated to protect the sea supply line. Fleet combat is resolved normally (27.571). If naval forces designated to protect sea supply are defeated in fleet combat, they return to port. 29.354 All fleet combat losses incurred by the supplying player are first taken from naval forces designated to protect the sea supply line. If there are insufficient protecting forces to absorb such losses, or if the sea supply line was undefended, the sea supply line is disrupted (29.36). 29.355 Air units may also intercept sea supply lines. The procedure followed is the same as when air units intercept naval units (26.453). If air cover has been provided for the sea supply line, air combat occurs

between the air factors providing air cover and some or all of the intercepting air factors (26.46) before the intercepting air units attack the sea supply line. If naval forces have been designated to protect the sea supply line, they are attacked normally by the intercepting air units. As with interception by naval forces, losses from air attacks are first inflicted on any naval forces protecting the sea supply line. If any losses are taken from the sea supply line itself, sea supply is disrupted (29.36).

29.36 DISRUPTION OF SEA SUPPLY: 29.361 A sea supply line is disrupted whenever it incurs any damage from enemy air or naval interception. If this occurs, the sea supply line is cut and no supply is provided to the units and hexes which were to have received supply via that sea supply line. A player may also voluntarily abandon an attempt to sea supply at the end of a round of fleet combat. The disruption of sea supply does not result in the loss of any BRPs, although it may well result in the elimination of isolated ground units.

29.4 SUPPLY DETERMINATION: 29.41 The supply status of units and hexes is determined twice during each player turn. This determination only applies to units belonging to and hexes controlled by the moving player. The supply status of units and hexes does not change during the opposing player's turn. 29.42 Supply status is initially determined during the movement phase, after the movement of air units, counterair attacks and the movement of naval units. 29.43 The supply status of units and hexes which were isolated or partially supplied at the end of the initial supply determination phase is also determined at the end of the post-combat adjustment phase. At this time, supply may be traced to units which had been isolated by enemy attacks and to hexes which had been under enemy control until their acquisition during the supplying player's movement and combat phase, as well as to areas which could not previously receive sea supply because of the absence of a port or bridgehead. 29.44 During the post-combat supply phase, supply may not be traced to areas other than those referred to in 29.43. A player may not attempt sea supply to a supply zone during the initial supply determination phase, then again try to supply that supply zone during the post-combat supply determination phase, nor may he defer sea supply to a supply zone until the post-combat supply determination phase if sea supply could have been traced to that supply zone during the initial supply determination phase. 29.45 Units and hexes which are supplied during either the initial supply determination phase or the post-combat supply determination phase of a player's turn remain supplied until the end of the initial supply determination phase of that player's next player turn. Thus a ground unit which is supplied during the initial supply determination phase may enter an unsupplied hex without adversely affecting its supply status. Uninverted air and naval units supplied during either supply determination phase may intercept enemy naval activities during the opposing player turn. Uninverted air and naval units may also protect their own sea supply lines, provided they are operating from bases which were supplied during their previous player turn.

29.5 UNIT SUPPLY:

29.51 SUPPLIED UNITS: 29.511 Units which draw supply from an unlimited supply source are fully supplied and function without impairment. Throughout these rules, whenever reference is made to a requirement that a unit be "supplied", this means supplied from an unlimited supply source.

29.52 PARTIALLY SUPPLIED UNITS: 29.521 A limited supply source only supplies the infantry component of ground units and does not supply any other units. Units which draw supply from a limited supply source are partially supplied and suffer from the following impairments: A. Infantry units have their movement factor limited to three (this only affects American and some British infantry units - all other infantry units have a movement factor of three in any case). Replacement units are unaffected. B. Armor units lose their mechanized portion and act as infantry units. Their movement factor is reduced to three, they have no ZoC, may not create

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breakthroughs or exploit and are subject to a -1 DM if attacked during exploitation by enemy armor (15.24A). Their combat factor is unaffected. A 4-6 armor unit would thus be treated as a 4-3 infantry unit. C. Airborne units may not airdrop. D. Air and naval units, airbases and bridgeheads are unsupplied (see 29.532). 29.53 UNSUPPLIED UNITS:

29.531 Ground units may not move during the movement phase, and while they may attack, they may not advance after combat. Armor units act as infantry units, have no ZoC and may not create breakthroughs or exploit. Ground units are counted in attrition totals, but may not advance into hexes gained from attrition. Ground units may not SR. 29.532 Air and naval units may not carry out missions, interceptions or any other activities from unsupplied bases. Air and naval units may move to and from unsupplied bases, but may not SR to such bases (29.61F). Air units in unsupplied bases are inverted if counteraired. 29.54 ELIMINATION OF UNSUPPLIED UNITS:

29.541 Ground units, airbases and bridgeheads which are unsupplied during an initial supply determination phase are eliminated at the end of the ensuing post-combat supply determination phase if still unsupplied. Hex control is unaffected by their removal. 29.542 The restoration of supply to isolated units must take place during a supply determination phase to take effect. Supply may not be traced to units or hexes at any other time. EXAMPLE - SUPPLY BY LAND: In Summer 1941, Germany, moving first, invades Russia and isolates a number of Russian ground units. During the initial supply determination phase of the Russian Summer 1941 player turn, supply cannot be traced to these units. The units therefore suffer the impairments set out in 29.531. If Russian counterattacks during the Russian player turn break the encirclement, these units receive supply during the post-combat phase adjustments supply determination phase of the Summer 1941 Russian player turn, and their abilities are fully restored. If a supply line could not be traced to the encircled units during either supply determination phase, the units would be removed at the end of the post-combat supply determination phase of the Russian Summer 1941 player turn.

EXAMPLE - SUPPLY BY SEA: The Axis move first. Britain controls Crete. During the SR phase of the Summer 1941 Axis player turn, the Axis SR a number of air factors to Athens, in order to cut supply to a British 3-4 infantry unit in Crete. During the initial supply determination phase of the Allied Summer 1941 player turn, the Allied player attempts to sea supply Crete, but the Axis air units are too strong and the sea supply line is cut. The British 3-4 infantry unit remains isolated and would be eliminated at the end of the post-combat supply determination phase of the Allied Summer 1941 player turn, because if the Allies invaded Crete they could not place a bridgehead in it (28.112), and sea supply could not again be attempted to Crete until the following player turn (29.44). 29.543 REBUILDING ISOLATED UNITS: Units which are eliminated due to isolation may not be rebuilt in the game turn in which they are eliminated. 29.544 Air and naval units are never eliminated because of isolation. 29.55 UNITS WHICH ARE AUTOMATICALLY SUPPLIED: 29.551 Partisans are always in supply. 29.552 Exploiting armor units, even if they did not move during exploitation, are automatically in supply during the game turn following their exploitation. Such units may not exploit during that one turn unless they are supplied normally (15.63, 15.8). 29.553 Airborne units which have airdropped are automatically in supply during the game turn following their airdrop. Such units may not airdrop during that one turn unless they are supplied normally (24.31). 29.554 Armor and airborne units which are SRed in the same player turn as their exploitation (29.552) or airdrop (29.553) are no longer automatically supplied and must be supplied normally. 29.555 Bridgeheads are in supply, and are unlimited supply sources, in the turn they are placed (28.7, 29.218).

29.6 HEX SUPPLY: 29.61 Certain activities may not be carried out in or through hexes which are unsupplied:

A. Airbases may only be constructed in fully supplied hexes. B. Air units may only carry out missions and interceptions from fully supplied hexes. C. Naval units may only protect sea supply lines, carry out missions and interceptions and provide sea escort from fully supplied hexes. D. Units may only be constructed in fully supplied hexes (EXCEPTION: British submarines in Malta - 64.4). E. Ground units may only SR out of, into or through fully or partially supplied hexes. F. Air and naval units may SR out of unsupplied or partially supplied hexes, but only into or through fully supplied or sea hexes. 29.62 Ground units may move into unsupplied hexes, advance into such hexes after combat, sea transport into or invade unsupplied hexes without becoming unsupplied during that player turn. In many cases, these activities will involve entry into unsupplied hexes, as the hexes will have been enemy-controlled. The capture of such hexes does not necessarily mean that they are supplied.

30. OIL 30.1 Oil supplies to the Axis are interrupted if the Axis are unable to trace an oil supply line over neutral or Axis-controlled land hexes, free of Allied ZoCs, from Ploesti to an objective in Germany. Axis oil supplies are interrupted if the Allies (but not neutral Rumania or neutral Russia) control Ploesti or occupy sufficient territory between Ploesti and Germany to cut the oil supply line. Allied units, including armor units, adjacent to Ploesti do not cut the oil supply line. 30.2 Whether the conditions described in 30.1 are met is determined at the start of each Axis player turn. If oil supplies are interrupted, one of the following effects must be implemented by the Axis each turn the interruption continues, until all five are in effect. The German player decides the order of implementation, selecting an additional effect each turn, and may not change his decision once made. The effects are: A. The Allied Strategic Warfare Effects dice roll (42.5321) is increased by two. B. The Axis Strategic Warfare Effects dice roll (42.5222) is decreased by two. C. Axis fleets are inverted and may not move, conduct missions, SR, protect sea supply or provide sea escort. D. Axis air units are inverted and may not move, fly offensive or defensive missions or SR, except during an Axis player turn in which an Axis offensive option has been chosen and the Allied player turn immediately following, and only on the front selected. A limited offensive removes this restriction only for the air units included in the limited offensive. E. Axis armor units, including those which exploited in the previous turn, are treated as infantry units (15.241, 23.2) except during an Axis player turn in which an Axis offensive option has been chosen and on the Allied player turn immediately following, and only on the front selected. A limited offensive removes this restriction only for the armored units included in the limited offensive. 30.3 Effects 30.2A (strategic bombers) and 30.2B (submarines), once incurred, affect SW resolution in all subsequent SW resolution phases until they are reversed (30.5). 30.4 In addition to some or all of the above effects, both the German and Italian SR levels drop by one each turn oil supplies are interrupted (20.11, 20.12). These effects are cumulative and without limit. An oil shortage may eventually completely eliminate Axis SR capabilities. 30.5 If oil supplies are restored, one of the five effects set out in 30.2A.-E. is reversed at the start of each Axis player turn, the German player again setting his priorities each turn, until all effects are negated. In addition, both the German

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and Italian SR levels rise by one each turn, reversing the effects of 30.4.

31. WEATHER 31.1 During all Spring turns, overruns and exploitation movement and combat are prohibited on the eastern front. This prohibition applies to both Axis and Allied forces. 31.2 At the beginning of every Winter game turn following the outbreak of war between Russia and Germany, one die is rolled and the Russian Winter Table consulted.

Russian Winter Table – 31.2 Die Roll Result

0 No effect. 1 Axis overruns and exploitation movement are

prohibited.

2 The Axis may not select offensive options. 3 Axis units may not conduct limited offensive operations. 4 Axis infantry and replacement units are subject to a -1

DM (EXCEPTIONS: Finns and Swedes)

5 Axis armor units are treated as infantry units. 6 Axis defensive air support is restricted to the hex in

which the air factors are based.

Modifiers: -1 for each successive winter. -2 Axis variant 19

Explanation: The effects of a die roll include the effects of all lower die rolls as well. Results of 1-3 apply to all Axis units on the eastern front. Results 4-6 apply only to Axis units operating inside Russia’s original borders. German and Italian SR capabilities inside Russia are reduced by the modified Russian Winter die roll (20.11, 20.12)

31.21 If war breaks out between Russia and Germany on a Winter turn, the first Russian winter will occur in the following year, as the Russian winter die roll is made before either player turn. 31.22 In the 1942 scenario, one winter has already occurred, so a -1 modification applies to the Russian winter die roll. In the 1944 scenario, three winters have already occurred, so a -3 modification applies to the Russian winter die roll. 31.3 Seaborne invasions which involve naval movement on the western and eastern fronts are prohibited during Winter turns (27.4322).

Economics

32. THE YEAR START SEQUENCE (YSS) 32.1 The YSS consists of BRP calculations (33), the determination and allocation of DPs (59), and SW construction (42.2), allocation (42.3) and deployment (42.4). In addition, certain variants may be played by both sides. 32.2 The YSS takes place between the end of each Winter turn and the start

of each Spring turn. No YSS precedes the start of either the Campaign Game or the 1939 scenario, although DP allocations are made prior to the start of the Fall 1939 game turn. The initial BRP levels for the major powers taking part in the 1940, 1941, 1942 and 1944 scenarios have already been calculated and are set out in the Appendix dealing with the scenario in question. BRPs are then deducted for any SW construction and DP expenditures. SW allocation and deployment then takes place, followed by the Spring turn.

33. BASIC RESOURCE POINT (BRP) CALCULATIONS 33.1 BRP BASES: BRP totals are calculated separately for each major power during each YSS. At the start of each scenario, each major power has a BRP base, which represents the resources of its national economy. This BRP base may increase or decrease as the game proceeds. 33.2 BRP GROWTH: If, at the end of a Winter game turn, a major power has BRPs which it did not use in the course of the preceding year, those BRPs are multiplied by the major power's growth rate, fractions are dropped and the result is added to the major power's BRP base. The remaining BRPs are lost (EXCEPTION: The 1940 YSS - 33.4). 33.3 REDUCTION OF BRP BASES: If a major power does not have sufficient BRPs to absorb losses inflicted by strategic warfare (42), German bombing of Britain (43), raiders (44) or V-weapons (Axis variant 24) when they occur, any deficit, unless offset by subsequent BRP additions, is subtracted from that major power's BRP base during the next YSS. BRP losses from these causes do not affect a major power's BRP base if the major power has sufficient BRPs available to cover the losses when they occur or if it acquires additional BRPs to offset the losses prior to the next YSS. BRP losses from other causes have no effect on major power BRP bases (33.7). 33.4 The BRP base for each major power is calculated during each YSS as outlined above, with the exception of the 1940 YSS, in which no BRP growth occurs (EXCEPTION: Russia after the play of Allied variant 6). Each major power's 1940 BRP base will almost always be the same as its 1939 BRP base, the only exceptions being Allied variant 6 and raider losses to Britain in Winter 1939. In the 1940 YSS only, each major power multiplies any unused BRPs from 1939 by its growth rate, drops any fractions and adds the result to its 1940 BRP totals. This does not change the major power's BRP base. 33.5 CALCULATION OF BRP TOTALS: The total number of BRPs for each major power is calculated by adding to its BRP base the BRP value of the following: A. Conquered major powers (47). B. Conquered minor countries and colonies (54). C. Active minor allies (56). D. Associated minor countries (55). E. Economically penetrated minor countries (57). F. ICs (34). and by subtracting the BRP value of: G. Colonies under enemy control (54.42). H. Key economic areas under enemy control (40). I. Non-base BRP deficits from the previous year (33.3, 33.7). J. BRPs which are voluntarily eliminated (33.6). 33.51 If a major power received the BRPs for a conquest during the previous YSS, or for a minor ally which activated at any time during the preceding year, and that conquest or minor ally is captured by enemy forces during the second half of a Winter turn, the BRPs for the conquest or minor ally are counted in the major power's BRP total for the next year, although these BRPs must be deducted if the major power does not regain control of the conquest or minor ally during its Spring turn (54.32). Similarly, if a major power makes a conquest in the first half of a Winter turn which is captured by enemy forces in the second half of the Winter turn, both sides receive the BRPs during the ensuing YSS. 33.52 Each major power's BRP base, conquests, minor allies, associated minor countries and ICs are set out in the Appendix dealing with each scenario. If a minor country controlled by a major power at the start of a scenario is captured by enemy forces, that major power loses the BRPs for the minor country if it does not recapture the minor country during its next player turn.

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33.53 BRPs are not gained by conquest between YSS. For example, if Germany conquered Denmark in Spring 1940, it would not receive the BRPs for Denmark until the 1941 YSS. 33.6 VOLUNTARY ELIMINATION OF BRPs: After all BRP totals have been calculated, and all expenditures for SW construction and DP purchases made, major powers belonging to the side which moved last in the preceding Winter game turn may voluntarily eliminate BRPs in order to avoid an unwanted double move. Such voluntary elimination of BRPs is similar to the voluntary elimination of BRPs during the unit construction phase of a player turn (19.4). The BRPs are deducted from the owning power's BRP total, but not from its BRP base. Major powers belonging to the side which held the initiative during the preceding Winter turn may not eliminate BRPs during the YSS. 33.7 BRP DEFICITS: If a major power incurs BRP losses from causes other than those listed in 33.3, such as the loss of minor allies, conquests, colonies or key economic areas, and that major power does not have sufficient BRPs to absorb the losses, the deficit, unless offset by subsequent BRP additions, is subtracted from that major power's available BRPs during the next YSS. The major power's BRP base is unaffected. EXAMPLE: In Winter 1940, Britain has 12 BRPs. Germany occupies London, causing Britain an immediate loss of 25 BRPs (40.22). Britain's BRP level is reduced to zero, and Britain incurs a deficit of 13 BRPs, which would be subtracted from the available British BRPs in 1941 unless Britain received a BRP grant from the U.S. to offset the loss. If London remained in German hands, Britain would subtract an additional 25 BRPs from its available BRPs in 1941. These BRP reductions would be distinct from BRP reductions to Britain's base resulting from Winter 1940 SW resolution and any German bombing of Britain (43). 33.8 UNITED STATES: The conversion of the U.S. economy to war production was one of the most important factors in the Allied victory in World War II. The U.S. economy is therefore handled somewhat differently from that of other major powers, to reflect this dramatic increase in American productivity. 33.81 The U.S. begins the Campaign Game and 1939 scenarios with a base of 150 BRPs in Fall 1939. 33.82 U.S. ECONOMIC EXPANSION: Both the U.S. BRP base and the U.S. BRP total increases each turn throughout the game. Prior to U.S. entry into the war, the U.S. BRP base and total increases by 10 BRPs each turn. After the U.S. is at war with the Axis, the U.S. BRP base and total increases by 20 BRPs each turn. These BRPs are not only added to the U.S. BRP base, but are also added to the U.S. total each turn, at the same time as other major powers receive BRPs for the activation of minor allies. 33.83 In addition to its per turn BRP base increases (33.82), the U.S. calculates BRP growth normally during the 1943 and subsequent YSS provided it is at war with the Axis. Before it participates fully in the YSS, the U.S. BRP total at the start of each year is simply the number of BRPs remaining from the previous Winter turn, regardless of the current U.S. BRP base. 33.84 U.S. SW AND DP EXPENDITURES DURING THE YSS: Prior to its entry into the war, the U.S. may construct SW units during a YSS only if the U.S. - Axis tension level has reached 37 (42.211), and the U.S. may purchase DPs during a YSS only if the U.S. - Axis tension level has reached 45 (59.24). Once at war with the Axis, the U.S. may construct SW units and purchase DPs normally, using its current BRP base to determine the limit of such expenditures. 33.85 U.S. EXPENDITURES PRIOR TO U.S. ENTRY: All U.S. expenditures prior to U.S. entry into the war are deducted from both the U.S. BRP base and BRP total. Thus BRP grants to Britain prior to U.S. entry, SW and diplomatic expenditures made during a YSS (33.84) and the 35 BRP cost of the U.S. DoW against Germany are deducted from the U.S. BRP base and BRP total. ASW factors employed by the U.S. prior to U.S. entry into the war (U.S. - Axis tension level 37) do not require BRP expenditures unless purchased during a YSS. The U.S. BRP base and BRP total when it enters the war is thus 150 plus 10 for each turn which passes, including the turn in which it declares war on Germany, minus all BRP grants to Britain, SW and diplomatic expenditures and the 35 BRP cost of the U.S. DoW against Germany. EXAMPLE: The U.S. enters the war in Spring 1942. It has granted 30 BRPs to Britain in 1941. The U.S. BRP base and total is 150 + 110 (eleven turns, including Spring 1942, have passed since the start of the game)- 30 (BRP grants)- 35 (DoW cost) = 195 BRPs, minus any SW and diplomatic expenditures made during the 1942 YSS.

33.86 U.S. EXPENDITURES AFTER U.S. ENTRY: Once the U.S. enters the war, BRP expenditures and losses are deducted from the U.S. BRP total in the same manner as for other major powers. The U.S. BRP base is not affected by such expenditures, although in rare instances the U.S. BRP total may be low enough that SW or raider losses could reduce the U.S. BRP base (33.3). EXAMPLE: In Winter 1941, having granted 40 BRPs to Britain, the U.S. declares war on Germany. The U.S. BRP base and total would be 150 + 100 (10 BRPs for each turn since the start of the game) = 250 - 40 (BRP grants) - 35 (DoW cost) = 175. In Winter 1941, the U.S. grants another 20 BRPs to Britain, and loses 10 BRPs to German submarines. The U.S. BRP base would remain at 175, but the U.S. BRP total would be reduced to 145. In the 1942 YSS, the U.S. does not calculate any BRP growth. The U.S. spends 16 BRPs on SW construction and five BRPs to purchase a DP. The U.S. BRP total is reduced to 124. In Spring 1942, the U.S. adds 20 BRPs to its base and total, spends 42 BRPs on unit construction and loses 15 BRPs to German submarines. The U.S. BRP base rises to 195, and its BRP total drops to 87. In Summer 1942, the U.S. adds 20 BRPs to its base and total, spends 30 BRPs on an offensive and unit construction and loses 10 BRPs to German submarines. The U.S. BRP base rises to 215, and its BRP total drops to 67. In Fall 1942, the U.S. adds 20 BRPs to its base and total, spends 10 BRPs on unit construction and loses 12 BRPs to German submarines. The U.S. BRP base rises to 235, and its BRP total drops to 65. In Winter 1942, the U.S. adds 20 BRPs to its base and total, spends 35 BRPs on unit construction and loses 18 BRPs to German submarines. The U.S. BRP base rises to 255, and its BRP total drops to 32. In the 1943 YSS, the U.S. BRP base grows by half of 32, rising to 255 + 16 = 271. The U.S. could spend 27 BRPs on SW construction and spend 10 BRPs to purchase two DPs, giving it a BRP total of 271 - 27 - 10 = 234 to start 1943. 33.87 A GERMAN DoW ON THE U.S.: If Germany declares war on the U.S., the U.S. BRP base and BRP total would increase by 20 BRPs each turn, starting on the next Allied player turn. The U.S. would not deduct 35 BRPs from its base, because it would not have declared war on Germany.

34. INDUSTRIAL CENTERS (ICs) 34.1 In 1939 and 1940, Russia has a base of zero (EXCEP-TION: Allied variant 6). In Fall 1939, and during each subsequent YSS, Russia receives BRPs for each 1C under its control. Each 1C produces 10 BRPs in 1939-1941, 15 BRPs in 1942 and 20 BRPs in 1943-1945.

34.2 In the 1940 YSS, Russia retains 30% of its unused 1939 BRPs (33.4). In each subsequent YSS, unspent Russian BRPs are used to construct a Soviet BRP base distinct from the BRPs generated by ICs (33.2). 34.3 Russia begins the Campaign Game and 1939 scenarios with nine ICs, which are placed in Moscow, Leningrad, Stalingrad, Kharkov, Rostov, Grozny, Kiev, Gorki and Kuibyshev. During the 1940 YSS, a tenth 1C is placed in Sverdlovsk. The starting locations of the Russian ICs are shown on the mapboard in gray. Additional ICs may not be constructed. 34.4 ICs may be moved, captured or destroyed as follows: 34.41 MOVEMENT OF ICs: The ICs in Moscow, Leningrad and Grozny may never be moved. Russia may SR its remaining ICs only if Russia is at war with the Axis and an Axis unit is within five hexes of the 1C. ICs must always be SRed to cities in Russia, and no more than one 1C may ever occupy the same hex. One SR is required for every five BRPs of the IC's current production value. If Russia SRs an 1C, other than an 1C it recaptured from the Axis in the current year, it immediately incurs a BRP loss equal to the current production value of the 1C. 34.42 CAPTURE OF ICs: ICs are captured by the Axis when the hex they occupy comes under Axis control. When an 1C is captured by the Axis, Russia immediately deducts any BRPs it received for the 1C during the preceding YSS. There is no additional penalty if an 1C is recaptured and lost again during the same year. The captured 1C is then considered a conquest. The production value of the 1C is permanently fixed at the level in force at the time of its capture. During each subsequent YSS in which it retains control of the 1C, the capturing Axis major power receives half the production value of the 1C (rounded down). Captured ICs may not be SRed. If Russia regains control of a captured 1C, it receives the full production value of the 1C, as fixed at the time of capture by the Axis, during each subsequent YSS in which it retains control of the 1C. The production value of a recaptured 1C does not increase as described in 34.1. 34.43 DESTRUCTION OF ICs: Either player may destroy ICs under his

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control immediately prior to the movement phase of his player turn (14.11). If the controlling major power received BRPs for an 1C during the preceding YSS, voluntary destruction of the 1C results in a BRP loss equal to the current production value of the 1C (Russian control) or half the production value (Axis conquest). Destroyed ICs may not be reconstructed. Russia may not destroy an 1C unless it is at war with the Axis and an Axis unit is within five hexes of the 1C. 34.5 ICs are unlimited supply sources for Russian units occupying the hex containing the 1C (29.2151). ICs may not be selected for attrition occupation (16.5). Infantry and replacement units defending in ICs are not subject to a -1 DM when attacked by exploiting armor (15.24A).

35. BRP SPENDING LIMITS 35.1 Once each major power's BRP total has been determined during the YSS, SW (42) and DP (59) construction costs, if any, are deducted. Major powers which moved last in the preceding turn may voluntarily eliminate BRPs (33.6). The remaining figure is halved, and any fraction is dropped. This figure, the BRP spending limit, represents the maximum number of BRPs that the major power may spend during any one player turn in the forthcoming year. The BRP spending limit should be recorded for future reference. 35.2 The BRP spending limit also applies from the start of each scenario. If Axis variant 3 is played during the Italian opening setup of the Campaign Game or 1939 scenario, Italy's 1939 spending limit is increased from 37 BRPs to 40 BRPs. 35.3 INVOLUNTARY LOSSES DISREGARDED: Involuntary losses of BRPs from enemy action, such as economic warfare or the loss of minor allies, conquests, colonies or key economic areas, do not count toward a major power's BRP spending limit. EXAMPLE: Britain has a spending limit of 62 BRPs. The Axis have the initiative. During the Axis player turn, London is captured by the Axis, costing Britain 25 BRPs. In addition, German bombers eliminate 10 British BRPs, and raiders eliminate another three British BRPs. In all, Britain has lost 3 8 BRPs to enemy action, but Britain may still spend 62 BRPs during its own player turn (assuming, of course, Britain still has that many BRPs).

35.4 VOLUNTARY OVERSPENDING PROHIBITED: A player may never voluntarily take action which would exceed his spending limit or which would reduce his BRP total below zero. However, a player may spend BRPs which will inevitably be lost later in the same game turn, even if this will clearly result in a BRP deficit. EXAMPLE: In Winter 1941, Britain has only 15 BRPs remaining. The Axis have captured a Free French colony. If Britain fails to recapture the colony, the five BRPs Britain received during the preceding YSS will be lost. Although it is clearly impossible for Britain to recapture the colony, Britain may still spend 15 BRPs for an offensive option, because the inevitable five BRP loss will not occur until the end of the British combat phase. Britain would then incur a five BRP deficit for the following year. Britain could also spend its remaining 15 BRPs on an offensive option even though it knew that it would suffer BRP losses from German submarines during SW resolution after the end of the Allied player turn. In that case, the BRP deficit from SW would also result in a reduction of the British base during the following YSS.

36. BRP GRANTS 36.1 GENERAL: BRP grants from one major power to another are made during the SR phase. The recipient thus may not spend the granted BRPs on unit construction until the following game turn, because they are received after the conclusion of the unit construction phase. 36.2 MECHANICS: When a major power announces its intention to grant BRPs to an ally, it immediately deducts those BRPs from its total. The BRPs are then SRed to the recipient, each grant of 20 BRPs or any fraction thereof counting as one SR against the granting major power's SR limit (20.6). In most cases, the recipient will then simply add the BRPs to its total, completing the grant. However, if the BRPs are SRed by sea, they may be subject to interception by enemy forces (20.8, 37) and some or all of the granted BRPs may not reach the recipient. BRPs granted to Russia through Persia or Turkey incur a one-turn delay (38, 39). 36.21 If a major power has a BRP deficit when it receives a BRP grant, the BRPs are applied to reduce the deficit. Deficits which would affect the recipient's BRP base (33.3) have priority over non-base deficits. 36.3 RESTRICTIONS ON BRP GRANTS: 36.31 A major power may not grant more than 40 BRPs per turn.

36.32 A major power may not spend more than half its yearly BRP allotment (after SW and DP construction) on BRP grants. Western Allied BRPs lost from German attacks on Murmansk convoys or SR interception count against this limit. 36.33 A major power may not grant BRPs if the expenditure would cause it to exceed its BRP spending limit (35). 36.4 UNITED STATES: Prior to its entry into the war, the U.S. may not grant BRPs until the U.S. - Axis tension level has reached 22. The U.S. may then grant five BRPs per turn to Britain or France. Once the U.S. - Axis tension level reaches 32, the U.S. may grant 10 BRPs per turn to Britain or France. When the tension level reaches 40, the U.S. may grant 20 BRPs per turn to Britain or France. The U.S. may not grant BRPs to Russia until both the U.S. and Russia are at war with the Axis. 36.41 If the U.S. is at war with the Axis, it may grant 20 BRPs per turn in 1940, 1941 and 1942, and 40 BRPs per turn in 1943 and thereafter. 36.42 U.S. BRP grants to Britain and France may not be intercepted. 36.5 BRITAIN: Britain may grant BRPs to France and Russia, but not to the U.S. 36.6 FRANCE: France may grant BRPs only to Russia. 36.7 RUSSIA: BRP grants may not be made to Russia by any Western Allied major power until Russia is at war with the Axis. Once Russia has gone to war with Germany, Allied BRP grants may be made to Russia, even after a Russian surrender (EXCEPTION: The U.S. may not grant BRPs to Russia if Axis variant 17 has been played). 36.71 BRP grants to Russia must be made via Murmansk (37), Persia (38) or Turkey (39). 36.72 The Western Allies may not grant Russia more than 40 BRPs per turn, although the one-turn delay for BRP grants through Persia (38) and Turkey (39) could cause Russia to receive more than 40 BRPs in a turn. 36.73 Russia may only grant BRPs to Germany, and only if compelled to do so by a Russian diplomatic result or a Russian surrender. 36.8 GERMANY AND ITALY: Germany may grant BRPs to Italy. Italy may not grant BRPs.

37. MURMANSK CONVOYS 37.1 The fastest route for Allied aid to Russia is by Arctic convoy to Murmansk. The drawback to this route is that such convoys are subject to attack from German submarines, as well as German air and naval units based in Norway. 37.11 Murmansk convoys may not be attempted by the Allies if both Leningrad and Vologda are controlled by the Axis, or if neither city can trace a supply line from Moscow or the eastern edge of the mapboard. Supply from an 1C in Leningrad or a limited supply source, such as Helsinki, is insufficient. 37.2 ALLIED FORCES: During its SR phase, the granting Allied major power(s) may assign up to 40 BRPs to a Murmansk convoy, together with fleets for sea escort (27.6). These sea escort fleets must be based in Britain, the U.S., if the U.S. is at war with the Axis, or France, depending on the source of the BRPs. Additional fleet factors above the minimum required for sea escort may be assigned to protect the convoy against German air, fleet and submarine forces (27.623). There is no SR cost for such additional fleets, which may be based in any western front port prior to their entry into the Murmansk box. These fleets are considered to be performing sea escort and may perform no other functions during that game turn. Allied fleets enter the Murmansk box by moving off the north edge of the board between hexes A24 and A34, inclusive, and are subject to interception as they do so.

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37.21 The Allies may allocate ASW to the Murmansk box during the SW allocation phase of a YSS or a game turn (42.44, 42.6). ASW factors which survive the ensuing Murmansk combat are returned to the SW box for use in the following year (42.7). 37.3 UNOPPOSED CONVOYS: The Axis may oppose a Murmansk convoy only if there are German air, fleet or submarine factors in the Murmansk box. If the convoy is unopposed, all the BRPs convoyed to Russia are added to the Russian total at the end of the SR phase. 37.4 GERMAN FORCES: Germany may move or SR air and fleet units in Bergen to the Murmansk box and vice versa during any German movement or SR phase without risk of interception, regardless of the western front option chosen by Germany. German air and fleet units may enter the Murmansk box only if Germany controls Bergen and can trace a sea supply line from an unlimited supply source to the Norwegian hexes along the northern edge of the board (A35, A36). Italian units, even if lent, and Axis minor ally units may not enter the Murmansk box. 37.41 German air and naval units withdrawn from the Murmansk box normally reappear at Bergen. If the Allies gain control of Bergen, German air and naval units in the Murmansk box must be moved out of the Murmansk box during the next Axis movement phase or be eliminated, and may not oppose Allied convoys in the interim. German fleets must move to the Axis-controlled port nearest to A34, and may be intercepted during such movement. German air units must move to an Axis-controlled air base within eight hexes of A34. 37.42 Germany may allocate submarine factors to the Murmansk box during the SW allocation phase of a YSS or a game turn, whether or not it controls Bergen (42.42, 42.6). Submarines which survive the ensuing Murmansk combat are returned to the SW box for use in the following year (42.7).

37.5 GERMAN OPPOSITION TO MURMANSK CONVOYS: 37.51 Murmansk convoys may be attacked by German fleets and air units based in the Murmansk box. The effect of German submarines on the convoy is determined once all fleet and air attacks have been resolved. The sequence followed may be summarized: A. The German player indicates which fleets in the Murmansk box will sortie to intercept the Allied convoy (37.52). B. The Allied player indicates which escorting fleets will oppose the German fleet sortie (37.53). C. German fleets which have sortied may attempt to evade the Allied fleets which detached from the convoy to oppose them (37.54). D. Fleet combat between the German fleets which have sortied and any Allied fleets which detached from the convoy to oppose them is resolved (37.55). One German air sortie may be flown at the start of each round of fleet combat. E. Fleet combat between the German fleets which have sortied and the Allied fleets escorting the convoy itself is resolved (37.56). One German air sortie may be flown at the start of each round of fleet combat. F. German air attacks are concluded (37.57). G. German submarine attacks against the convoy are resolved (37.6). H. All German and Allied air and naval units which participated in Murmansk combat are inverted. 37.52 GERMAN FLEET SORTIES: Murmansk combat begins with the German player announcing whether all, some or none of his fleet factors in the Murmansk box will sortie to intercept the Allied convoy. If the German player does not wish to attempt such interception, play proceeds to 37.57. 37.53 ALLIED FLEET OPPOSITION: The Allied player then an-nounces whether all, some or none of his escorting fleet factors will detach from the convoy to oppose the German fleet sortie. If the Allied player does not wish to oppose the German fleet sortie, the German fleets may engage the convoy itself (37.56). 37.54 GERMAN EVASION: German fleets which sortie have the option of attempting to evade the Allied fleets which detached from the convoy to oppose them. Both players roll one die. The German die roll is modified according to the number of German fleet factors involved: a German force consisting of 1-3 fleet factors receives a +3 DRM, 4-6 fleet factors a +2 DRM, and 7-9 factors a +1 DRM. If the German force consists of more

than nine fleet factors, the German die roll is not modified. 37.541 If the German die roll is higher, the German fleets evade the detached Allied fleets for the first round of fleet combat and neither side makes a fleet combat dice roll. A German air sortie is then resolved (37.57), after which additional rounds of fleet combat may take place (37.551). The German fleets may continue to attempt to evade any Allied fleets which detached from the convoy to oppose them until an evasion attempt fails, after which fleet combat is resolved normally. 37.542 If the die roll is tied, or if the Allied die roll is higher, fleet combat takes place (37.55). 37.55 FLEET COMBAT: If German fleets sortied to intercept the Allied convoy and did not evade the Allied fleets detached from the convoy to oppose them, one round of fleet combat is resolved between the German fleets and the detached Allied fleets. The detached Allied fleets are not subject to the adverse fleet combat DRM usually associated with escorting fleets (27.5713). 37.551 ADDITIONAL ROUNDS OF FLEET COMBAT: After the first round of fleet combat has been resolved, the German player may continue the fleet combat with the fleets which originally sortied, commit additional fleets from the Murmansk box to the fleet combat, or send some or all of his intercepting fleets back to the Murmansk box. Similarly, the Allied player may detach additional fleets from the convoy to oppose the German fleet sortie or return some or all of his detached fleets to the convoy. 37.552 Fleet combat between the German fleets which sortied and the Allied fleets which detached from the convoy to oppose them ends when one side is eliminated or withdraws, either voluntarily or after losing two successive rounds of fleet combat (27.574). 37.553 If the German fleets are defeated in fleet combat, the surviving German fleets return to the Murmansk box and the surviving Allied fleets return to the convoy. No additional German fleet sorties are allowed for the remainder of the turn. 37.554 If the Allied fleets detached to oppose the German fleets are defeated in fleet combat, the surviving Allied fleets return to the convoy and the surviving German fleets may engage the convoy itself (37.56). 37.56 GERMAN FLEET ATTACKS ON THE CONVOY: If the Allies did not detach fleets to oppose the German fleets which sortied, or if such Allied fleets were defeated in fleet combat (37.554), fleet combat (37.55) takes place between the German fleets and Allied fleets escorting the convoy itself, at the German player's option. No reinforcement of the naval forces engaged is permitted. The Allied fleets which are escorting the convoy are subject to an adverse DRM (27.5713). 37.561 If the German fleets are defeated in fleet combat, the surviving German fleets return to the Murmansk box. No additional German fleet sorties are allowed for the remainder of the turn. 37.562 SCATTERING THE CONVOY: If Allied fleets escorting the convoy are defeated in fleet combat, they return to their ports of origin and the convoy scatters. One BRP is lost from the convoy for each surviving, undamaged German fleet factor which engaged the convoy. After air and submarine attacks are resolved (37.574, 37.64), any surviving BRPs are added to the Russian BRP total. 37.57 GERMAN AIR SORTIES: At the start of each round of fleet combat, German air units in the Murmansk box may fly an air sortie against Allied fleets detached to oppose a German fleet sortie, the convoy itself, or both, even if the German fleets evaded Allied fleets detached to oppose them (37.54). The Allied fleets detached to oppose a German fleet sortie are not counted toward the air defense of the convoy, just as fleets which remain with the convoy are not counted toward the air defense of the Allied fleets detached to oppose a German fleet sortie. 37.571 If the convoy is under attack by German fleets (37.56), attacking German air units receive a +1 DRM on their air attack dice roll. 37.572 The German player may launch air sorties against the convoy even if fleet combat did not take place or has been resolved. German air attacks cease when the convoy is destroyed, all attacking air units have been eliminated or the German player no longer wishes to make air attacks. 37.573 AIR ATTACKS AGAINST THE CONVOY: In addition to the normal results of air attacks on escorting Allied fleets, one BRP is lost from the convoy for each Allied fleet factor which is eliminated.

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37.574 AIR ATTACKS ON A SCATTERED CONVOY: If the convoy scatters (37.562), no air defense dice roll is made by the convoy, and all losses from air attack (the numbers before and after the "/" on the Air Attack Table) are inflicted on the BRPs being sent to Russia. The first air sortie against a scattered convoy is made by all available German air factors; the second by all but one; the third by all but two; and so on, until no more air sorties may be made. No German air factors are lost during these attacks, as no air defense dice roils are made. 37.6 SUBMARINE EFFECTS: Submarine effects on a Murmansk convoy are resolved once all German fleet and air attacks have ceased. 37.61 When carrying out an attack on a Murmansk convoy, the German player need not reveal all the German submarines in the Murmansk box. Only those which actually attack the convoy are disclosed. The Allies do not reveal their ASW commitment to a Murmansk convoy until it is attacked by submarines. 37.62 Submarine effects are resolved in exactly the same manner as in the SW box (42.5). Each ASW factor assigned to the convoy and each Allied 9-factor fleet accompanying the convoy which survived any fleet combat and air attacks counts toward ASW. 37.63 For each round of fleet combat which took place between German fleets which sortied and the Allied fleets escorting the convoy, regardless of result, the German player receives a +1 DRM on the Strategic Warfare Effects dice roll. There is no modifier for fleet combat between intercepting German fleets and Allied fleets detached from the convoy to oppose them. 37.64 If the convoy scatters (37.562), escorting Allied fleets and ASW are ignored and all submarines are 100% effective against the convoy. 37.65 Each submarine factor has the potential to eliminate two BRPs from the convoy. This is increased to three BRPs if Germany controls Bergen. 37.7 After submarine effects are resolved, surviving BRPs are added to the Russian total. The number of BRPs reaching Russia can never exceed twice the number of surviving Allied escorting fleet factors (27.621). Excess BRPs are eliminated. 37.8 After resolving any opposition to a Murmansk convoy, all German air and fleet units are inverted and remain in the Murmansk box until moved or SRed out of the Murmansk box in a subsequent Axis turn. Allied fleets are inverted and return to their bases. Surviving Allied ASW and German submarines are placed in the SW box (42.7).

38. BRP GRANTS TO RUSSIA THROUGH PERSIA 38.1 Allied BRP grants to Russia may be made through Persia into southern Russia. Such BRP grants are more difficult to intercept than Murmansk convoys (37), but the Persian route is more expensive to open and BRP grants take longer to arrive. In addition, the capacity of the southern route is smaller, as no more than 20 BRPs may be sent each turn. 38.2 To use the Persian route, one Western Allied major power must pay 25 BRPs during its unit construction phase. This expenditure represents the cost of creating and improving transportation facilities in Persia and the exertion of political pressure. This action places all Persian hexes under the control of the Western Allied major power which pays the 25 BRPs, makes Bushire an unlimited Western Allied supply source and allows off-board SRs to and from Bushire. Previous Allied control of Persia, either as a result of an Allied DoW and occupation of Persia, or an Allied conquest of an Axis-controlled Persia, does not reduce the 25 BRP cost of opening the Persian route. 38.21 The Allies may not open the Persian route before Germany and Russia are at war, or if Persia is active as an Axis minor ally as a result of an Axis diplomatic die roll for Persia. Any pro-Axis coup in Persia must be suppressed by the Allies before the Persian route may be opened. 38.3 Allied BRPs may not be sent to Russia through Persia if any of the following conditions exist: A. There is no Allied SR route from Basra or Bushire to Tehran. B. The Axis control Grozny, Astrakhan and Krasnovodsk. C. A pro-Axis coup has resulted in Persia becoming an Axis minor ally. 38.31 If any of the above conditions arise, the Allies may reopen the Persian route, without the need for a second 25 BRP expenditure, by reestablishing the SR route, recapturing any one city in the group of cities controlled by the

Axis, or by suppressing the pro-Axis coup by conquering Persia, as the case may be. 38.4 Allied BRPs granted to Russia take two turns to reach their destination. During the SR phase of the first turn, which may be no sooner than the Allied player turn in which the Persian route is first opened, the BRPs are SRed to the South Africa box. This SR requires sea escort from fleets based in Britain, the U.S. or France, depending on which major power is granting the BRPs. 38.41 In the SR phase of the following Allied player turn, provided the Persian route has not been cut, the BRPs are added to Russia's BRP total. Unlike the first SR, no sea escort is required and the SR is not charged against the granting major power's SR limits (20.52). 38.42 While in the South Africa box, BRPs do not exist in any major power's BRP inventory and are not subject to growth or reduction during a YSS (if initially SRed in a Winter turn). BRPs in the South Africa box are counted in the Allied total when determining the initiative (9.1). 38.5 BRPs granted to Russia may remain in the South Africa box indefinitely, although no more than 20 BRPs may accumulate there. However, for each turn in which BRPs remain in the South Africa box beyond the one turn required for transit, 25 % (round up) of the BRPs are eliminated due to wastage. 38.6 The granting Allied major power may, for any reason, cancel a BRP grant to Russia by returning the granted BRPs from the South Africa box to its own BRP inventory. The normal SR cost is charged for such returning BRPs, although no sea escort is required. 38.7 If the Persian route is cut (38.3) while BRPs are en route, the BRPs remain in the South Africa box until the Persian route is reopened or the BRPs are returned to the granting major power.

39. BRP GRANTS TO RUSSIA THROUGH TURKEY 39.1 Allied BRP grants to Russia may be made through Turkey if the Allies can trace an SR route by sea to a Mediterranean port in Turkey, then through Turkey to the eastern edge of the mapboard in Russia. The SR route may not pass through Lebanon-Syria, Iraq or Persia, or any hexes under Axis control or in an Axis ZoC. 39.2 The mechanics of such BRP grants are similar to BRP grants through Persia (38), but no 25 BRP activation cost need be paid. During the first turn of the BRP grant, the BRPs are SRed, using sea escort, through the Atlantic and Mediterranean to Istanbul, Izmir or Antioch, and may be subject to Axis air and naval interception. During the second turn of the BRP grant, the BRPs are SRed through Turkey into Russia. 39.3 The Axis may prevent BRP grants through Turkey by intercepting them in the Atlantic or Mediterranean or by cutting the SR route through Turkey to the eastern edge of the mapboard in Russia, either in Turkey or in Russia itself. BRPs granted through Turkey are considered to be in the Turkish Mediterranean port at the end of the first Allied SR phase, are subject to the same 25 % wastage as BRPs granted through Persia if they remain in the port for more than one turn (38.5) and are eliminated if the Axis gain control of the port.

40. KEY ECONOMIC AREAS 40.1 Certain areas were essential to the economy or administration of the major power which controlled them. The loss of such an area results in the immediate loss of 25 BRPs by the original controlling major power. That major power and its allies do not get one turn to recapture the area before the 25 BRP loss is incurred. The 25 BRP loss may occur only once per year. There is no additional penalty if the area is recaptured then lost again during the same year. During each subsequent YSS in which the original controlling major power or its allies do not control the area, another 25 BRPs are subtracted from the original controlling major power's BRP total for that year. 40.11 Where a key economic area consists of two cities, both cities in the area must be under enemy control to trigger the 25 BRP penalty. Recapture of one of the two cities is enough to prevent an additional penalty during the next YSS.

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40.2 Loss of the following key economic areas triggers the immediate 25 BRP loss described in 40.1 for the indicated major power: 40.21 GERMANY: A. Berlin. B. Bonn and Essen (the Ruhr). 40.22 BRITAIN: A. London. B. Manchester and Birmingham. 40.23 FRANCE: A. Paris. 40.3 If London is under Axis control during a YSS, the controlling Axis major power receives 12 BRPs. Similarly, if Manchester and Birmingham are under Axis control during a YSS, the controlling Axis major power receives 12 BRPs. If all three cities are under Axis control, the controlling Axis major power receives 25 BRPs.

41. ECONOMIC WARFARE 41.1 Apart from the elimination of enemy units and the conquest of enemy territory, both the Axis and the Allies may eliminate enemy BRPs in a number of other ways. 41.2 The principal method for eliminating enemy BRPs is Strategic Warfare (SW) - the employment of submarines (by Germany) and strategic bombers (by Britain and the U.S.). The procedure for SW is detailed below (42). 41.3 In addition, German air units may bomb Britain (43) and German fleets may operate in the Atlantic as raiders (44). Axis variant 24 allows the use of V-weapons against Britain. The Allies may, if allowed to do so by Allied variant 25, employ the atomic bomb against Germany (45).

42. STRATEGIC WARFARE (SW) 42.1 OVERVIEW: SW units are constructed during each YSS. SW is resolved during the SW resolution phase, at the end of each game turn. When the year is completed, new SW units are constructed and the process is repeated.

42.2 STRATEGIC WARFARE CONSTRUCTION: 42.21 German, British and American SW construction is limited to 10% of their total YSS BRP allotment before diplomatic expenditures (fractions rounded down). 42.211 Germany and Britain may begin SW construction in the 1940 YSS. U.S. SW construction begins when U.S. - Axis tensions have reached 37 (see Appendix III). Beginning in the YSS after the U.S. -Axis tension level reaches 37, the U.S. may construct SW forces normally, even if it is not yet at war with the Axis. 42.212 Italy, France, and Russia may not construct SW forces. 42.22 SW CONSTRUCTION COSTS: Each German submarine factor costs one BRP to construct. Each ASW, SAC and interceptor factor costs two BRPs to construct. 42.23 Only Germany may build submarines and interceptors; only Britain and the U.S. may build anti-submarine warfare units (ASW) and strategic

bombers (SAC). 42.24 Newly constructed SW units, together with SW units which survived the previous year's SW resolution phases, are placed face down in the SW box. 42.25 Instead of placing SW counters in the SW box, players may wish to record their mix of SW factors on a sheet of paper in order to prevent an opponent from deducing their composition from the number of counters used. While the type of SW units constructed may be concealed until they are used, the number of BRPs spent on SW construction must always be revealed during the YSS. 42.26 If the BRP totals of each side are close enough that SW construction could affect which side moves first in the coming Spring turn, or if one side's expenditures on SW construction might influence the other's, either player may require spending decisions to be written on a sheet of paper and revealed simultaneously. 42.27 SW construction occurs before the start of the Spring turn. BRPs spent on SW construction do not count toward a major power's BRP spending limit (35.1). 42.3 ALLOCATION OF STRATEGIC WARFARE FORCES: 42.31 After SW construction, each player's SW forces are allocated equally over the four turns of the following year. 42.32 The number of SW factors available each turn is calculated by dividing the total number of factors of each type of SW unit by four, rounding down if there is a fraction. This is done separately for submarines, interceptors, SAC and ASW. Excess factors are allocated to the Spring turn first, then Summer, and so on. EXAMPLE: Germany constructs 17 submarine factors and three interceptors in the 1941 YSS. Five submarine factors are available for SW during Spring 1941, and four in each of the other three turns in 1941, One interceptor would be available in Spring, Summer and Fall 1941. No interceptors would be available in Winter 1941. 42.4 DEPLOYMENT OF STRATEGIC WARFARE FORCES DURING THE YSS: 42.41 Once the number of SW factors of each type available for use in the Spring turn is determined, Germany and the Allies secretly deploy their submarine and ASW forces for the Spring turn. 42.42 Germany may deploy its submarine factors in the SW box, the Murmansk box (whether or not Germany controls Bergen) or leave them unused in Germany. The available submarine factors may be divided among these three functions in any manner. 42.43 If Germany wishes to avoid increasing U.S. - Axis tensions by suspending submarine warfare against the Allies in a Spring turn, the German player must so inform the Allies during the SW deployment phase, before any Allied fleets are assigned to the SW box. If no such announcement is made, it is assumed that submarine warfare is in effect. If submarine warfare is suspended, German submarines may not be used in either the SW box or the Murmansk box in that turn. 42.44 The Allies may deploy their ASW factors in the SW box, the Murmansk box or leave them unused in Britain or the U.S. box. The available ASW factors may be divided among these three functions in any manner. 42.45 Allied SAC factors may not be deployed for SW if there is no supplied, Allied-controlled hex within seven hexes of the Ruhr (Bonn/Essen). SAC factors may be constructed, but not deployed, during a YSS even if the conditions for their use are not yet met. Both SAC and interceptor factors may be left unused if the owning player wishes. If U.S. - Axis tensions have reached 37, the U.S. may build SAC factors during the YSS and employ them against Germany even while neutral. 42.46 DEPLOYMENT OF ALLIED FLEETS AND GERMAN AIR FACTORS TO SW DURING THE YSS: 42.461 ALLIED FLEETS: Britain and the U.S. (if the U.S. is at war with the Axis or if U.S. - Axis tensions have reached 37 - see Appendix III) may place one or more 9-factor fleets in the SW box during the YSS SW deployment phase in order to provide additional protection for Allied convoys. Only complete 9-factor fleets may be placed in the SW box. Fragments may not be used as a hedge against possible losses from German raiders. If Allied 9-factor fleets in the SW box incur losses, the remnants must be

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withdrawn or reinforced during the ensuing SW deployment phase. Fleets in the SW box may be used to protect sea supply and SR from the U.S. and may intercept raiders which move into the SW box. Such fleets may not perform any missions or other functions while in the SW box. 42.4611 Fleets deployed to the SW box for anti-submarine duties must be based in Britain or the U.S. Deployment of fleets in and out of the SW box does not count against SR limits and may not be intercepted. Allied fleets assigned to anti-submarine duties may be withdrawn from the SW box during the SW deployment phase of any subsequent game turn or YSS. British fleets withdrawn from anti-submarine duties must return to ports in Britain or the U.S. box; American fleets must return to the U.S. box. 42.462 GERMAN AIR FACTORS: Germany may similarly place air factors in the SW box in order to strengthen its air defenses against Allied bombers. Such air factors must be based in Germany, may not perform any missions or other functions while in the SW box, and return to air bases in Germany if withdrawn from the SW box during the SW deployment phase of a subsequent game turn or YSS.

42.5 STRATEGIC WARFARE RESOLUTION:

42.51 GENERAL: 42.511 During the SW resolution phase of each game turn, both players reveal their quarterly deployment of submarine, ASW, SAC and interceptor factors to the SW box. (EXCEPTIONS: If Germany is not engaging in submarine warfare, no submarine or ASW factors are revealed; if the Allies are unable to bomb Germany (42.531), no SAC or interceptor factors are revealed. Allied fleets being used for anti-sub-marine duties and German air factors being used for air defense are not hidden and thus will already be known. 42.512 The effect of offensive SW units (submarine and SAC factors) on enemy BRPs is determined by a dice roll on the Strategic Warfare Effects Table (42.513), as modified by the ratio of offensive to defensive SW units (42.5122) and other factors as indicated in the Strategic Warfare Effects Table. 42.5121 The first step in determining BRP losses from SW is to calculate the maximum number of BRPs which could be eliminated by the enemy offensive SW units (42.5221, 42.532). 42.5122 SW RATIO TABLE: Once the maximum number of BRPs which might be eliminated from SW is determined, two dice are rolled and the Strategic Warfare Effects Table consulted. The Strategic Warfare Effects dice roll is modified according to the ratio of offensive to defensive SW units (round in favor of the defense), as indicated in the Strategic Warfare Ratio Table.

SW Ratio Table – 42.5122 1:1 4:3 5:3 2:1 7:3 8:3 3:1 - +1 +2 +3 +4 +5 +6

Explanation: Add the indicated number to the Strategic Warfare Effects dice roll. All ratios greater than 3:1 are treated as 3:1. The table assumes a surplus of offensive SW factors – if there are more defensive SW factors, the “+” becomes “-“, and the Strategic Warfare Effects dice roll is reduced.

42.5123 The ratio of offensive to defensive SW units is determined before any SW factors are eliminated. Allied fleets and German air factors assigned to SW duties are taken into account in determining this ratio: each Allied 9-factor fleet is treated as an ASW factor, even if it engaged in fleet combat prior to SW resolution, and each German air factor is treated as an interceptor. 42.513 STRATEGIC WARFARE EFFECTS TABLE (see top of next column): Two dice are rolled and the Strategic Warfare Effects Table consulted. The resulting percentage is used to determine the effectiveness of SW for that turn. 42.514 Details of submarine and bomber resolution are set out below. In all cases, the percentage result from the Strategic Warfare Effects Table is applied to all the offensive SW units used in the turn in question, whether or not they are eliminated by defensive SW units. 42.515 Once the effect of offensive SW units is determined for each side, SW units are eliminated and the surviving SW factors put aside until the following year.

SW Effects Table – 42.513 Dice Roll: 2 3 4 5 6 7 8 9 10 11 12+

Result: - 10 20 30 40 50 60 70 80 90 100

Dice Roll Modifiers:

German submarines (general):

1941: -1 1942: -2 1943: -3 1944: -4 1945: -5

+1 Axis variant 10 -1 Allied Variant 10

-2 Oil effect 30.2B

German submarines in SW box (additional modifier):

+1 Diplomatic result of “7” or “8+” for Ireland

German submarines in Murmansk box (additional modifier):

+1 For each round of fleet combat between intercepting German fleets and escorting Allied fleets

Allied bombers:

1944: +1 1945: +2 +2 Oil effect 30.2A

+2 Allied variant 21 -2 Axis variant 23

Explanation: Two dice are rolled. The result indicates the percentage damage inflicted by all SW factors during the current turn (round fractions up)

42.52 SUBMARINE WARFARE: 42.521 German submarines may be directed against British and/or American BRPs. The German player decides which, or both, and may inflict BRP damage on either country even if that country has no BRPs remaining to absorb the damage (33.3), but Germany may not choose to eliminate American BRPs before the U.S. is at war with the Axis. 42.522 The maximum number of BRPs each submarine factor may eliminate is determined by the supplied ports from which it may operate. While such ports must be supplied, control is determined at the moment of SW resolution. The ports need not have been controlled for the entire game turn. 42.5221 Each German submarine factor in the SW box has the potential to eliminate a minimum of two Allied BRPs. If the Axis control Brest, St. Nazaire, La Rochelle or Vigo, each German submarine factor may eliminate three Allied BRPs. If, in addition to oneof the above ports, the Axis also control Gibraltar, each German submarine factor may eliminate four Allied BRPs. 42.5222 Each Axis Strategic Warfare Effects dice roll is subject to the following modifiers: during 1941: -1; during 1942: -2; during 1943: -3; during 1944: -4; during 1945: -5; a diplomatic result for Ireland of "7" or "8 + ": +1; Axis variant 10: +1; Allied variant 10: -1; oil effect 30.2B: -2. These modifiers are cumulative. 42.523 After BRP losses from submarines are calculated, submarine and ASW losses are determined. 42.524 Throughout the game, one submarine factor is eliminated for each Allied 9-factor fleet and each ASW factor in the SW box. The 9-factor fleets are not eliminated. ASW factors which eliminate submarine factors are themselves eliminated. 42.525 Allied fleets in the SW box also defend against Axis air and naval attacks against sea supply lines from the U.S. (29.343) and initial deployments (20.843), as well as raiders (44.4). Allied fleets which engage Axis air and naval units, including raiders, while defending against such attacks are still effective against submarines, although fleets which have

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been reduced below nine factors are not. If possible, such fragments should be combined into 9-factor fleets to ensure maximum effectiveness against submarines (27.71). 42.526 Allied 9-factor fleets in the SW box eliminate submarine factors before ASW factors are employed. ASW factors which are not required because all enemy submarine factors have been eliminated, whether by fleets or by other ASW factors, survive and may be used in a subsequent year. Similarly, surviving submarine factors may be used in the following year (42.7). 42.527 Allied 9-factor fleets and ASW factors in the SW box only eliminate submarines in the SW box at the moment of SW resolution. They have no effect on submarines which were left unused or which will be used in other turns. German submarines in the Murmansk box may only be eliminated by Allied forces assigned to protect a Murmansk convoy, and in turn may only inflict BRP losses on such convoys (37).

42.53 STRATEGIC BOMBING: 42.531 If there is no supplied, Allied-controlled hex within seven hexes of the Ruhr (Bonn/Essen), no Allied strategic bombing of Germany is permitted, no elimination of SAC and interceptor factors occurs and no BRPs are lost by Germany. While such a hex must be supplied, control is determined at the moment of SW resolution. The hex need not have been controlled for the entire game turn. 42.532 Each SAC factor has the potential to eliminate three German BRPs (EXCEPTION: Allied variant 24 increases this to four German BRPs). 42.5321 Each Allied Strategic Warfare Effects dice roll is subject to the following modifications: during 1944: +1; during 1945: +2; Axis variant 23:-2; Allied variant 21: +2; oil effect 30.2A: +2. These modifiers are cumulative. 42.533 After BRP losses from SAC factors are calculated, SAC and interceptor losses are determined. 42.534 Throughout the game, one SAC factor is eliminated for each German air factor and each interceptor factor in the SW box. The German air factors are not eliminated. Interceptor factors which eliminate SAC factors are themselves eliminated. 42.535 German air factors in the SW box eliminate SAC factors before interceptor factors are employed. Interceptor factors which are not required because all enemy SAC factors have been eliminated, whether by German air factors in the SW box or other interceptor factors, survive and may be used in a sub sequent year. Similarly, surviving SAC factors may be used in the following year (42.7). 42.536 In any turn in which German air factors and interceptors in the SW box fail to eliminate all the Allied SAC factors deployed for SW for that turn, the German air factor closest to the Ruhr is removed from the board. This air factor is immediately converted into an interceptor factor, which is then exchanged for one of the surviving SAC factors. Air factors converted to interceptors in this manner are removed from the German force pool; they may reenter the German force pool, unbuilt, during a subsequent Axis unit construction phase at the rate of one factor per turn, provided no forced conversion of German air factors to interceptors was required during the SW resolution phase of the preceding game turn. EXAMPLE: In the 1944 YSS, Germany builds 12 submarine factors and nine interceptors. The Allies build eight ASW factors and 17 SAC factors. In Spring 1944, three German submarine factors are opposed by two ASW factors, aided by one Allied 9-factor fleet. At this stage in the game, Germany controls Brest, so the maximum BRP damage which the submarine factors may inflict is nine; a Strategic Warfare Effects dice roll of 10 (modified to six because of the year - 42.5222) means the submarines are only 40 % effective - four Allied BRPs are lost. The three German submarine factors and the two Allied ASW factors are eliminated; the Allied 9-factor fleet survives.

Five Allied SAC factors and three German interceptors operate in Spring 1944. The five Allied SAC factors are capable of eliminating 15 German BRPs. The ratio of bombers to interceptors is 5:3, so the Allied Strategic Warfare Effects dice roll is modified by +2. The Allies also receive a +1 DRM because of the year. The dice roll is 5 + 2 + 1 = 8, so the Allied bombers are 60 % effective and nine German BRPs are eliminated. The three German interceptors and three of the Allied SAC factors are eliminated. In addition, the German air factor closest to the Ruhr is removed, taking with it one excess Allied SAC factor (42.536), leaving one Allied SAC factor available for use in 1945.

42.6 DEPLOYMENT OF STRATEGIC WARFARE FORCES DURING THE YEAR: 42.61 After SW has been resolved in the Spring, Summer and Fall turns, each player deploys SW forces, including German air factors and Allied fleets, to SW for the next turn, in the same manner as during the YSS (42.46). The forces available for deployment may be one factor less than were available in the previous turn, because fractions are allocated to the Spring turn first, then Summer, and so on (42.32). 42.62 As during YSS SW deployment of SW forces, a player need not deploy forces to SW. Forces which are left unused are not at risk, but also inflict no damage in that year and do not eliminate enemy SW forces. Unused SW forces survive and may be used in the following year (42.7). 42.63 If Germany suspends submarine warfare, the Allied player must again be informed (42.43). The Allied player is not required to inform the German player whether SAC factors are being deployed. 42.64 When the U.S. - Axis tension level reaches 37, the U.S. may immediately place one ASW factor and one 9-factor fleet in the SW box. These forces are taken into account when resolving SW at the end of the turn. In the SW deployment phase which follows, the U.S. may deploy additional forces to the SW box (see Appendix III). There is no BRP cost for these ASW factors. EXAMPLE: U.S. - Axis tensions reach 37 during the Axis Summer 1941 player turn. The U.S. may immediately place one ASW factor and one 9-factor fleet in the SW box for use during the Summer 1941 SW resolution phase. During the Summer 1941 SW deployment phase, the U.S. may place another ASW factor and two 9-factor fleets in the SW box. These forces will be used during the Fall 1941 SW resolution phase.

42.7 SURVIVING SW FORCES: 42.71 SW forces which survive SW resolution are placed face up in the SW box and may be employed in the following year. 42.72 SW forces may not be employed more than once in the same year. This applies even to SW forces which were left unused and therefore have inflicted no damage on enemy SW forces or BRP levels. Germany thus may not leave submarine factors unused in Spring and Summer, then use them in Fall and Winter, in order to overwhelm the Allied ASW defenses and lessen the effects on U.S. - Axis tensions. 42.8 In addition to the effects of SW resolution set out above, the SR levels of major powers may be reduced by SW losses (20.11, 20.15, 20.16).

43. GERMAN BOMBING OF BRITAIN 43.1 In any Axis combat phase, German (but not Italian, even if lent, or Axis minor allied) air units within range of any Allied-controlled objective hex in Britain may bomb Britain. Western Allied (British, American and French, including Free French) air units within range of any such British objective hex may oppose the German air units. 43.2 Germany must declare an offensive option or conduct a limited

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offensive operation on the western front to bomb Britain. Air units which bomb Britain are considered to be on a mission, are inverted at the end of the Axis player turn and may conduct no other missions or carry out any other functions during that game turn. Similarly, Allied air units which oppose the German bombing of Britain may not be otherwise employed and are inverted at the end of the Axis player turn. Air units of either side which have already been employed and inverted may not be employed to bomb Britain or oppose the bombing of Britain. 43.3 Allied air units which oppose the German bombing engage in air combat with an equal number of bombing German factors. The provisions of 26.66 apply if more than five air factors are involved. Combat is resolved normally (26.6), with the Allies receiving an air combat die roll modification of +1 in each air battle. If the Allied air factors outnumber the German air factors, the Allies will also receive a favorable air combat die roll modification (26.6A). In rare cases, nationality modifiers may also apply, as where French air units are involved, or Germany has jets (Axis variant 23). Germany never receives a favorable air combat die roll modification for size, because the surplus German air factors do not engage in air combat (although they do eliminate British BRPs - 43.4). 43.4 If there are more German air factors bombing Britain than there are Allied air factors opposing them, Britain subtracts one BRP from its total for each excess German air factor. The remaining German air factors engage the opposing Allied air factors (43.3). Britain eliminates these BRPs at the end of the combat phase. For German bombing to be effective, Britain must be in possession of the target for BRP purposes. If Britain has already lost the BRPs for the target for the current year because it has been captured by the Axis (40.22), no additional BRPs can be lost to bombing. This restriction does not apply to previous BRP losses to bombing or V-weapons (Axis variant 24). EXAMPLE: Germany controls all three British objective hexes during the 1941 YSS, then loses London to a British counterattack in Spring 1941. Germany cannot bomb Britain in Summer 1941, because Britain has already lost the BRPs for London during the 1941 YSS. Bombing would also have no effect if the Axis first captured London in Spring 1941, then lost it to a British counterattack, or if the Axis capture London in Summer 1941. In both cases, Britain would lose 25 BRPs for London (40.22) and could not suffer additional loses from bombing. 43.5 If Britain incurs a BRP deficit as a result of German bombing, the British BRP base is reduced by that amount during the following YSS (33.3). 43.6 BRPs lost by Britain as a result of German bombing are taken into account in calculating the British SR level for the next turn (20.15).

44. RAIDERS 44.1 OVERVIEW: During the first few years of the war, German surface forces operated against Allied shipping with varying degrees of success. The most dramatic German raider operation resulted in the loss of Ihe Bismarck, but on other occasions less well-known raiders inflicted considerable damage on British shipping and disrupted convoy routes. 44.11 All raider activity takes place after both players have completed their turns, immediately before and during the SW resolution phase. 44.12 Before inflicting damage on Allied shipping, raiders must first break out into the Atlantic, evading Allied naval and air units.

44.13 Once in the Atlantic, raiders may encounter and engage Allied fleets assigned to convoy protection. Only after such combat is resolved do raiders inflict losses on Allied shipping. 44.14 At the conclusion of the SW resolution phase, raiders return to port. 44.15 BRP losses inflicted by raiders have the same effects as BRP losses from submarines.

44.2 MOVEMENT OF RAIDERS INTO THE SW BOX: 44.21 After the conclusion of both player turns, immediately before the start of the SW resolution phase, uninverted German fleet factors in supplied western front ports or in the Murmansk box may attempt to move off the western edge of the mapboard into the SW box. 44.22 Raiders may be employed at no BRP cost, and movement to the SW box may be attempted by German fleet factors regardless of the option previously selected by Germany for the western front, provided the raiding fleet factors did not engage in a naval mission or activity (27.3) during the current game turn. Similarly, unused German air factors may provide air cover for raider movement, regardless of the previous option selection. 44.23 Each raider group may consist of no more than nine German fleet factors. Only one raider group may attempt to move to the SW box from each western front port and the Murmansk box each turn (EXCEPTION: Two raider groups may move to the SW box from Kiel and Portsmouth). Each raider group moves separately to the SW box. EXAMPLE: Germany has nine fleet factors in Kiel and 18 fleet factors in the Murmansk box. Germany may employ up to nine fleet factors from Kiel and another nine fleet factors from the Murmansk box as raiders, for a total of 18 fleet factors in two separate raiding groups. Germany could not use all 18 fleets in the Murmansk box as raiders.

44.3 INTERCEPTION OF RAIDER MOVEMENT INTO THE SW BOX: 44.31 The movement of raiders into the SW box may be intercepted by uninverted Allied air units within range of such movement and by any uninverted Allied fleets based on the western front. Each raider group must be intercepted separately. 44.32 Air and naval interception of raiders moving into the SW box is carried out normally (26.453, 27.5), subject to the modifications set out below (44.33, 44.34). 44.33 Raiders moving to the SW box from the Murmansk box may only be intercepted by Allied fleets based in Scapa Flow. A modified die roll of "1", "2" or "3" is required for interception. 44.34 All raider interception die rolls are subject to the following modifiers: +1 if the raider group consists of 1-3 factors; -1 if the raider group consists of 7-9 factors. An additional +1 DRM applies if Axis variant 2 has been played. EXAMPLE: The Allies attempt to intercept a 3-factor raider group based in the Murmansk box with a 9-factor fleet based in Scapa Flow. A die roll of "1" or "2" is required for interception. If the raider group consisted of a 9-factor fleet, a die roll of "1", "2", "3" or "4" would be required for interception.

44.35 Fleet combat resulting from the successful interception of raiders attempting to move into the SW box is resolved normally (27.57). If the Allies win the fleet combat, the raider must return to port. If the Germans win the fleet combat, the raider may, at the German player's option, either return to port or enter the SW box. 44.4 INTERCEPTION OF RAIDERS IN THE SW BOX: 44.41 Raiders which succeed in entering the SW box are immediately subject to interception by Allied 9-factor fleets in the SW box (EXCEPTION: American fleets in the SW box prior to U.S. entry into the war may not intercept raiders). One die roll is made for each 9-factor fleet the Allied player wishes to use for interception. The Allied player may not combine his fleets into larger groups and make fewer die rolls. A modified die roll of "1", "2" or "3" is required for interception. This die roll is subject to the modifiers set out in 44.34, above. 44.42 If there is more than one raider group in the SW box, the Allied player must announce which raider is to be intercepted by which 9-factor fleets before any interception die rolls are made. 44.43 Once all SW box interception die rolls are made, any resulting fleet combat is resolved normally.

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44.44 If the Allies win the fleet combat, the raider must leave the SW box and return to port. If the Germans win the fleet combat, the raider remains in the SW box.

44.5 EFFECT OF RAIDERS IN THE SW BOX: 44.51 Once all combat between raiders and intercepting Allied fleets has been resolved, the Allies lose one BRP for each raider factor in the SW box. 44.52 Allied 9-factor fleets which engage in fleet combat with raiders in the SW box still count for ASW, although combat with raiders may well eliminate or damage at least one Allied fleet factor, reducing a 9-factor fleet to below the level required for ASW duties. Fragments of Allied fleets may recombine into 9-factor fleets after fleet combat with raiders is concluded (27.71). Remnants must be withdrawn or reinforced during the ensuing SW deployment phase (42.461).

44.6 RETURNING RAIDERS: 44.61 Whether successful or not, raiders always return to their port of origin. The Murmansk box is considered the port of origin of raiders which came from it. 44.62 Returning raiders are not subject to interception by Allied air and naval units.

45. ATOMIC BOMB 45.1 Historically, the atomic bomb was available for use by the Allies only after the war in Europe ended. However, Allied variant 25 allows the U.S. one atomic bomb in Spring 1945 and ach turn thereafter. e

45.2 Each atomic bomb must be delivered to its target hex by a SAC factor. The target must be in Germany and within seven hexes of a Western Allied-controlled hex capable of receiving SR. 45.21 The Allied player announces his intention to launch each atomic attack against a specific target hex at the end of the game turn, prior to SW resolution. Interceptor/SAC factor elimination then takes place, and the Allied Strategic Warfare Effects dice roll, modified as described in 42.5321, is made. The German player then rolls two dice for each atomic attack. If the dice roll is equal to or less than the previous modified Allied Strategic Warfare Effects dice roll, the atomic attack succeeds. If the German dice roll is greater than the modified Allied Strategic Warfare Effects dice roll, the atomic attack fails. 45.3 A successful atomic attack on Germany has the following conse-quences: 45.31 All units in the target hex are permanently eliminated. 45.32 The target hex is impassable for the remainder of the game. 45.33 The target hex is considered to be controlled by the U.S. for the purposes of victory determination (7.25), BRP losses (40.21) and conquest (47.31). 45.4 An atomic attack marker should be placed on each hex which has been the target of a successful atomic attack.

Politics

46. DECLARATIONS OF WAR (DoWs) 46.1 DoWs may only be made at the beginning of a player's turn. A DoW against a major power costs 35 BRPs; a DoW against a minor country costs 10 BRPs. A major power may not attack the forces of another country, or violate its territory by moving ground units into it or flying air units over it, unless it is at war with that country. This restriction extends to colonies and conquests of another major power. Units may enter hexes controlled by an ally who has granted permission for such entry. Air and naval units may enter hexes which are part water and part neutral land. 46.11 A major power which declares war on a colony or minor country pays 35 BRPs for such a DoW if the DoW automatically puts it at war with a major power. 46.12 Any major power may declare war on Belgium and Luxembourg as a unit by making a single DoW at a cost of 10 BRPs. If a DoW is made against only one of Belgium or Luxembourg, the other remains neutral and a second DoW, requiring another 10 BRPs, must be made before it can be attacked. 46.13 The cost of a DoW may never be split between two major powers. 46.2 A DoW places the declaring major power and all its allies at war with the major power against which the DoW is made, all its allies, and their colonies. If the DoW is made by a previously neutral major power, it brings that major power into alliance with all major powers and minor countries at war with the major power against which the DoW is made. No BRP costs are incurred other than for the one DoW, no matter how many other nations are involved. A major power which has war declared against it does not itself have to expend BRPs for a reciprocal DoW against the declaring major power.

46.3 A DoW by one major power also allows an allied major power to attack the major power against which the DoW was made. The same is true if the DoW were made against a minor country, although the second major power could only attack the minor country with the permission of the declaring major power. Similarly, if a minor country survives its first turn at war, a major power allied to the declaring major power may join in attacking the minor country without a separate DoW. If two allied major powers cannot agree on how to proceed against a minor country, 73.5 is invoked and both major powers must pay for separate DoWs. EXAMPLE: In Fall 1939, a neutral Italy declares war on Yugoslavia, but fails to conquer it. In Winter 1939, Italy declares war on France. Because Germany is already at war with France, Germany becomes allied with Italy, is also at war with Yugoslavia and may take action against Yugoslavia without making a separate DoW against Yugoslavia.

46.31 Germany and Italy may not attack the same minor country until Italy is at war with the Allies. Similarly, Russia and the Western Allies may not attack the same minor country until Russia is at war with Germany. 46.4 REQUIREMENTS OF A DoW: A major power which declares war on another major power must, on the turn it declares war, either move forces into territory controlled by that major power or conduct an offensive, limited offensive or attrition option attack against that major power's forces or forces of a minor country associated with or allied to that major power. Failure to do so results in a revocation of the DoW (46.43) (EXCEPTION: When the U.S. declares war against Germany, and vice versa, this

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requirement is ignored). 46.41 A major power which declares war on a minor country must, on the turn it declares war, either move forces into that minor country or conduct an offensive, limited offensive or attrition option attack against that minor country's forces. Failure to do so results in a revocation of the DoW (46.43). 46.42 The requirements of 46.4 and 46.41 can be met in a number of ways. The flight of air or airborne units over the target's hexes is sufficient, even if no attacks are made and no forces remain in the target at the end of the movement or combat phase. Similarly, unsuccessful ground attacks or intercepted sea transport or invasions are sufficient. Minor allied and associated minor country units may be used to meet the requirements. Lent Italian units are considered to be German, not Italian, for the purpose of meeting the requirements. A major power may not declare war and use units of a major power ally to meet the requirements. Thus France could not declare war on Italy and take a pass option, while Britain took an offensive option in the Mediterranean, even if Britain gained control of Italian hexes and France SRed units into those hexes. 46.43 If a major power fails to meet the requirements of 46.4 or 46.41, its DoW is revoked at the end of its combat phase and the BRPs spent for the DoW are lost. The status of the nation which was the object of the DoW is unchanged by the revoked DoW. If the target was a minor country, its units would be removed from the board. If Italian entry into the war as a German ally is revoked, any German units in Italy which do not leave Italy by the end of the Axis SR phase are eliminated. 46.5 RUSSIA: Until Russia is at war with Germany, the only minor countries on which Russia may declare war are Turkey, Bulgaria, Rumania, Greece, Hungary, Yugoslavia, the Baltic States and Finland. Such DoWs are subject to the requirements of 46.41. In addition, Russia may declare war only as permitted by the Russian diplomatic result in effect at the time it wishes to make a DoW (see Appendix II). Russia begins the Campaign Game and 1939 scenarios with a "3-5" diplomatic result in effect (58.21). 46.51 Russia may not attack a Vichy colony until Russia is at war with Germany, and then would have to declare war on Vichy France to do so, unless Vichy were already an Axis minor ally or had been deactivated. 46.52 If a neutral Italy declares war on Russia, the Western Allies are free to declare war on Italy and thus place Germany and Russia at war. 46.6 The Campaign Game and 1939 scenarios begin with Germany already at war with Britain, France and Poland. No DoW BRPs are subtracted. 46.7 U.S. DoWs: The 1944 scenario begins with the U.S. at war with Germany and thus no American DoW is necessary. However, in the Campaign Game, 1939, 1941 and 1942 scenarios the U.S. must declare war on the Axis, unless Germany first declares war on the U.S. Both DoWs cost 35 BRPs (46.1). Italy may not declare war on the U.S. The U.S. may not declare war on the Axis until the U.S. - Axis tension level reaches 50 (Appendix III). The U.S. may not declare war on any minor countries until it is at war with the Axis. In the 1942 scenario, the U.S. may declare war on the Axis in Spring 1942. 46.8 A DoW may not be made which would result in war between the eventual Axis partners (Germany and Italy) or the eventual Allied partners (France, Britain, Russia and the U.S.).

47. SURRENDER OF MAJOR POWERS 47.1 When a major power surrenders, it is considered to have been conquered and the provisions relating to the conquest of minor countries (54) apply, except where otherwise specified. 47.2 The conditions which lead to the surrender of the various major powers, and the specific results of such surrenders, are set out below: 47.3 GERMANY: 47.31 Germany surrenders if Berlin and any other two objective hexes in Germany are simultaneously controlled by the Allies at the end of an Axis combat phase (EXCEPTION: If Axis variant 25 has been played, Berchtesgaden must also be controlled by the Allies to force a German surrender). 47.32 When Germany surrenders, Italy and all German minor allies surrender and the European war ends.

47.4 ITALY:

47.41 Italy surrenders: 47.411 If Germany surrenders; or 47.412 If Rome is controlled by the Allies at the end of an Axis combat phase; or 47.413 If all of the following conditions exist at the end of any Axis combat phase in Spring 1943 or thereafter: A. The Allies have a non-airborne ground unit in mainland Italy. A unit in Sicily or Sardinia is not sufficient. B. There are no Axis units (other than inactive Vichy units) in Africa, including all of Egypt. If Axis variant 1 has been played, Cyprus must also be free of Axis units. C. The Allies control every city in Sicily, or every city in both Sardinia and Corsica. IX The Allies hold the initiative (9.11). 47.42 When Italy surrenders: 47.421 All Italian-controlled hexes immediately pass to German control. Once Italy is conquered, the major power which controls Rome at the end of the year receives the BRPs for Italy during the following YSS (47.8). 47.422 A diplomatic die roll is immediately made for Italy. This diplomatic die roll may result in the addition of certain Italian units to the U.S. or German force pools as allowable builds. Otherwise Italian units are dealt with as indicated below. 47.423 Half (rounded up) of the Italian fleet factors in supplied ports containing German ground units are seized by the Germans and may be used by them. These fleet factors use the Italian nationality DRM (27.5712) if they engage in fleet combat, may be repaired if damaged, but may not be reconstructed if lost. All other Italian fleet factors are permanently removed from play (EXCEPTION: A "0" diplomatic result for Italy). 47.424 All Italian ground and air units are removed from the board, as are all Italian minor ally units. The Folgore Airborne, representing fanatical Fascist recruits to the SS, is then added, unbuilt, to the German force pool. It may be built in any supplied, German-controlled hex in Italy, and if lost may be rebuilt in the same manner. It may overstack and may be used anywhere on the board, but may not airdrop. All other Italian units are permanently removed from the game, unless added to the U.S. or German force pools in accordance with an Italian diplomatic result.

47.5 BRITAIN: 47.51 At the end of each game turn, the British surrender rules are consulted and the results implemented. As will be evident from a quick review of those rules, on most turns the possibility of a British surrender will not arise and the British surrender rules need not be consulted. The British surrender rules are printed separately on pages 62 and 63 for ease of reference. 47.52 OPTIONAL RULE: If all players agree prior to the start of the game, the British surrender rules need not be used. Britain is then considered to be conquered if all three British objective hexes are simultaneously controlled by the Axis at the end of an Allied combat phase (72.4). 47.6 FRANCE: 47.61 France surrenders if Paris is controlled by the Axis at the end of an Allied combat phase. 47.62 When France surrenders, all French hexes pass to German control at the end of the Allied player turn in which the Allies fail to recapture Paris, unless they are occupied by other Allied ground, naval or air units, including airbases. British units in France may thus operate freely in areas of France not controlled by Axis forces, including that part of France which will constitute Vichy France and French colonies which may come under Vichy control, until the end of the Allied player turn in which France surrenders. Any British units which remain in Vichy areas at the end the Allied player turn in which France surrenders are eliminated. Unoccupied French hexes then pass to German control. 47.63 Once France is conquered, the major power which controls Paris at the end of the year receives the BRPs for France during the following YSS (47.8). See also cooperative conquest (54.7). 47.64 ESTABLISHMENT OF VICHY FRANCE: At the end of the Allied player turn in which France surrenders, a diplomatic die roll is made for France, to determine how Vichy France is established and the alignment of

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the French colonies. 47.65 Normally Vichy France is established by placing half (rounded up) of each type of surviving French unit in European France and Corsica in that area in southern France which constitutes Vichy France. Existing fleet and air factors are totaled and halved to determine the size of the Vichy French forces. Unbuilt French units are permanently removed from play, as are both French airbases, even if they were on the board when France surrendered. Vichy French units are relocated, at no SR cost, in Vichy France and are positioned and later moved by the German player. Vichy French units may be placed on any vacant hex in the Vichy portion of France, even next to or in the ZoC of Axis or Allied units. 47.66 The political alignments of French colonies are resolved as set out in Appendix II. If required, one die roll is made for Lebanon-Syria and one for Tunisia-Algeria-Morocco. French colonies controlled (54.41) by the Axis when France surrenders are unaffected by such die rolls. They are treated as Axis conquests until captured by the Allies. French colonies controlled by Britain when France surrenders become Free French. This may occur only if a French colony were conquered by the Axis and reconquered by Britain prior to the fall of France. 47.67 French units in French colonies become Vichy or Free French along with the French colonies themselves. The units are not halved. French units outside both France and her colonies move to the nearest French-controlled hex in France, Corsica or a French colony. If equidistant, the German player chooses, prior to any colony determination die rolls. If moved to France or Corsica, the units count in the halving process for Vichy units (47.65). If the units move to a French colony, they become Vichy or Free French along with the colony. The French fleets, wherever located, return to Marseilles without being subject to interception by either side (EXCEPTION: A diplomatic result of "0" for France). 47.68 Corsica, as an integral part of France, always becomes part of Vichy France, and any French units in Corsica are counted in the halving process for Vichy. 47.69 French conquests and other French-controlled hexes become Axis-controlled, unless they are occupied by a British ground unit or are able to trace a supply route to a Free French colony, provided the hexes are closer to the Free French colony than to France or a Vichy colony. French minor allies fight on as British minor allies. 47.7 RUSSIA: 47.71 At the end of each Russian player turn, the Russian surrender rules are consulted and the results implemented. An examination of the Russian surrender rules will confirm that Russia will not offer to surrender until it has suffered substantial territorial, economic and military losses. The Russian surrender rules are printed separately on page 61 for ease of reference. 47.72 OPTIONAL RULE: If all players agree prior to the start of the game, the Russian surrender rules need not be used, and Russia is considered to be conquered if Moscow, Leningrad, Stalingrad and Grozny are simultaneously controlled by the Axis at the end of an Allied combat phase (72.5). 47.8 BRPs FOR CONQUERED MAJOR POWERS: In each YSS after the surrender of France and Italy, the conquering major power receives half (rounded down) of the BRP base of the conquered major power at the time of surrender, provided the conquering major power has retained its conquest. The conquered major power's BRP base will often be its BRP base at the start of the scenario, but changes to the BRP base of a major power from growth may affect the post-conquest BRP value of that major power. In the 1941, 1942 and 1944 scenarios, France is worth 40 BRPs; in the 1944 scenario Italy is worth 37 BRPs. For BRPs derived from Britain and Russia after their surrender, see the British and Russian surrender rules, respectively. 47.81 Should Paris or Rome come under enemy control in the second half of a Winter turn while France or Italy is unconquered, the controlling major power does not receive any BRPs during the ensuing YSS because the conquest is not effective until France or Italy (or their allies) have had one turn to retake the capital. A normal YSS calculation is made for France or Italy, even if their capital is enemy-controlled. This situation cannot exist for any other major power. 47.82 Non-French colonies, active minor allies, and conquests of a

conquered major power are controlled by no one and belong to the first major power to occupy them (EXCEPTION: Britain - see British surrender rules). Such areas may not be occupied during a pass option, since the hexes are not controlled. All forces of an active minor ally cease to exist when its major power ally is conquered (EXCEPTION: French minor allies fight on as British minor allies - 47.69; British minor allies may fight on as American minor allies). 47.83 When the acquisition of key cities leads to the surrender of a major power (Germany, Italy, France), the conquering major power(s) must retain control of the required cities for one opposition turn. Surrender occurs immediately after the surrendering major power or its allies fail to gain control of one or more of the required cities during their combat phase. 47.84 If a major power's capital city is enemy-controlled, units which wish to recapture it or other key cities must be supplied from some other supply source in order to move or advance after combat. 47.85 When the surrender of a major power is determined by a surrender table, surrender is resolved at the indicated time - either at the end of a game turn (Britain) or a player turn (Russia). 47.9 UNITED STATES: The U.S. may not be conquered.

48. RESTRICTIONS ON FRENCH FORCES 48.1 France entered the war weakened by internal political strife and haunted by memories of the terrible casualties it suffered in World War I. These political weaknesses, which were distinct from the military incompetence which characterized Italy's war effort, are reflected in the following restrictions on the activities of French forces. 48.2 French ground units may not carry out or assist in a ground attack at odds of less than 1:1, except as a result of a counterattack dictated by the CRT. This prohibition extends to seaborne invasions by French ground units, but does not apply to shore bombardment or ground support provided for attacks by allies at odds of 1:2 or less, as French ground units would not be involved in such attacks. 48.3 French units may not be voluntarily eliminated (14.11). 48.4 In addition to the restrictions set out above, the following additional restrictions apply while Paris is occupied by Axis ground units. These additional restrictions do not apply if Paris is merely Axis-controlled rather than occupied (i.e., if an Axis unit moved through Paris and did not remain in it). While Paris is occupied by Axis ground units: 48.41 France may only select an offensive option on the western front, and must pass on other fronts. All French fleets are inverted, and France may not make any DoWs. No French units may move out of France. 48.42 French units are limited to an attack against the Axis units in Paris, as follows: 48.421 Such an attack must be at odds of 1:1 or greater (48.2). Attacks at lower odds are prohibited, even if such attacks could theoretically lead to the recapture of Paris. 48.422 Paris may not be attacked by French units unless at least one attacking Allied ground unit is in supply and eligible to advance into Paris after combat. British units adjacent to Paris could only advance into Paris if Anglo-French cooperation restrictions (49) do not apply. In rare cases, even if prohibited from advancing into Paris after combat, a British unit could recapture Paris if it were vacant by moving through it, either during movement or exploitation, despite Anglo-French cooperation restrictions. 48.43 If France lacks the BRPs to take an offensive option on the western front, or is unable to obtain 1:1 odds against Paris, no attacks may be made by French units. This does not prevent a British attack against Paris. If Axis defensive air support is required to immunize Paris against possible recapture, the Axis player indicates, if he wishes, that defensive air support is being provided to the Axis units in Paris. These air units may not fly any other missions in that game turn, even if no attack on Paris actually occurs. 48.44 While Paris is occupied by Axis ground units, French air units may only fly missions in support of a legal ground attack on Paris. These include ground support to assist the attack on Paris, counterair missions against Axis air units which are in a position to provide defensive air support for Axis units in Paris and the interception of such defensive air support. French air units may not fly any other air missions while Paris is

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occupied by Axis units. 48.45 If the Allies succeed in recapturing Paris, other French units on the western front, if not already used in the attack on Paris, could also attack during that combat phase (subject to 48.2). The sequence of play must be kept in mind. France could not change its options on other fronts or retroactively announce air or naval missions which were previously prohibited. French air units could fly ground support or intercept enemy defensive air support during exploitation on the turn that Paris was recaptured, as this would occur after Paris had been reoccupied by the Allies.

49. ANGLO-FRENCH COOPERATION 49.1 Friction between Britain and France early in the war limits cooperation between the two powers as set out below. All the restrictions set out in 49.2 through 49.47 are lifted immediately after the play of Allied variant 7 or at the start of the second Allied player turn following any one of: A. An Italian DoW against Britain or France, or B. The first Axis offensive option on the western front, or C. The first Axis DoW against a minor country on the western front. 49.2 PROHIBITED HEXES: British units may not occupy Paris, Marseilles, the city of Vichy or any Maginot hex. Passage through these prohibited hexes during movement, sea transport, exploitation or SR is allowed, but British units may not pause in such hexes at any point in a turn, and are eliminated if forced to retreat into such hexes after attrition combat (16.57). 49.3 French units may not enter Britain or British colonies or possessions, including Gibraltar (EXCEPTIONS: French units may participate in an Allied attempt to reconquer a British colony which has been conquered by the Axis. French fleets may temporarily base in British-controlled ports if forced to do so - 27.181). This restriction does not prevent French air units from flying missions over or into Britain or British colonies or possessions, provided the air units are not based in such areas. French air units may SR through such areas. 49.4 COOPERATION RESTRICTIONS: British and French units may not stack together under any circumstances. This restriction prohibits the following: 49.41 British armor may not exploit a French breakthrough. If British and French units combined in an attack (49.51), and a British unit advanced into the enemy hex, British armor could exploit, even if the British armor were adjacent only to French units, and even if the only armor unit involved in the original attack were French. 49.42 British air units may not provide defensive air support for French units. 49.43 British air units may not provide air cover for French fleets. 49.44 British air units may not base on a French airbase counter. British ground units and fleets may not stack with a French airbase counter. 49.45 British and French air units may not combine to provide ground support for an attack directed against enemy units on a single hex. Similarly, British air units could not intercept Axis defensive air support in a hex in which French air units were providing ground support. 49.46 British fleets may not carry or sea escort French units. 49.47 British and French fleets may not attempt to intercept the same enemy naval activity. 49.5 PERMITTED ACTIVITIES: The following activities are permitted even before the Anglo-French cooperation restrictions are lifted: 49.51 British and French ground units may combine to attack enemy units, provided they do not stack together. 49.52 British air units may provide ground support for French ground attacks, provided the attacked enemy units are not in a hex prohibited by 49.2. British air units may also provide ground support to French overruns and invasions. 49.53 British air units and fleets may base in French cities and ports, other than those prohibited by 49.2, unless French units are in the hex. 49.54 British and French air units may combine to provide ground support for an attack directed against enemy units on more than one hex, if British

air units fly over one of the attacked hexes and French air units fly over another attacked hex. Similarly, British air units could intercept Axis defensive air support over one of the attacked hexes, even if French air units were providing ground support over another attacked hex. 49.55 British fleets may protect sea supply to French units. 49.6 The restrictions set out in 49.2 - 49.47 do not affect the movement of ground units, the flight of air units or the operation of fleets. Units may pass over one another freely for these purposes. 49.7 Beginning with the Allied player turn after the fall of France, the restrictions set out in 49.2 to 49.47 no longer apply. Once a Maginot Line hex is occupied by Axis forces, British forces may enter it, even if France has not fallen and the Anglo-French cooperation restrictions are still in effect, 49.8 All the restrictions in 49.3 to 49.47 apply equally with respect to France and Britain: British units may not enter French colonies, French armor may not exploit a British breakthrough, etc. The same applies to the permitted activities set out in 49.5 to 49.55. 49.9 There are no restrictions on the stacking of or cooperation between British/American and Free French units.

50. RUSSO-ALLIED COOPERATION 50.1 All stacking restrictions contained in 49.4 to 49.47 apply equally to the stacking of Russian and Western Allied units throughout the game. In addition, the following restrictions apply: 50.2 Russia may not give air or naval support to any Western Allied ground attacks, air or naval missions, and vice versa. 50.3 Russian and Western Allied ground units may not combine to attack the same hex. Should they both wish to attack the same hex, whichever side is able to bring the larger number of combat factors to bear (this will not necessarily be the side with the better odds) gets to attack first (a die roll if both sides have the same number of factors). If the first attack fails to eliminate the defending Axis units, the other side may try a second attack. Any Axis defensive air support which survives the first attack remains in place for the second attack, and may not be withdrawn or supplemented prior to the second attack. 50.4 The above restrictions apply equally to Russian and Western Allied associated minor country, minor allied and partisan units. For example, communist partisans may not stack with Western Allied partisans or other Western Allied units, nor may the two combine to attack the same hex or hexes in a single attack. Western Allied partisans are under similar restrictions. 50.5 Russian supply sources, including captured minor capitals controlled by Russia, may not supply Western Allied units (29.261). Russian fleets and air units may not base in ports and cities controlled by the Western Allies, nor may Russian fleets and air units use Western Allied ports and cities during SR. These restrictions apply equally to Western Allied supply sources supplying Russian units, and the use of Russian ports and cities by Western Allied fleets and air units. 50.6 Western Allied units may not enter Russia.

51. GERMAN-ITALIAN COOPERATION 51.1 Until Germany and Italy are allied (both at war against the same major power), German and Italian units may not enter one another's controlled territories (EXCEPTION: An Italian diplomatic result of "7" or "8 + ") and their units may not carry out missions on board one another's fleets. Once Germany and Italy are actively allied, German and Italian units may stack together (EXCEPTION: An Italian diplomatic result of "-1" is in effect when Italy enters the war). 51.2 LENT ITALIAN FORCES: 51.21 As soon as Germany and Italy are allied, Italian units may be lent to Germany during any SR phase. No more than ten Italian factors may be under German control at any one time. Airbase counters may not be lent. 51.22 While Italian units are lent to Germany during the SR phase, there is no SR cost for such transfers. Germany even if it is isolated or 51.23 An Italian unit may be lent to adjacent to an enemy unit.

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51.24 Once lent, Italian units may only be SRed by Germany. The Italian SR capacity may not be used to SR lent Italian units. To be moved by SR, lent Italian units must meet the usual criteria for SR (20.2). An Italian unit may be moved by SR on the turn it is lent. In that case, the SR could be charged against either Italy or Germany, depending upon whether the unit was SRed before or after it was lent. 51.25 The German player controls lent Italian units as if they were his own, paying for offensive operations in which they participate. If eliminated, lent Italian units return to the Italian force pool and Italy must pay the BRP cost for their reconstruction. The units are then under Italian control until they are again lent to Germany. Hexes gained by lent Italian units are controlled by Germany, not Italy. 51.26 The Italian airborne unit may airdrop only if it is lent to Germany (24.16). 51.27 Lent Italian units are not counted as part of Germany's eastern front garrison (58.24), nor may they be used to oppose Murmansk convoys. Lent Italian air units may not bomb Britain (43). An attack by lent Italian units meets the requirements of a German, but not an Italian, DoW (46.4). 51.28 Italy may reclaim units lent to Germany during any Axis SR phase, with the transfer back to Italy being carried out in the same manner as the initial lending. Italy does not require German permission to reclaim her units, but a disagreement between Germany and Italy might result in the reclaimed Italian units being unable to SR over German-controlled hexes (20.2). Italian units may not be lent and reclaimed in the same turn. This prevents the Axis from transferring lent units to Italy, using the Italian SR capacity to move them, then lending them back to Germany. 51.29 If Italy surrenders, lent Italian units are removed from the board along with all other Italian units (47.424).

52. MINOR COUNTRIES 52.1 At the start of the Campaign Game and 1939 scenarios, the only minor country involved in the war is Poland. Other minor countries may enter the war either by being invaded by a major power, or as a result of a diplomatic die roll. 52.2 If a minor country is invaded by a major power and survives the first turn of the invasion, that minor country fights independently until intervention by another major power in the conflict causes the minor country to become associated with the intervening major power (55). 52.3 Minor countries may also activate as allies of major powers as a result of diplomacy (56).

53. MINOR COUNTRY OPERATIONS 53.1 When a major power declares war on a minor country, the forces (if any) of the minor country are deployed by the major power opponent or potential opponent of the attacker whose capital is nearest to the capital of the attacked minor country (EXCEPTIONS: Germany always deploys and moves Finnish, Rumanian, Hungarian and Bulgarian units, unless they are attacked by Italy or Germany itself. Vichy French units remain on the hexes they already occupy - 70.32). 53.11 An attacked minor country's forces are set up before front options are selected by the attacker. At least one minor country ground unit must be deployed in the minor country's capital, unless the minor country's capital is already occupied by two ground units belonging to a major power hostile to the attacking major power. This deployment requirement applies only to the initial setup of the minor country. Minor country air units which cannot legally deploy because of the presence of enemy units or garrisoning major power air units in all available cities and airbases in the minor country are eliminated (EXCEPTIONS: Iraq and Persia- 56.41,56.42). 53.12 If a minor country is attacked by a major power which already has units in the minor country as a result of an earlier diplomatic agreement, all major power units in the minor country at the moment war is declared are automatically in limited supply for the turn of the invasion. If the attacking major power, or an ally of that major power, has ground units in the minor country's capital, those ground units are placed on a hex of the owning major power's choosing adjacent to the minor country's capital. The minor country's forces are then deployed.

53.13 The major power which deploys the units of an attacked minor country continues to select options for the minor country and move its units as long as the minor country survives, or until intervention (55) or activation (56) occurs. 53.2 The forces available to each minor country are set out in the Minor Country Forces Table. Certain minor countries, such as Portugal and the Baltic States, have no armed forces. A player who invades such a minor country will be unopposed, although he still must pay 10 BRPs for a DoW. 53.21 Iraqi forces are rebels and deploy only as a result of a diplomatic result of "7 + " for Iraq. 53.3 During the attacking major power's player turn, major powers already at war with the attacker may assist the minor country only by intercepting any attacking major power naval activity directed against the minor country with available naval and air units. Such interceptions do not constitute intervention (55). Major power air units may not fly defensive air support for minor country ground units during the initial turn of attack (EXCEPTIONS: Automatic intervention - 55.211. Allied air units may fly defensive air support for Belgian ground units if a diplomatic result of "0" for Belgium/Luxembourg is in effect). 53.4 INDEPENDENT MINOR COUNTRY TURNS: If an attacked minor country survives the first turn of attack, it takes an independent turn immediately after the end of the attacking major power's player turn (EXCEPTION: Automatic intervention - 55.211). The minor country turn consists only of movement, combat and unit construction. The minor country may engage in attrition or offensive combat at no BRP cost. 53.5 UNIT CONSTRUCTION: Prior to intervention (55.2), and subject to 53.51, a minor country may rebuild one infantry unit, at no BRP cost, each turn. Minor country units must be rebuilt in a controlled, supplied hex in the minor country which is not in an enemy ZoC. Minor country armor and air units, when lost, are permanently eliminated and may not be reconstructed unless lost after the minor country has activated as a minor ally. Minor country naval units may never be reconstructed. 53.51 Infantry losses incurred by Bulgaria, Hungary, Rumania and Finland prior to their activation as German minor allies, including Rumanian and Finnish infantry losses from a border war with Russia (58.64, 58.73), may be rebuilt at the rate of one infantry unit each turn, but Germany must pay the BRP cost for such reconstruction. 53.52 If a minor country has activated as a minor ally of a major power (56), all the minor country's infantry units are added to the major power's force pool. Such units, and any of the minor country's armor and air units on the board at the moment of activation, may be rebuilt by the major power at the normal BRP cost (56.3G). Minor ally naval units may not be rebuilt (EXCEPTION: British fleets after a British surrender). 53.6 Minor country units draw unlimited supply from their capitals (29.217). They may also be supplied by major powers at war with the attacking major power. Such supply does not constitute intervention (55). 53.7 GEOGRAPHICAL RESTRICTIONS: Prior to activation as a minor ally, minor country ground units must remain in or adjacent to their home country, even if the minor country is associated with a major power as a result of intervention (55.2). Minor country air and naval units may not base outside their home country (EXCEPTION: Polish units may enter Germany - 58.12). Spanish units may deploy in and enter the Balearic Islands and Spanish Morocco; Swedish units may deploy in and enter Gotland; Greek units may deploy in and enter the Greek islands. 53.71 Minor country ground units may attack enemy units adjacent to their restricted area, but may not advance out of the area after combat. Air and naval units may operate freely from their in-country bases, the one restriction being that on the player turn of invasion they may operate only against those forces of the invading power which are attacking their home country. 53.72 Units of minor countries which have activated as minor allies of a major power (56) are not subject to the restrictions of 53.7 and 53.71, although other geographic restrictions may apply (56.4).

54. CONQUEST OF MINOR COUNTRIES 54.1 CONQUEST: Minor countries are conquered when a hostile unit, including a partisan, occupies their capital. They do not get one turn to try

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to recapture it. All units belonging to such a minor country, wherever located, are removed from the mapboard at the end of the attacker's combat phase. Minor countries which are associated with or allied to major powers are treated in the same manner. By immediately recapturing the capital of such a minor country, a major power would avert the loss of the minor country's BRPs, but the units of the minor country would still be permanently removed from play. 54.11 MINOR COUNTRIES WITHOUT CAPITALS: Luxembourg is conquered when its single hex is occupied. The Baltic States are conquered when Riga, Parnu and Tallinn are occupied. Arabia is conquered when Kaf and Jauf are occupied. Kuwait is conquered when Al Kuwait is occupied. 54.2 HEX CONTROL: At the end of the combat phase in which initial conquest occurs, all hexes in a conquered minor country pass to the control of the conquering major power, subject to the following: 54.21 This rule applies only to the initial conquest of neutral minor countries. Normal hex control rules (11.21) govern whenever a minor country's capital subsequently changes hands. 54.22 Hex control of active minor allies or minor countries which are associated with a major power is unaffected by conquest. Hex control must be established normally (11.21). 54.23 Greek, Swedish, Baltic (Saare - F39) and Spanish islands, and Spanish Morocco, come under the conqueror's control along with their controlling minor countries. 54.3 BRPs FOR MINOR COUNTRIES: A conquered minor country yields its entire BRP value as printed on the mapboard to the major power which controls its capital during each YSS. If, after such a YSS, an opponent gains control of the capital, the previously controlling major power has one turn in which to drive the opponent out of the capital and reestablish control over it. If the previously controlling major power fails to do so, it loses the BRPs derived from the minor country at the end of the combat phase in which it fails to reestablish control. For BRP purposes, Luxembourg's single hex is considered to be its capital. For the Baltic States, all three Baltic cities must change hands. 54.31 If a major power loses control of the capital of a conquered minor country during the second half of a Winter turn, both sides receive the BRPs for the minor country during the following YSS. The previously controlling major power would lose the BRPs for the minor country at the end of its next combat phase if it failed to recapture the capital. Similarly, the major power which captured the capital in Winter would lose the BRPs if it failed to retain control of the capital. Even though one side or the other must eventually lose the BRPs for the conquered minor country, both major powers include them in their BRP totals to determine initiative and spending limits. EXAMPLE: Germany conquers Belgium in Winter 1939. France occupies Brussels in the second half of the Winter 1939 game turn. Both Germany and France receive 15 BRPs for Belgium in the 1940 YSS, because Germany has one turn to recapture Brussels. Unless control of Brussels continued to alternate between the two sides, one side or the other will deduct the 15 BRPs for Belgium during 1940. 54.4 COLONIES: For the purposes of conquest, hex control and BRPs, colonies are considered to be minor countries which have been conquered prior to the start of the game. A major power conquers a colony and acquires its BRPs in the next YSS by capturing the colony's capital and retaining it until the YSS. 54.41 Normal hex control rules (11.21) govern whenever a colony's capital changes hands. 54.42 Britain, France and Italy receive BRPs for their colonies at the start of each scenario in which they participate as an unconquered major power. These BRPs are included in their BRP bases. If Britain, France or Italy loses such a colony, the BRPs for the colony are deducted from the British, French or Italian BRP total at the time the colony is lost. The BRP value of the colony is also deducted from that major power's BRP total during each subsequent YSS in which it does not control the colony, although its BRP base is unaffected. EXAMPLE: In Winter 1939, Italy conquers Tunisia, and France fails to recapture it. France loses five BRPs in Winter 1939, and deducts five BRPs from its 1940 YSS total. EXAMPLE: Britain receives BRPs for Egypt, Palestine, Transjordan and Iraq, and thus loses BRPs if the Axis conquer these colonies. Britain would also deduct the value of the conquered colonies from its future YSS BRP totals. The conquering Axis major power would gain BRPs for each of the conquered colonies. If Britain reconquered the colonies during a subsequent year, the conquering Axis major power would lose the BRPs for

them, and Britain would no longer deduct the BRPs for them in the next YSS.

54.43 If a major power gains control of a colony originally controlled by another major power, it receives the BRPs for the colony during each subsequent YSS in which it retains control of it. These BRPs are lost if an enemy major power gains control of the colony's capital and the owning major power fails to regain control of the colony's capital by the end of its next combat phase. 54.44 Except for hexes actually controlled by the Axis (11.21), French colonies which become Free French after the fall of France and Vichy French colonies which become Free French after a Vichy diplomatic result of-1 come under British control. Once Britain assumes control of a French colony which becomes Free French after the Axis conquest of France, any subsequent Axis conquest of the colony would be governed by 54.41. 54.5 NEWLY ACQUIRED MINOR COUNTRIES AND COLONIES: In the Campaign Game and 1939 scenarios, Britain, France and Italy control certain colonies at the start of the game. Other minor countries come under major power control during the course of play. In the 1940, 1941, 1942 and 1944 scenarios, conquered, associated and allied minor countries and controlled colonies are listed in the Appendix dealing with each scenario. The YSS for the starting year of these scenarios has already taken place, and the BRPs for these minor countries have already been added to the totals for the major powers involved in the scenario. If these minor countries are lost, BRPs are deducted as described above (54.3). BRPs for colonies are deducted in subsequent YSS only if the colony was controlled by the owning major power at the start of the war (54.42). EXAMPLE: In a 1942 scenario, Italy loses control of Libya in Fall 1942. Italy loses five BRPs in 1942, and deducts five BRPs during each subsequent YSS unless it regains control of Libya. In a 1941 scenario, Russia loses control of eastern Poland in Fall 1941. Russia loses 10 BRPs in 1941, but does not lose any additional BRPs in the 1942 YSS, because Russia did not control eastern Poland at the start of the war and eastern Poland is not considered to be an integral part of the Russian economy.

54.6 A major power does not lose BRPs when an associated minor country is lost unless that major power received the BRPs for that minor country during the preceding YSS. A major power always loses BRPs when a minor ally is lost, because it would have received BRPs for the minor ally when it activated (56.3F) and during each subsequent YSS. EXAMPLE: Germany attacks Norway in Spring 1940. Britain intervenes and Norway survives as a minor country associated to Britain for several turns before Germany conquers it in Winter 1940. Britain does not lose 10 BRPs, because it never received any BRPs for Norway. If Norway survived until 1941, Britain would receive the Norwegian BRPs during the 1941 YSS, but would lose them if Germany conquered Norway during 1941.

54.7 COOPERATIVE CONQUESTS: Whenever two or more major power allies have participated in the conquest or reconquest of a major power (73.5), minor country or colony, or have both intervened in a minor country, any BRPs derived from that action may be shared during the next YSS in any manner agreed at the time of conquest (73.6). Once the proportions have been agreed, they may not be changed in a subsequent YSS. If the allies are unable to agree, the BRPs are shared equally, dropping fractions. If one of the allies subsequently surrenders, the surviving participant(s) receive all the BRPs during the next YSS, providing it still controls the area in question. 54.8 A major power which conquers an area may not transfer the BRP production of the area to an ally, nor may it transfer control of any objectives or any other hexes in that area to an ally (11.24). Such changes may only occur during a cooperative conquest (11.221), or as a result of a reconquest. EXAMPLE: Italy may allow German units to enter Albanian hexes, but those hexes and Albania remain under Italian control. If the Allies conquered Albania and the Axis jointly reconquered it, either Germany or Italy could control Albania. EXAMPLE: Italy, acting on its own, conquers Yugoslavia. A German unit later enters Belgrade. Italy retains the Yugoslavian BRPs and Belgrade remains an Italian-controlled objective. EXAMPLE: The Axis make a cooperative conquest of Yugoslavia. Whichever major power advanced units into Belgrade would control it (15.53). The Yugoslavian BRPs would be split in any agreed manner. If the Allies subsequently occupied Belgrade and held it for one Axis turn, the Yugoslavian BRPs would be lost to the Axis. If one Axis major power then reconquered Yugoslavia by retaking Belgrade, Yugoslavia would become the conquest of that Axis major power alone, regardless of any previous arrangements made during the cooperative conquest. If units of the other Axis major power participated in the reconquest by being in or attacking any Yugoslav hex, the reconquest would be cooperative and a new arrangement to split the BRPs would be made.

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EXAMPLE: Italy controls Belgrade and received the BRPs for Yugoslavia during the preceding YSS. Partisans capture Belgrade, and German units immediately recapture it. Italy would again receive the BRPs for Yugoslavia during the next YSS. If neither Germany or Italy immediately recaptured Belgrade, Italy would lose the BRPs for Yugoslavia and Yugoslavia could then be reconquered by either or both Axis powers. Note that if Axis units eliminated the partisans in Belgrade during the reconquest but did not advance into the city, control of Belgrade would revert to Italy.

55. INTERVENTION IN MINOR COUNTRIES 55.1 After an attacking major power has finished its player turn, the attacked minor country takes an independent turn (53.4) (EXCEPTION: Automatic intervention - 55.211). 55.2 INTERVENTION: Any major power opponent of an attacking major power may intervene on behalf of an attacked, unconquered minor country by sending ground, naval or air units into the minor country during the movement, combat or SR phase of its turn. Intervention has occurred if intervening units move into the minor country during the movement phase, even if they move out of the minor country during the SR phase of the same turn. Interception of the attacker's naval activities on the initial turn of attack (53.3), the supply of the minor country's units (53.6) or the conduct of a naval or air mission in a hex of the minor country does not constitute intervention. An airbase counter may be placed in a minor country as soon as intervention has occurred, but may not be placed prior to intervention even if such placement would facilitate intervention. 55.21 A major power which is not already at war with the attacking major power must declare war on the attacker before it may intervene. 55.211 Intervention is automatic if an opposing major power already has units in the attacked minor country as a consequence of an earlier diplomatic result (56.66). 55.22 ASSOCIATED MINOR COUNTRIES: Intervention results in the minor country being associated with the intervening major power, with the following consequences: A. The intervening major power controls all hexes controlled by the associated minor country, and is considered to have controlled such hexes from the start of the player turn of intervention. B. The associated minor country's units are moved by the intervening major power. C. The units of the intervening major power and the associated minor country may stack together. D. The intervening major power and the associated minor country move in unison, selecting the same front options. E. The area restrictions on the operation of the associated minor country's units set out in 53.7 and 53.71 continue to apply. F. The intervening major power receives the BRPs for the associated minor country in the next YSS (unless the associated minor country is conquered before that time). G. The restrictions on the reconstruction of the associated minor country's units set out in 53.5 continue to apply, except that the cost of reconstruction must be paid by the major power if it received the BRPs for the associated minor country during the previous YSS. H. Any diplomatic limitations on the number of major power factors allowed in the minor country are negated (EXCEPTION: Finland). 55.3 If intervening units move into a minor country during a game turn in which the minor country has already taken an independent turn (53.4), the minor country's forces, having already had their turn, may not move or participate in any attacks made by the intervening major power. The minor country units are unaffected by any combat results involving the intervening units, even if they are stacked with such units.

56. MINOR ALLIES 56.1 Minor countries may become minor allies of major powers only as a result of diplomatic die rolls (Appendix II). Intervention on behalf of a minor country results only in the minor country becoming associated with the intervening major power (55), and does not make that minor country a minor ally. Major powers may acquire minor allies as follows: 56.11 GERMANY: Finland, Hungary, Rumania, Bulgaria, Yugoslavia, Greece, Turkey, Iraq, Persia, Poland, Sweden, Ukraine, Vichy France and Spain.

56.12 ITALY: Greece, Turkey, Iraq, Persia and Spain. 56.13 WESTERN ALLIES: Turkey, Vichy France. 56.14 RUSSIA: Turkey. One of Hungary, Rumania, Bulgaria, Yugoslavia or Greece may become a Russian minor ally as a result of Allied variant 9. 56.15 After activating as Axis minor allies, Hungary, Rumania, Bulgaria, Yugoslavia, Greece, Turkey, Spain, Sweden and Vichy France may become Western Allied or Russian minor allies as a result of switching sides (56.92). 56.16 Minor countries other than those listed in 56.11 - 56.15 may never activate as minor allies of a major power. 56.2 Minor countries activate as minor allies during the game turn in which the diplomatic die roll which activates them is made. The minor country remains neutral until the start of the player turn of their major power ally. BRPs added for minor ally activation thus do not affect the determination of the initiative during the turn of activation, nor are the diplomatic effects of minor ally activation felt during the diplomatic phase in which the diplomatic die roll for the minor ally is made. 56.21 Until activated as a minor ally, minor countries are governed by the restrictions set out in rule 53. Associated minor countries are governed by rule 55. EXAMPLE: Britain selects Turkey for a diplomatic die roll and obtains a "-4" result. Turkey will activate as a British minor ally at the start of the Allied player turn. If the Axis have the initiative, Turkey may be attacked by the Axis before it activates, and the provisions governing attacks on neutral minor countries apply until Turkish activation occurs at the start of the Allied player turn.

56.22 A minor country which is at war with a major power may be activated as a minor ally, but only if the activating major power is already at war with or declares war on the major power which is at war with the minor country. If it fails to do so, the diplomatic result is negated. A major power may select a lesser diplomatic result (59.91) during the diplomatic phase if it anticipates that it will not or cannot make the required DoW. EXAMPLES: Russia is at war with Rumania. Germany makes a diplomatic die roll for Rumania and achieves a "7+" result. Germany must declare war on Russia immediately after activating Rumania as a minor ally. If Germany is unwilling or unable to declare war on Russia, the diplomatic result for Rumania is negated.

A neutral Russia makes a diplomatic die roll for Turkey and achieves a "-4" result. Germany holds the initiative and declares war on Turkey but fails to conquer it. Russia may activate Turkey if it declares war on Germany. If Russia is unwilling or unable to declare war on Germany, the diplomatic result for Turkey is negated.

56.3 ACTIVE MINOR ALLIES: Activation of a minor country as a minor ally has the following consequences: A. The major power ally controls all hexes controlled by the minor ally, and is considered to have controlled such hexes from the start of the major power's player turn. B. The minor ally's units are moved by the major power ally. C. The units of the major power ally and the minor ally may stack together. D. The major power ally and the minor ally move in unison, selecting the same front options. E. The area restrictions on the operation of the minor ally's units set out in 53.7 and 53.71 no longer apply (see 56.4, below). F. The major power ally receives the BRPs for the minor ally at the start of its player turn. These BRPs continue to be added to the totals of the major ally during each YSS, subject to rule 56.35. G. The provisions of 53.52 apply to the reconstruction of the minor ally's units. All of the minor ally's units currently on the board, except naval units, and all previously eliminated infantry units may be rebuilt, with the major ally paying the BRP cost. 56.31 The BRP value of Finland or Rumania is reduced by five BRPs if the Finnish border hexes or Bessarabia have been occupied by Russia (58.62, 58.72). 56.32 Persia and Vichy France proper yield no BRPs to their major ally. Vichy colonies may, following a diplomatic result of "9 + " for Vichy or if conquered from the Allies (70.8). 56.33 Once a minor ally is activated, its units may be moved by SR. Such SRs count against the major ally's SR limit.

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56.34 Minor allies are automatically at war with all enemies of their major ally when activated. No DoW costs are paid. Similarly, minor allies may be attacked at no DoW cost by major powers at war with the major ally (46.2). 56.35 In all scenarios major powers receive the BRPs of their minor allies, and lose BRPs for them if they are conquered by the enemy or if they switch sides (56.92). 56.36 Upon initial activation, minor ally units are placed on any supplied, controlled hex in their home country. Rebuilt minor ally units must be placed out of enemy ZoCs on a supplied, controlled hex in their home country. 56.4 GEOGRAPHICAL RESTRICTIONS: After initial placement, minor ally units may be moved and SRed normally. Minor ally units are only permitted in the following areas: A. BULGARIA: Bulgaria, Yugoslavia, Greece and European Turkey. B. FINLAND: Finland, six hexes from the Finnish border or coastline. C. FREE RUSSIAN UNITS (Axis variant 18): Russia and Poland. D. GREECE: The Mediterranean front, but not in French North Africa or Spain. E. HUNGARY: Hungary, Yugoslavia, eastern Europe, Poland and Russia. F. IRAQ: Iraq, Kuwait, Persia, Lebanon-Syria, Palestine, Transjordan and Arabia. G. PERSIA: Persia, Iraq, Kuwait, Lebanon-Syria, Palestine, Transjordan and Arabia. H. POLAND: If Poland activates as a Germany minor ally after a Polish diplomatic result of "8 + ", Poland, the Baltic States and Russia. If Poland is Allied, Poland or Germany (58.12). I. RUMANIA: Rumania, Yugoslavia, eastern Europe and Russia. J. SPAIN: The Mediterranean and eastern fronts (EXCEPTION: Spanish volunteers after a Spanish diplomatic result of "5-6", "7" or "8" may only be used on the eastern front). Spanish units may SR through the western front. K. SWEDEN: Sweden, Finland, Norway and six hexes from the Finnish border or coastline. L. TURKEY: The Mediterranean front, Bessarabia and Russia. M. UKRAINE: The Ukraine. N. VICHY FRANCE: No restrictions (EXCEPTION: Vichy French volunteers after a Vichy diplomatic result of "7" may only be used on the eastern front - they may be SRed through the western front). 0. YUGOSLAVIA: Yugoslavia, Greece, Rumania, eastern Europe and Russia. 56.41 Iraqi rebels draw supply from Baghdad. If Baghdad should be garrisoned by Allied units when Iraq activates as an Axis minor ally, the Axis have one turn to occupy Baghdad with an Axis ground unit; if they fail all Iraqi units are eliminated. During their turn of initial placement Iraqi units are automatically in supply. If all Iraqi cities are garrisoned when Iraq activates, the Iraqi air unit is placed on the board only after one of them is captured by the Iraqis. Once activated, the Iraqis are eliminated if the Allies capture Baghdad. 56.42 Persian rebels operate under the same restrictions as Iraqi rebels (56.41). Persian rebels draw supply from Tehran. 56.5 Air and naval units must always be based in accordance with the above restrictions, but may operate freely from their bases. Thus Spanish fleets based in northern Spain and Turkish fleets based in Gibraltar could both operate in the Atlantic. 56.6 Apart from a DoW, major power units may enter and operate in potential minor allies only if a diplomatic result allows them to do so (see Appendix II) (EXCEPTION: Axis units may enter Vichy France- 56.62, 70.31). 56.61 Once a diplomatic result allows German ground and air units to enter Finland, Hungary, Rumania, Bulgaria or Yugoslavia, the hexes of that minor country are controlled by Germany. Germany may freely move, SR and trace supply through that minor country, subject to the constraints of the diplomatic result for that minor country, and may launch attacks from

its territory. Any diplomatic limitation on the number of factors allowed in a particular country may not be exceeded, even by Axis units retreating after Allied attrition (16.57). If, following a subsequent diplomatic die roll, the minor country activates as a German minor ally, these limitations no longer apply (EXCEPTION: No more than five German ground/air factors may enter or trace supply through Finland, even after Finnish activation). 56.611 If allowed to place units in Finland, Germany may SR units through Helsinki, using the required fleet factors for sea escort, as Helsinki is a port (5.21). 56.612 German units may not be placed in the Finnish border hexes or Bessarabia until Germany and Russia are at war. Russian control of Bessarabia does not prevent Germany from placing units in Rumania proper, if Germany is otherwise able to do so. 56.62 Axis forces may operate in Vichy French territory, including Vichy colonies, although the entry of Axis troops into and the tracing of supply lines through such areas adversely modifies the Vichy diplomatic die roll. 56.63 Certain diplomatic die rolls for Spain, Turkey and Greece allow either Axis or Allied forces to enter those countries before they have activated as full minor allies. These diplomatic results do not activate these countries as minor allies. If a subsequent diplomatic die roll reverses such a result, any foreign units in the country may no longer attack out of the country and must be removed by the end of their player turn immediately following the diplomatic die roll. Units which do not leave by the end of their next SR phase are eliminated. 56.64 Iraq and the Ukraine are controlled by Britain and Russia, respectively, at the start of the Campaign Game and 1939 scenarios. Axis forces may freely enter Iraq and the Ukraine, if able to do so in the normal course of events, regardless of the status of those areas as minor allies. Persia is neutral at the start of the Campaign Game. Neither side may enter Persia without a DoW (EXCEPTION: 38.2), unless Persia has activated as an Axis minor ally. 56.65 Neither Axis nor Allied units may enter Sweden while it is neutral (EXCEPTION: Axis SRs through Sweden after a diplomatic result of "7"). 56.66 If a major power has units in a potential minor ally, and enemy forces attack the potential minor ally, intervention and association (but not activation) is automatic and immediate if the attacking major power and the garrisoning major power are at war. Both the units inside the minor country and other units controlled by the major power may then assist the potential minor ally in repelling the attack. If the two major powers are not at war, the garrisoning units are immediately relocated to the nearest hex(es) controlled by the garrisoning major power outside the minor country. 56.7 An inactive minor ally which has been conquered (or subverted -Allied variant 9) cannot later be activated. Whether inactive or active, the minor country does not get one turn to attempt to retake its capital. If a major power declares war on a potential minor ally, that minor country may not later become a minor ally of that major power. A major power may declare war on a minor country in which the major power has garrisoning units (see 53.12). 56.8 Unless already at war with Germany, Russia may not declare war on a minor country controlled by Germany or Italy without declaring war on the Axis. 56.81 German garrisons in Finland and Rumania do not prevent Russian occupation of the Finnish border hexes or Bessarabia, as the case may be, or eliminate the possibility of war between Russia and those countries over the border areas. German garrisons do not prevent Communist subversion (Allied variant 9) of an otherwise eligible minor country. 56.9 In addition to the normal rules of conquest for minor countries, certain Axis minor allies may surrender or switch sides as a result of a diplomatic die roll. 56.91 SURRENDER: If a minor ally surrenders, all its units are immediately and permanently removed from play. Hex control and BRPs for the minor ally are unaffected by surrender. 56.92 SWITCHING SIDES: If a minor ally switches sides, it becomes a minor ally of the Allied major power which placed the greatest number of DPs in it (a die roll if tied).

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56.921 All minor ally units stacked with Axis units or not on the board are permanently eliminated. The remaining minor ally units are added to the force pool of the controlling Allied power during the diplomatic phase (59.4). If Axis units occupy the capital of the minor ally, the Allies have one turn to gain control of the capital. If the capital is not controlled by the Allies at the end of the next Allied combat phase, all the units belonging to the minor ally are eliminated (EXCEPTION: After a diplomatic result of "-1" for Vichy France, the Axis must control both Vichy city and Paris to eliminate the Vichy French units.). 56.922 All hexes not occupied by Axis units become Allied-controlled. 56.923 The BRPs for the minor ally are immediately added to the total for the controlling major power. If Axis units occupy the capital of the minor ally, the Allies have one turn to gain control of the capital. If the minor's capital is not controlled by the Allies at the end of the next Allied combat phase, the BRPs are lost. Similarly, the BRPs are lost by the Axis only if they do not control the minor's capital by the end of the next Axis combat phase.

57. GERMAN ECONOMIC PENETRATION OF MINOR COUNTRIES 57.1 When Germany obtains an economic interest in a minor country, some or all of the minor country's BRPs are added to the German total at the start of the Axis player turn. Germany may obtain such an economic interest as follows: 57.2 WITHOUT HEX CONTROL: Germany may obtain an economic interest in the following minor countries, without gaining control of that minor country's hexes or being able to move units into that minor country, after the following diplomatic results: A. BULGARIA: After a diplomatic result of "4" (5 BRPs) or "5" (10 BRPs). B. HUNGARY: After a diplomatic result of "2" (5 BRPs) or "3" (10 BRPs). C. RUMANIA: After a diplomatic result of "3" (5 BRPs) or "4" (10 or 15 BRPs, depending on the status of Bessarabia). D. YUGOSLAVIA: After a diplomatic result of "5" (5 BRPs) or "6" (10 BRPs). 57.21 The Campaign Game and 1939 scenarios begin with Germany having an economic interest in Finland (a diplomatic result of "1-2" for Finland is in effect). This reflects Finland's proximity to the Swedish iron ore fields. Germany does not receive any BRPs from Finland. 57.22 Once Germany has an economic interest in a minor country (including Finland), Russia may only declare war on that minor country (without declaring war on Germany itself), after a Russian diplomatic result of "0" or less. Germany may then announce its support for the minor country, whereupon Russia must either declare war on Germany at a cost of 35 BRPs or back down and lose the 10 BRPs it spent for the DoW against the minor country. A German economic interest does not prohibit Russian attacks on Bessarabia (58.63) or the Finnish border hexes (58.73). 57.23 If Germany fails to support a minor country in which it has an economic interest against a Russian attack, it immediately loses the BRPs it previously received for that minor country. Similarly, a Western Allied conquest of a minor country in which Germany has an economic interest results in an immediate BRP loss to Germany. 57.3 WITH HEX CONTROL: A more favorable diplomatic result for Germany in Bulgaria, Hungary, Rumania and Yugoslavia than those set out above allows Germany to obtain both an economic interest in the target minor country and control of that minor country's hexes. Once this occurs, Russia may not attack that minor country without a DoW against Germany. German control of Rumania or Finland thus prevents a Russian attack on Bessarabia (58.63) or the Finnish border hexes (58.73), respectively. 57.4 If Germany obtains an economic interest in a minor country which is at war with Russia, it must declare war on Russia or forfeit the economic interest. Similarly, if Germany gains control of the hexes in a minor country which is at war with Russia, it must declare war on Russia or forfeit the hex control. 57.5 Certain other diplomatic results provide for some minor countries to

become associated to major powers without the need for intervention. The successful major power would then receive the BRPs for the minor country in the next YSS. However, a major power may not receive BRPs for a minor country without controlling the minor country other than as set out in ST.2, above.

58. POLAND AND EASTERN EUROPE 58.1 POLAND: 58.11 The Campaign Game and 1939 scenarios begin with Germany at war with Britain, France and Poland. No BRP costs are paid for declarations of war in Fall 1939 unless a major power declares war on a country which was neutral when the game began. In Fall 1939, Germany has a free offensive option on the eastern front (EXCEPTION: An "8 + " diplomatic result for Poland). No German BRPs are expended for this option, although it counts as an Axis offensive option for the purpose of U.S. - Axis tensions (Appendix III). Germany is not required to make any attacks against Poland in Fall 1939 or on any subsequent turn. 58.12 If Poland survives Germany's initial attack, Poland and Russia move at the same time. Poland may take independent offensive or attrition options in the east at no BRP cost. These options may only be directed against the Axis, even if Russia has occupied eastern Poland. The Nazi-Soviet partition line has no effect on Polish units or their movement. Polish units may enter any hex in Germany or remain in Poland. Polish BRPs do not count toward the Allied totals for determination of the initiative (9.11) until 1940 (58.13). If Russia enters eastern Poland on an attrition option, it makes an attrition die roll against Poland only if one or more Russian units are adjacent to a Polish unit east of the partition line. 58.13 If Poland survives to the 1940 YSS, the 20 Polish BRPs are added to the Allied total (but not to Britain or any other western major power, unless intervention (55) has occurred). During each YSS in which Warsaw is controlled by regular Polish forces (not partisans), Britain receives one DP (EXCEPTION: An "8 + " diplomatic result for Poland). 58.14 Russian troops may cross the partition line and enter western Poland if Russia is at war with Germany, but this does not constitute intervention. All Russian-Allied cooperation problems (50) apply, and the Polish BRPs continue to add to the Allied totals independently. Polish and Russian options must be compatible once Russia has joined the Allies.

58.2 GERMANY’S EASTERN FRONT GARRISON: 58.21 At the start of the Campaign Game and 1939 scenarios, a "3-5" diplomatic result for Russia is in effect. Germany must therefore maintain a garrison of at least 10 ground combat factors on the eastern front in order to prevent a Russian violation of the Nazi-Soviet pact. 58.22 The number of German ground factors required to prevent a Russian declaration of war against the Axis may be altered by the Russian diplomatic result currently in effect. If a result of " 1-2" is in effect, 20 ground factors are required; a result of "0", 30 ground factors; a result of "-1", 40 ground factors; a result of "-2", 50 ground factors. If a result of "-3" is in effect, a Russian DoW cannot be prevented. If a result of "6-7" or "8 + " is in effect, no German garrison is required. 58.23 In addition, German ground factors in excess of the required number may modify the diplomatic die roll for Russia (see Appendix II). 58.24 When determining the size of the German garrison on the eastern front, German units in Finland are counted; German units in Rumania, Sweden and Turkey are not, nor are Italian and minor ally units. The size of the German garrison is determined as required during play. EXAMPLE: Germany has a garrison of 30 ground factors at the start of the Spring 1941 game turn, giving it a +1 modifier on the Russian diplomatic table. By the end of the Axis player turn, builds and SRs have increased the garrison to 70 ground factors. If Russia were to make a reaction die roll at the start of its player turn (59.7), Germany would receive a +3 modifier, reflecting the increased size of the garrison at the time of the reaction die roll. Similarly, if the possibility of a Russian DoW on Germany arose, the size of the German garrison would be calculated immediately before any Russian DoW. 58.3 EASTERN EUROPE: 58.31 Eastern Europe consists of eastern Poland (10 BRPs), the Baltic States (15 BRPs), Bessarabia (Rumania east of the eastern front boundary) (five BRPs) and the three Finnish border hexes (A46/B45/C44) (five

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BRPs). The line running from the north edge of the board to the Black Sea is the partition line agreed to in the Nazi-Soviet pact of August 1939. 58.32 All four parts of eastern Europe are treated as separate areas for the determination of conquest and reconquest (54.4). 58.33 The Russian occupation of a part of eastern Europe does not make that area part of Russia for the purposes of unit construction, partisans, weather or movement.

58.4 EASTERN POLAND: 58.41 Eastern Poland consists of that part of Poland east of the partition line. Eastern Poland is treated as an entity separate from western Poland throughout the game. It has a value of 10 BRPs, distinct from the 20 BRPs for Poland. It is conquered when Vilna, Brest-Litovsk and Lvov are controlled by the conquering major power, even if Poland itself remains unconquered. 58.42 In Fall 1939, German units may move across the partition line into eastern Poland, but may not remain there at the end of their turn unless Germany has declared war on Russia in Fall 1939 (compliance with this restriction may require the voluntary elimination of German units: 20.9). 58.43 In Fall 1939, Russia may occupy eastern Poland. Russian entry into eastern Poland does not require a DoW or an offensive option. Russian units may not move across the Polish partition line unless Russia is at war with Germany. German and Russian units ignore each other's ZoCs. Once Russia has conquered eastern Poland, hex control is automatically determined by the partition line. 58.44 If Russia does not occupy eastern Poland in Fall 1939, either the Axis or Russia may do so on any subsequent turn (EXCEPTION: Russia may not occupy eastern Poland if the current diplomatic result for Russia is "6-7" or "8 + "). Neither side need make a DoW or employ an offensive option to carry out this action. The Axis occupation of eastern Poland gives the Allied player the option to make a Russian reaction die roll (59.7). Once one side has entered eastern Poland, the other side may not do so until the Axis and Russia are at war. 58.5 THE BALTIC STATES: 58.51 The Baltic States are a minor country worth 15 BRPs. Occupation of the Baltic States requires a DoW (10 BRPs), but no offensive option is necessary. The Baltic States do not deploy forces if attacked. They are conquered when Riga, Parnu and Tallinn are controlled by the conquering major power. 58.52 Germany may not declare war on the Baltic States in Fall 1939. Russia may do so. If Russia does not declare war on the Baltic States in Fall 1939, either the Axis or Russia may do so on any subsequent turn (EXCEPTION: Russia may not declare war on the Baltic States if the current diplomatic result for Russia is "6-7" or "8 + "). Neither side need employ an offensive option to carry out this action. An Axis declaration of war on the Baltic States gives the Allied player the option to make a Russian reaction die roll (59.7). Once one side has declared war on and entered the Baltic States, the other side may not enter the Baltic States until the Axis and Russia are at war.

58.6 BESSARABIA: 58.61 Bessarabia is worth five BRPs and is conquered when Cernauti and Kishinev are controlled by the conquering major power. 58.62 If Russia conquers Bessarabia, the eastern front boundary becomes the new Rumanian frontier, and the remainder of Rumania is worth 10 BRPs until the YSS following Bessarabia's reconquest by the Axis. Should the Axis later reconquer Bessarabia, it is reincorporated into Rumania, and Rumania is restored to its full value of 15 BRPs. If Russia later conquers the rest of Rumania, Rumania and Bessarabia remain separate until a later Axis reconquest of both. 58.63 If Russia wishes to occupy Bessarabia, Russia announces this intention by demanding Bessarabia at the start of its player turn, at the same time as it announces DoWs. Russia may demand Bessarabia only if the current Russian diplomatic result is "3-5" or less. If Rumania concedes Bessarabia to Russia, no war breaks out between Russia and Rumania and Russian units may freely enter the area. If Rumania resists a Russian demand for Bessarabia, Russia may either back down or go to war with Rumania without the need for a formal DoW costing 10 BRPs. This

Russian action does not count as a modifier for U.S. - Axis tensions (Appendix III). 58.64 If Russia engages in a border war with Rumania for Bessarabia, at least six Rumanian ground units, including the two 2-3 Rumanian infantry units, must deploy in Bessarabia. Russian units may only enter Bessarabia. The provisions of rule 53 apply to Rumanian units. The war ends when either side renounces its claim to Bessarabia or when Russia controls both Bessarabian cities at the end of a Rumanian combat phase. Rumania may rebuild one infantry unit each turn after the outbreak of war, whether or not the war is continuing, but Germany must pay the BRP cost of such reconstruction (53.51). Surviving Rumanian units remain on the board, and are controlled by the German player. 58.65 Russia may only attack Rumania proper if allowed to do so by a Russian diplomatic result of " 1-2" or less. If Germany has an economic interest in Rumania, a Russian diplomatic result of "0" or less is required. An attack on Rumania proper requires an expenditure of 10 BRPs for a DoW. If Russia attacks Rumania before it has occupied Bessarabia, Rumanian units may set up in Bessarabia. 58.66 Once Rumania is under German control, Bessarabia remains part of Rumania and may no longer be separately attacked by Russia. 58.7 THE FINNISH BORDER HEXES: 58.71 The Finnish border hexes are worth five BRPs and are conquered when all three hexes are controlled by the conquering major power. 58.72 If Russia conquers the Finnish border hexes, the remainder of Finland is worth five BRPs until the YSS following the reconquest of the Finnish border hexes by the Axis. Should the Axis later reconquer the Finnish border hexes, they are reincorporated into Finland, and Finland is restored to its full value of 10 BRPs. If Russia later conquers the rest of Finland, Finland and the Finnish border hexes remain separate until a later Axis reconquest of both. 58.73 If Finland resists a Russian demand for the Finnish border hexes, war may break out between Russia and Finland in the same manner as set out in 58.63. At least one Finnish ground unit must deploy in each Finnish border hex. The conflict between Russia and Finland is subject to the same rules and restrictions and ends in the same way as a Russo-Rumanian war over Bessarabia. 58.74 At the start of the Campaign Game and 1939 scenarios, Germany has an economic interest in Finland, and Russia may not attack Finland proper unless allowed to do so by a Russian diplomatic result of "0" or less. Once Finland is under German control, the Finnish border hexes remain part of Finland and may no longer be separately attacked by Russia. 58.8 When the Axis and Russia go to war, either side may enter any part of eastern Europe occupied by the other. If the Baltic States are still neutral, their occupation must still be preceded by a DoW (10 BRPs). 58.81 Bessarabia and the Finnish border hexes, if unconquered by Russia when Germany and Russia go to war, remain part of Rumania and Finland, respectively, and may not be entered by Russia without a

59. DIPLOMACY 59.1 DIPLOMATIC POINTS (DPs): During the opening setup of each scenario, including the Campaign Game and 1939 scenarios, after the deployment of all units, each major power receives a basic allotment of DPs. During each subsequent YSS, DPs are similarly received and committed immediately after BRP calculation, and before SW construction. The basic allotments are: Germany, Britain, U.S.: 3 each; Italy, Russia, France: 2 each. 59.11 PURCHASING DPs: Each major power may supplement its available DPs by spending five BRPs for every 100 BRPs available to it (EXCEPTION: 59.24). Every five BRPs thus spent generates one additional DP. The number of additional DPs thus acquired may not exceed the basic DP allocation of the spending power (59.1). Players must record their spending decisions secretly and reveal them simultaneously if requested to do so. 59.12 During the opening setup of the Campaign Game and 1939 scenarios, each major power receives only its basic allotment of DPs (59.1). Additional DPs may not be purchased during the opening setup of the Campaign Game and 1939 scenarios. DPs may be purchased at the start of

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the 1941, 1942 and 1944 scenarios. 59.13 The DPs available to each major power are also increased or decreased by various military and political developments, as set out in Appendix I. 59.2 ALLOCATION OF DPs: After determining the total number of DPs available, each major power secretly records its allocation of DPs, revealing them during the ensuing year. In a multi-player game, a player may, but need not, consult with other players and inform them of his allocations. 59.21 DPs may, subject to the restrictions set out below, be allocated to the U.S. and any of the countries listed in Appendix II. A major power may allocate DPs to itself. 59.22 No major power may place more than half (rounded up) of its DPs in a single country. Belgium and Luxembourg are considered to be one country for diplomatic purposes. 59.23 Russia may allocate DPs only to Balkan countries (Bulgaria, Hungary, Rumania, Yugoslavia and Greece), Persia, Japan, Sweden, Finland, Turkey, the Ukraine and itself. Russia may only allocate DPs to a Balkan country if it controls a supplied hex adjacent to any one of them. 59.24 The U.S. may not purchase and allocate DPs until it is at war with the Axis, unless allowed to do so by the U.S. - Axis Tension Table (Appendix III). 59.25 DPs may only be placed in Poland during the opening setup of the Campaign Game and 1939 scenarios. 59.26 DPs may only be placed in the U.S. during the opening setup of the Campaign Game and 1939 scenarios and the 1940 and 1941 YSS. 59.27 DPs may only be placed in Japan during the 1941 YSS. 59.28 Although a normal diplomatic die roll may not be made for Russia during 1939, DPs may be placed in Russia during the opening setup of the Campaign Game and 1939 scenarios, in order to modify a possible Russian reaction die roll (59.7). 59.29 DPs may not be placed in Vichy France during a YSS in which France is still unconquered. 59.3 DPs may not be accumulated from year to year, either by the major power generating them or in a recipient, so there is no point in leaving DPs uncommitted. At the end of each year, all DPs are eliminated, even in recipients which were not selected for a diplomatic die roll. 59.31 A major power cannot begin a year with a negative number of DPs. In such a case, there is no penalty to its allies and no DP deficit is carried forward to the next year. The major power simply cannot allocate any DPs during that year. If a major power is conquered, its DPs remain in play for the remainder of the year. 59.4 DIPLOMATIC DIE ROLLS: At the start of each game turn, immediately after determining the initiative, the Axis, Western Allies and Russia (whether neutral or not) may each make one diplomatic die roll (EXCEPTION: Germany may also make die rolls for Bulgaria, Hungary, Rumania and Finland - 59.52). Diplomatic die rolls are made at no BRP cost. 59.41 The coalition which has the initiative (9.11) selects its diplomatic target first. If the Axis have the initiative, either Germany or Italy selects a diplomatic target and announces its selection. Britain, France or the U.S. then selects a diplomatic target and announces its selection. Finally, Russia selects a diplomatic target and announces its selection. If the Allies have the initiative, the same procedure is followed, with the Western Allies selecting first, then Russia and finally the Axis. 59.42 Each major power making a diplomatic die roll selects and announces its target before any major powers reveal their placement of DPs in any of the selected targets, and before any diplomatic die rolls are actually made. 59.43 Of the Axis powers, Germany has the first option to make a diplomatic die roll. Italy may only make a diplomatic die roll if Germany does not do so. 59.44 Of the Western Allied powers, Britain has the first option to make a diplomatic die roll. France may only make a diplomatic die roll if Britain does not do so. The U.S. may only make a diplomatic die roll if Britain and France do not do so.

59.5 A major power may only select a diplomatic target in which it has placed DPs in the preceding YSS (EXCEPTION: 59.52). DPs placed by an ally are not sufficient. 59.51 A major power whose capital is controlled by the enemy may not make a diplomatic die roll, although its DPs remain in play for the year, even if it surrenders. A conquered Britain or Russia may not make any diplomatic die rolls, but may allocate any available DPs during the YSS. 59.52 Each major power (or, if it passes, its ally) may select only one target each turn (EXCEPTIONS: The U.S. (59.8). Germany may select inactive Bulgaria, Hungary, Rumania and Finland at any time, even if it selects another target in the same turn and even though it placed no DPs in them). 59.53 Once all targets are named, all DPs placed in the targets in the preceding YSS are revealed, including those placed by major powers which have surrendered since the start of the year. One die is rolled by the player who named the target. The die roll is increased by the total number of Axis DPs in the target, and decreased by the number of Allied DPs in the target. 59.54 German and Italian DPs are combined even if Italy is still neutral. Western Allied and Russian DPs are combined only if Russia is at war with the Axis (EXCEPTION: Western Allied and neutral Russian DPs are combined in Japan). If Russia is neutral, the Allied total is the greater of all Western Allied or Russian DPs. The remaining DPs are disregarded. 59.55 In addition to DPs, the modifications set out in the applicable diplomatic table (Appendix II) are taken into account in determining the modified diplomatic die roll result. A diplomatic die roll is not affected by a diplomatic result which occurred during the same diplomatic phase, although a Russian reaction die roll (59.7) may well be affected by diplomatic events which occurred earlier in the turn. The results are implemented as set out in the applicable diplomatic table. 59.56 A target may only be named for a diplomatic die roll once each game year, even when there is one diplomatic table for a minor country before it activates as a minor ally and another for after it activates. Similarly, Vichy France could not be selected in the same year in which France surrendered. 59.57 Russia may not be named for a diplomatic die roll in 1939, although DPs may be placed in Russia during the opening setup of the Campaign Game and 1939 scenarios. Sweden and Yugoslavia may not be named by Russia for a diplomatic die roll until Russia is at war with Germany, although Russia may place DPs in either country while neutral. This prohibition does not apply to the Western Allies. 59.6 For certain countries, diplomatic results are triggered by events other than their selection for a diplomatic die roll. 59.61 If France or Italy is conquered, a diplomatic die roll is made immediately. 59.62 A diplomatic die roll is made for Denmark when Germany declares war on Denmark, provided Germany has not declared war on any other minor neutral on a previous turn. 59.7 RUSSIAN REACTION DIE ROLLS: Whenever an Axis action changes a modifier for the Russian diplomatic die roll in the Allies' favor, the Allied player may, if he chooses, make a diplomatic die roll for Russia at the start of the following Allied player turn. Russian or Western Allied actions which change a Russian modifier do not trigger a Russian reaction die roll. A Russian reaction die roll may be made whether or not a normal diplomatic die roll for Russia has already been made during that year and whether or not other Russian reaction die rolls have been made earlier in that year. An increase in the German eastern front garrison (58.2), even if it results in a overall change in modifiers in favor of the Axis, does not prevent a Russian reaction die roll if the Allies choose to make one. All applicable modifiers are considered, and the result is immediately implemented. 59.71 For greater clarity, the following actions give the Allies the option of making a Russian reaction die roll (see the diplomatic table for Russia in Appendix II for greater detail): A. The Axis occupy eastern Poland. B. The Axis declare war on the Baltic States. C. Germany obtains an economic interest in the Balkans. This applies only to German economic penetration of a Balkan minor country which negates the +1 modification for Russia resulting from Bulgaria, Hungary,

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Rumania and Yugoslavia not being subject to Axis economic penetration or control. D. The Axis gain control of Bulgaria, Hungary, Rumania or Yugoslavia. E. The Axis declare war on or gain control of Turkey. F. The Axis successfully invade Britain. G. The Axis gain control of an objective hex in Britain. H. Germany reduces its garrison on the eastern front. 59.8 UNITED STATES: DPs may be allocated to the U.S. to increase or decrease tensions between the U.S. and the Axis (see Appendix III). DPs allocated to the U.S. may be activated by the owning major power during any diplomatic phase of the year following their allocation to trigger or delay U.S. pro-Allied activities. A major power may, if it wishes, activate only some of the DPs it allocated to the U.S. in a given diplomatic phase, activating other DPs later that year as required. Each DP may only be used once to increase or decrease U.S. - Axis tensions. DPs allocated to the U.S. may be activated even if the owning major power has made a normal diplomatic die roll in the same turn. 59.9 PERMANENT RESULTS: A "*" beside a diplomatic result means the result is permanent and the target may not again be selected for a diplomatic die roll in a future year. After the activation of a minor country, using its "inactive" table, diplomatic die rolls may be made for that minor country using its "active" table. 59.91 LESSER RESULTS: A major power which achieves a favorable diplomatic result (e.g., a result on its side of a "no effect" result) may choose to implement any lesser result, either to avoid a "*" result or to achieve a particular lower-ranked but, in the circumstances, more desired result. EXAMPLE: Germany obtains a diplomatic result of "5" for Hungary. Germany makes a second diplomatic die roll for Hungary in a subsequent year and obtains a "3" result. Germany may select a '1* result (59.91) in order to maintain its position in Hungary.

Miscellaneous Rules

60. ARABIA 60.1 Arabia is a neutral minor country with no BRP value for game purposes. Neither side may enter neutral Arabia without paying 10 BRPs for a DoW. Initial conquest of Arabia occurs when the attacker gains control of Kaf and Jauf.

61. GIBRALTAR 61.1 The loss of Gibraltar does not directly cost Britain any BRPs. However, if the Axis control Gibraltar and one of Brest, St. Nazaire, La Rochelle or Vigo, each German submarine factor eliminates four Allied BRPs (42.5221). 61.2 The side which controls Gibraltar, and only that side, may SR units by sea into, out of, or through Gibraltar, regardless of the presence of enemy units on any adjacent hex. The converse is not true; units may not SR into or out of Z8, or SR between the Atlantic and the Mediterranean, if Gibraltar is in enemy hands (20.4). 61.3 Gibraltar, as a two-front port, may be invaded by fleets based in both the Mediterranean and the western front during a Mediterranean offensive option or limited offensive operation, provided there is no 9-factor fleet in Gibraltar at the moment of invasion.

62. IRAQ & KUWAIT 62.1 Iraq is a British colony worth 10 BRPs. 62.2 Basra is an unlimited supply source for Western Allied units (29.213). Baghdad is a limited supply source for the side which controls it (29.224). 62.3 The Allies may SR units by sea from Europe to Basra. Such units incur a one-turn delay. Units SRed by sea from Suez to Iraq are not delayed (20.511). 62.4 Iraq may be activated as an Axis minor ally by a successful Axis

diplomatic die roll. Iraqi activation negates British control of all Iraqi hexes except those occupied by Allied units. Basra loses its status as an unlimited Western Allied supply source until the Iraqi rebellion is suppressed. Allied units in Iraq when the rebellion breaks out are automatically in limited supply for one Allied player turn. Once Iraq is conquered by the Axis, it may not be selected for a diplomatic die roll. 62.5 Britain may construct up to three BRPs worth of infantry and replacement units (only) each turn in Suez or Basra (19.35). 62.6 Kuwait is a British colony with no BRP value for game purposes. Kuwait is conquered when the attacker gains controls of Al Kuwait.

63. IRELAND 63.1 Northern Ireland (Ulster) is an integral part of Britain for all purposes. The remainder of Ireland is a neutral minor country with no BRP value for game purposes. Neither side may enter neutral Ireland without paying 10 BRPs for a DoW. 63.2 If the Allies declare war on Ireland, Germany may construct three partisans, at the rate of one per turn, in any vacant Irish hex not in an Allied ZoC, regardless of which side controls the hex, and whether or not the Allies have conquered Ireland. Germany may also construct partisans in Ireland after a diplomatic result of "7" or "8 + " for Ireland. Axis partisans may not be constructed in Ulster, although they may move and attack into Ulster once they have been built. Britain loses one BRP for each Irish partisan on the board.

64. MALTA 64.1 The basing capacity of Malta for both air and naval units is the same as any other port. An airbase may be placed in Malta. 64.2 Air units in Malta may, at their option, decline counterair combat. If they do so, they are inverted and cannot carry out any activity for the remainder of the game turn. For the effect of this rule on air attacks against naval units based at Malta, see 26.4527. 64.3 Malta is a limited supply source for Western Allied units in Malta only, provided the Western Allies control at least one fully supplied port in the Mediterranean (29.227). To operate air and naval units in Malta, the Allies must trace sea supply to Malta from a fully supplied port. Submarines (64.4) may operate from Malta even if it is not fully supplied, although air and naval units may not. 64.4 BRITISH SUBMARINES: Britain begins each scenario with five submarine factors in Malta. These submarines may be used against any Axis naval activity in the Mediterranean, including sea supply, naval missions and interceptions, sea escort and SR of naval units. British submarines may not conduct shore bombardment, sea transport or invasion missions, nor may they protect Allied sea supply or provide sea escort. 64.41 Malta's submarines may be used on their own or in conjunction with Allied fleets, and need not be directed against the same Axis activity in the same turn. Each submarine factor may be used only once per game turn, and is inverted after use, construction or repair. 64.42 Malta's five submarines are treated as British fleet factors for interception and combat purposes. A separate interception die roll is always made for the British submarines in Malta. Intercepting British submarines are not subject to counter-interception by Axis fleets. Uninverted Axis air factors within range of Malta may attack intercepting British submarines as they leave Malta by making a single air attack dice roll (no air defense dice roll is made). Additional air sorties against British submarines once they are at sea are not permitted. 64.43 Combat between Axis fleets and British submarines is resolved as fleet combat. If British submarines are operating in concert with other Allied, including British, fleets, the provisions of 27.5715 apply. The submarines are considered a separate component of the Allied naval force engaged. 64.44 British submarines which are eliminated may be rebuilt in Malta, even if it is not fully supplied, at the cost of one BRP per submarine factor. Damaged submarine factors return to Malta for immediate repair in the same manner as regular fleet factors damaged in combat. 64.45 If Malta is conquered by the Axis, the British submarines based in Malta are eliminated. If the Allies reconquer Malta, Britain may restore Malta's submarine capacity by rebuilding submarines in Malta.

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64.46 Britain may never have more than five submarine factors in play, and may not construct or base submarines in any port other than Malta.

65. SIBERIAN TRANSFER 65.1 Historically, in December 1941 the Germans were surprised by the sudden appearance of Russian units from Siberia. The timing of the transfer of units from Siberia is determined not only by the outbreak of war between Germany and Russia, but also by Russo-Japanese relations. 65.2 EFFECTS OF SIBERIAN TRANSFER: On the first turn of the Siberian transfer, the Russian player adds one 3-5 armor and three 3-3 infantry units to his force pool and places them on the board prior to his movement phase, immediately before the voluntary elimination of units (14.11). During the following three turns the Russian player may similarly place unbuilt units on the board prior to movement as follows: second turn: one 4-5 armor and two 3-3 infantry units; third turn: one 4-5 armor and one 3-3 infantry unit; fourth turn: one 3-3 infantry unit. These subsequent transfers come from Russian allowable builds. 65.3 Units placed on the board by Siberian transfer must initially be placed in a controlled Russian city which can trace a supply line from the east edge of the board. The city may be in an Axis ZoC. Normal stacking limits must be adhered to during initial placement. Units may move during the movement phase immediately following placement. 65.4 Units placed on the board by Siberian transfer are not constructed in the normal sense - there is no BRP cost incurred by the Russian player for such placement. 65.5 WHEN SIBERIAN TRANSFER OCCURS: Barring a diplomatic result for Japan which affects Siberian transfer, Russian units from Siberia first appear on the board before the movement phase of the third Russian player turn following the outbreak of war between Germany and Russia. If Russia declares war on Germany, the turn in which the declaration of war takes place is not counted. EXAMPLES: If Germany declared war on Russia in Summer 1941, the Siberian units would appear during the Russian Winter 1941 player turn. If Germany declared war in Spring 1941, the Siberian units would appear in Fall 1941. If Russia declared war on Germany in Spring 1942. the Siberian units would appear during the Russian Winter 1942 player turn.

65.51 If a "-1" or "0" diplomatic result for Japan occurs, the Siberian transfer begins on the third Russian player turn following the diplomatic result, even if Germany and Russia are not at war (EXCEPTION: Siberian transfer may occur sooner if it has already been triggered by the outbreak of war between Germany and Russia). 65.52 If a "6-7" or "8 + " diplomatic result for Japan occurs, no Siberian transfer is allowed. Any Siberian transfer which is underway as a result of the outbreak of war between Germany and Russia is aborted. A 3-5 armor and three 3-3 infantry units are added to the Russian force pool by placing them on a Russian-controlled hex on the east edge of the board, at no SR or BRP cost to the Russian player, during the SR phase of the Russian Winter 1942 player turn or the third Russian player turn following the outbreak of war between Germany and Russia, whichever is later. All 1942 force pool additions must be constructed normally. 65.6 If a 4-5 armor unit is not available during the second or third turn of the Siberian transfer, either because the Siberian transfer began early or because of Allied variant 12, the Russian player may substitute an unbuilt 3-5 armor unit or an infantry unit for the 4-5 armor unit. Similarly, if no 3-3 infantry unit is available for placement during the second, third or fourth turn of the Siberian transfer, a smaller infantry unit may be substituted. 65.7 The Siberian transfer may be invoked without any effect on Allied victory conditions or any other adverse effects. 65.8 The Siberian transfer is the only exception to the unit construction process. Otherwise unbuilt units may be placed on the board only during the unit construction phase.

66. SPAIN & SPANISH COLONIES 66.1 Spanish Morocco and the Balearic Islands are an integral part of Spain. They pass to the control of any major power which controls Spain itself. Spain may not construct units in Spanish Morocco or the Balearic Islands, although Spain may deploy forces there when Spanish forces are first placed on the board.

66.2 Spanish units (only) are automatically in limited supply when in Spanish Morocco. 66.3 An Axis declaration of war on Spain has diplomatic repercussions for Germany in the Balkans (see Appendix II).

67. THE SUEZ CANAL/EGYPT 67.1 The Suez canal consists of hexsides LL30/LL31, MM30/LL31 and MM30/MM31. The Suez canal is treated as a river for all purposes, including movement and combat, with the exception that naval units may enter the canal. Naval movement and sea supply through the Suez canal is permitted only if all the hexes adjacent to the canal are under friendly control. For the purposes of air and naval interception, fleets moving through the Suez canal pass through hexes MM30 and LL31. The two hexes south of the canal (the Gulf of Suez) are full ocean hexes and are treated accordingly. 67.2 The loss of Alexandria and/or Suez does not cost Britain any BRPs. 67.3 An Allied fleet based in Suez may provide sea escort for a unit SRing to Basra, Bushire, the South Africa box (67.5) or, provided the Suez Canal is open, a Mediterranean port. If the Axis gain control of any hex adjacent to the Suez Canal, and the Allies fail to immediately recapture it, the canal becomes unusable. It does not again become usable until the Allies have controlled all canal-side hexes for two complete game turns. If control of the canal again changes, another two turns are required to repair it. Allied naval units may only move or SR through the Suez Canal if it is usable. Wafdist partisans may close (67.1), but not damage, the Suez Canal. 67.31 Axis fleets may not move, SR or provide sea escort through the Suez Canal, regardless of who controls the canal. 67.4 If Allied fleets in Suez city are displaced by Axis ground units, the displaced fleets are relocated to the South Africa box, Basra or Bushire, as the Allied player wishes. Such fleets are subject to Axis air interception as they leave Suez or appear in the Persian Gulf. 67.5 Allied units may be SRed between Suez and the western front via the South Africa box (20.511). Units SRed in this manner move off the board to the South Africa box, then, on the following turn, move to their destination. If units are SRed from the South Africa box to Suez, then into the Mediterranean by sea, sea escort is required at Suez or some other Mediterranean port. SRs by sea between Suez and Basra or Bushire do not incur a one-turn delay. 67.6 Britain may construct up to three BRPs worth of infantry and replacement units (only) each turn in Suez or Basra (19.35).

68. SWEDEN 68.1 Swedish iron ore shipments to Germany may be limited or interrupted by a diplomatic result of "0" or "-1", respectively, for Sweden (Appendix II). Iron ore shipments are also interrupted by an Allied conquest of Sweden, or if Germany and Sweden go to war and Sweden survives the initial German attack. If iron ore shipments are limited, Germany immediately loses five BRPs; if shipments are interrupted, Germany loses 10 BRPs. These BRP losses are also incurred during each subsequent YSS (prior to SW construction), unless Germany reverses the diplomatic or military situation which triggered the BRP loss. 68.2 SR between Sweden and Finland via the north edge of the board is permitted in some circumstances (20.513).

69. SWITZERLAND 69.1 No nation may declare war on Switzerland. Swiss hexes may not be entered by ground units or overflown by air or airborne units.

70. VICHY FRANCE 70.1 Vichy France is created when France surrenders to the Axis. For the rules governing the establishment of Vichy France, see 47.64, above. 70.2 While Vichy France is inactive, its units remain on the board, and may be moved and SRed by Germany (70.3). Vichy city functions as the capital of Vichy France between the fall of France and the conquest or deactivation of Vichy France. It is an unlimited supply source for Vichy units. It becomes a limited supply source for other Axis units only after Vichy France

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activates as a German minor ally. It is treated as an ordinary city at all other times. 70.3 Germany controls the movement and placement of Vichy forces. While Vichy France is neutral, Vichy forces may freely move between Vichy France and Vichy French colonies, but otherwise must remain in Vichy territory. If Vichy France is attacked, the limitations of 53.7 apply. If Vichy France activates as a German minor ally, there are no area restrictions on Vichy unit activity. 70.31 German units may freely move, SR and trace supply through Vichy territory, although doing so may adversely affect the diplomatic die roll for Vichy France, and may stack with Vichy units. Italian units may do the same if Italy is actively allied with Germany, provided Germany grants its permission. Any SRs by Vichy count against German SR limits. Vichy units may be supplied from Axis supply sources. While Vichy is neutral, Vichy fleets may perform no functions other than protecting Vichy sea supply lines and sea escorting Vichy units. 70.32 If a major power declares war on Vichy France, the Vichy units remain in their current positions (53.1). If Germany or Italy declares war on Vichy France, all Vichy colonies and the Vichy French units in them become Free French, even if Vichy France is conquered by the Axis. 70.33 Vichy ground units incur a -1 DM if attacked while outside France or a French colony (15.24B). 70.4 Vichy France may only be activated as a German minor ally by a diplomatic result of "8" or "9+" for Vichy France. When activated, all Vichy units become part of the German force pool, but no BRPs are received by Germany (EXCEPTION: Vichy French colonies after a diplomatic result of "9 + " for Vichy France). 70.41 A diplomatic result of "0" for Vichy France, before or after Vichy activation, deactivates Vichy France. Vichy France ceases to exist as a political entity, becoming again merely a part of France. Vichy colonies are controlled by no one and the first major power to gain control of a former Vichy colony's capital conquers that colony. The hexes of European Vichy France and Corsica pass to German control, unless Allied units have already made them friendly to the Allies. All Vichy forces are removed from the board. 70.42 A diplomatic result of "-1" for Vichy France causes any Vichy colonies and the Vichy units in them to become Free French. If the Allies control a supplied hex in continental Europe adjacent to or in Vichy France, Vichy itself also switches sides. Both results occur during the diplomatic phase (56.92). 70.5 Whether active or inactive, Vichy France ceases to exist and all Vichy units are removed from the board at the end of any Allied combat phase in which the city of Vichy is solely occupied or controlled by Allied forces, including partisans. Control of any hexes in Vichy France not yet occupied by the Allies reverts to Germany, any remaining Vichy colonies are controlled by no one. Marseilles and Lyons count as German-controlled objectives while under Vichy control (EXCEPTION: If Italy controlled a Vichy objective when France surrendered, that objective is considered to be an Italian-controlled objective which is under Vichy control). 70.51 Vichy France also ceases to exist and all Vichy units are removed from the board at the end of any Axis combat phase in which the Axis fail to recapture an Allied or partisan-controlled Paris. 70.6 Any Vichy units destroyed in combat before Vichy activates as a German minor ally are governed by 53.5. 70.7 Britain receives the BRPs for Free French colonies during each YSS, unless they have been conquered by Axis prior to the YSS. Free French units are added to the British force pool and function as British units in all respects. Britain pays for their offensive operations, and may rebuild eliminated Free French units in Britain or Suez (19.35). If Britain surrenders, Free French units are treated as British units and are added to the U.S. force pool. Objective hexes controlled by Free French units count as British-controlled objectives for victory determination. 70.8 The Axis do not normally receive BRPs for Vichy colonies, even if Vichy France has activated as a German minor ally (EXCEPTION: A diplomatic result of "9 + " for Vichy France). The Axis do receive BRPs for French colonies conquered before the fall of France, Vichy colonies conquered after Vichy deactivation or an Axis DoW on Vichy France and Vichy colonies reconquered from the Allies.

Variants

71. VARIANTS 71.1 There are 25 Axis and 25 Allied variants. These variants are set out in Appendix IV (Axis) and Appendix V (Allied). Numbered counters have been provided to facilitate the selection of variants. 71.2 The use of variants is optional. If used, variants may be employed in any manner agreed upon by the players, provided this is done prior to the start of the game. Some suggestions follow: 71.21 In a two-player Campaign Game: A. Each side draws an equal number of variants. It is suggested that the number drawn not exceed five per side. B. Each side draws a "1939-40" variant. When it is played, a "1941-42" variant is drawn. When it is played, a "1943-45" variant is drawn. The categories are; "1939-40": Axis 1-12; Allied 1-10; "1941-42": Axis 13-22, Allied 11-19; "1943-45": Axis 23-25, Allied 20-25. C. Each player draws two variants and retains the one he prefers, discarding the other (this method can be used with greater number of variants as well). 71.22 In a multi-player Campaign Game, each country may draw one or more variants, depending on the relative abilities and wishes of the players (variants are a good way of ensuring an equal game between players of different strengths). All Axis variants are German, except 1, 3, 9 and 11-15, which are Italian. All Allied variants are British/American, except 1-3, which are French, and 4, 6, 8, 9, 12, 14 and 15, which are Russian. 71.3 If mutually exclusive variants (Axis 23 and 24; Allied 1 and 2) are drawn, the drawing player discards the unwanted variant and draws a replacement. This is not revealed to the opponent. 71.4 Some variants may be played at any time; others may be played only at a certain point or during a certain time frame. A variant is played by disclosing it to all other players. The effects of the variant are then implemented. 71.5 If a power is conquered before it plays a variant, the variant is passed to an ally (if applicable), and may be played later. 71.6 If a limited scenario is being played, all variants not applicable to that scenario are removed before either side draws its variants.

Optional Rules

72. OPTIONAL RULES 72.1 Some players may wish to simplify the game and speed play by opting out of certain rules, as set out below. These simplified rules are not recommended, but are included primarily for the benefit of players who are new to the game.

72.2 DIPLOMACY: 72.21 Disregard all references to Appendices I, II and III. DPs are not allocated, and diplomacy plays no part in the game. The following historical events occur:

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72.22 French colonies become Free French on a die roll of 1-3; Vichy French on a die roll of 4-6. Vichy France remains neutral for the entire game. The Axis control all Vichy French hexes, including Vichy French colonies, and may enter them without a DoW against Vichy France. Britain may build two Free French 1-3 infantry units, in addition to any units which turned Free French in Free French colonies. 72.23 In Winter 1940, Germany receives 5 BRPs from each of Hungary, Rumania and Bulgaria. In Spring 1941, Hungary, Rumania and Bulgaria activate as German minor allies. Finland activates as a German minor ally in Summer 1941. 72.24 Russia may declare war on the Axis in Spring 1942 or thereafter, or prior to that date if Germany fails to maintain a garrison of 10 ground factors on the eastern front. Russia may declare war on the Baltic States, occupy eastern Poland and demand Bessarabia and the Finnish border hexes. Otherwise Russia remains neutral and discounts the possibility of a German attack. Russian infantry units, on all types of hexes, are subject to -1 DM (15.24) on the first turn of a German invasion. 72.25 The U.S. enters the war, without the need to pay for a DoW, in Spring 1942, with a BRP base and BRP total of 200, 13 ASW factors and the following units:

Campaign Game U.S. Force Pool

9FF 5-4 5-6 3m3 3-4 R At Start [4] [2] [1] [-] [5] [-] Fall 1942 1[5] 1[3] 1[2] [-] 3[8] 2[2] Spring 1943 1[6] 1[4] 1[3] 1[1] 3[11] 2[4] Spring 1944 1[7] 1[5] 2[5] [1] 4[15] 3[7] Explanation: The number in brackets indicates the total number of units of each type which may be in play. The number preceding the brackets indicates the number of units of each type added as allowable builds at the indicated time.

72.26 The U.S. grants Britain five BRPs in Summer 1941 and 10 BRPs in Fall and Winter 1941. 72.27 In Fall 1941, the U.S. may place one ASW factor and one 9-factor fleet in the SW box. In Winter 1941, the U.S. may place one ASW factor and two 9-factor fleets in the SW box. 72.28 When Germany declares war on Denmark, Danish forces are not placed on the board and all Danish hexes are deemed to have been controlled by Germany from the start of the German player turn. 72.3 VARIANTS: Do not use any variants. 72.4 BRITISH SURRENDER: Britain surrenders if London, Birmingham and Manchester are controlled by the Axis at the end of an Allied combat phase. If Britain surrenders: 72.41 Canada becomes an American minor ally worth 20 BRPs, with the following forces: one 4-5 armor and two 3-4 infantry units, two air factors and two 9-factor fleets. Units on the board are used to make up the Canadian forces. Unbuilt units may be used only if no other units are available. All other British ground and air forces are removed from play. Half (rounded up) of the remaining British fleet factors are immediately moved to the U.S. box, may be used by the U.S., and may be reconstructed if lost. All other British fleet factors, including those which are unbuilt at the moment of surrender, are permanently removed from play. All British SW units become American. 72.42 All British-controlled hexes pass to German control at the end of the Allied player turn in which Britain surrenders, except those occupied by other Allied units. 72.43 In each YSS after the surrender of Britain, the major power which controls London at the end of each year receives half (rounded down) of the British BRP base at the time of surrender. 72.5 RUSSIAN SURRENDER: Russia surrenders if Moscow, Leningrad, Stalingrad and Grozny are simultaneously controlled by the Axis at the end of an Allied combat phase. If Russia surrenders:

72.51 Russia retains control of all hexes able to trace a supply line to Moscow or the Russian hexes on the eastern edge of the board. All other Russian-controlled hexes come under German control and the units in them are eliminated. 72.52 During each Allied SR phase following Russia's surrender, Germany adds the current production value of one Russian 1C to its BRP total. 72.53 The Axis must leave a garrison of ground/air factors in Russia equal to the number of Russian ground/air factors in play. No additional Russian unit construction is allowed. If the Axis forces in Russia at the time of the Russian surrender do not meet this requirement, the Axis must comply with it during their next player turn or Russia may reenter the war at no BRP cost. Garrison units may later be withdrawn from Russia if they are replaced by other Axis units. Russia retains control of any hexes it controls, and takes no further part in the game.

Multi-player Games

73. THE MULTI-PLAYER GAME 73.1 Two players may play the 1940 and Barbarossa scenarios. Up to four players may play the 1944 scenario. Up to five players may play the 1941 and 1942 scenarios. Up to six players may play the Campaign Game and 1939 scenarios. The recommended allotment of major powers is set out in the table at the top of the next column. 73.2 If a player withdraws from a multi-player game, play continues with control of the withdrawing player's power(s) being assigned to one of his allies. If, as a result of withdrawals, only two players remain, the victory conditions for the two-player game apply. If three or more players play to completion, the multi-player victory conditions are used. Under the multi-player victory conditions a member of an alliance may emerge as the biggest individual winner, even though his alliance loses the war. As a result, keeping one's allies busy against the enemy while picking up objectives yourself becomes quite critical. The Western Allies may find Russia strangely reluctant to enter the fray unless Germany threatens to win it all, and the Italians may be equally reluctant to do Germany's bidding without getting something out of it themselves.

No. of Players

1939/ Campaign

Game 1941 1942 1944

3

UK/US UK/US UK/US UK/US

Germany/ Italy

Germany/ Italy

Germany/ Italy

Germany/ Italy

Russia/ France Russia Russia Russia

4

UK/US UK/US UK/US UK/US

Germany Germany Germany Germany

Italy Italy Italy Italy

Russia/ France Russia Russia Russia

5

UK/US UK UK

France US US

Germany Germany Germany

Italy Italy Italy

Russia Russia Russia

73.3 DIPLOMATIC AGREEMENTS: 73.31 In addition to the normal diplomatic rules, players may make any agreements they wish, with both allies and enemies, present and future, so long as their agreements are not contrary to the rules of the game. Agreements may include, but are not limited to, cooperative conquests and

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intervention, neutrality, truce, BRP grants, spheres of influence, command arrangements, basing privileges, air and naval support and limitations on SW or other arms construction. 73.32 Agreements need not be kept. Players are free to break them at any time, just as nations broke treaty commitments before, during and after the actual war. The only penalty for breaking an agreement is to ensure the offended player's distrust for the remainder of that, and possibly future, games. 73.33 Players may wish to agree before a game to a time limit on diplomatic discussions, or to restrict them to certain parts of each game turn. 73.4 No player may move ground units to or over hexes controlled by an ally during movement or SR without that ally's consent. Similarly, a player may not base air or naval units at a base controlled by an ally without that ally's consent. A player who controls a supply source may not refuse to allow an ally to draw supply from that supply source, if otherwise allowed to do so, or to trace supply across hexes he controls. 73.5 Whenever two allies wish to attack the same minor country or colony, or intervene in the same minor country, on the same turn, a coin is flipped if they cannot agree. The winner of the coin flip may move one unit into, or adjacent to the forces of, the territory in question. The loser then moves one unit, and so on. This alternating movement continues until one or the other does not wish to move any more units in that vicinity. This procedure may be used during movement, combat, exploitation or SR, and may be adapted to other situations where allies cannot agree on how to proceed. Since such disagreements indicate a strain on the alliance, units of the allies concerned may not stack together on that front for the remainder of that player turn, although units already stacked may remain stacked together if they do not move. 73.6 A player may not enter a minor country attacked by an ally without that ally's permission. Such permission, once given, cannot be revoked. When two or more allies participate in a cooperative conquest which yields BRPs, they may divide those BRPs in any manner they desire. If they are unable to agree, the BRPs are divided equally, dropping fractions. 73.7 A player may agree to place some of his units under the control of one of his allies. However, except for lent Italian units (51.2), such changes of control may not be used to enable one ally to evade the BRP cost of offensive operations, nor can it be used to "transfer" unused SRs from one ally to another.

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Russian Surrender Rules

Russia sues for peace: At the end of each Russian player turn, the Russian Resistance Table is consulted to determine whether Russia offers to surrender. No die roll is made - if the net result on the Russian Resistance Table is zero or less, Russia offers to surrender. Germany has the option of accepting the Russian surrender offer or rejecting it in the hope of imposing more severe terms on Russia.

Russian Resistance Table -2 Axis control of Moscow or Leningrad (two for each) -1 Axis control of Stalingrad or Grozny (one for each)

-1 For every 10 unbuilt Russian ground or air factors -1 If Axis forces control any hex in Britain

-1 If the Axis moved first in the current game turn

+/- 1 For every 25 BRPs Russia is above or below 75 (Spring); 50 (Summer); 25 (Fall); 0 (Winter)

+1 If the Allies moved first in the current game turn

+1 For each IC controlled by Russia +1 If the U.S. is at war with the Axis

+1 If the Western Allies have a ground unit in a bridgehead in France or control a port in France

Explanation: Check at the end of each Russian player turn. If the net result is zero or less, Russia offers to surrender. Units not yet in the Russian force pool are not considered “unbuilt units”

Germany rejects a Russian surrender offer: If Germany rejects a Russian surrender offer, Russia and Germany remain at war and play continues normally. At the end of each subsequent Russian player turn, the Russian Resistance Table is again consulted to determine whether Russia again offers to surrender. Once Germany rejects a Russian surrender offer, it cannot change its mind and must await a new offer at the end of another Russian player turn, which it can accept or reject as it wishes. Germany accepts a Russian surrender offer: If Germany accepts a Russian surrender offer, Russia surrenders, with the following results: Hex control and forces: Russia retains control of all hexes, including objective hexes and ICs, it controlled at the moment of surrender, provided

it can trace a supply line from Moscow or the east edge of the board to such hexes. All other Russian-controlled hexes come under German control and the units in them are eliminated and returned to the Russian force pool. After this determination is made, Axis-controlled hexes which cannot be supplied from an Axis supply source revert to Russian control and any Axis units in such hexes are repatriated to the nearest supplied, Axis-controlled hex. All Russian-controlled partisans are eliminated and are not taken into account in determining hex control. Russian forces which can draw supply from Moscow or the east edge of the board are unaffected by a Russian surrender. Post-surrender Russia: After surrendering, Russia remains in the game and continues to take its turns normally. Russian BRP totals are calculated each YSS. Russian ICs increase in value normally. Russian BRPs are not added to the Allied total for the purpose of determining the initiative unless and until Russia reenters the war. Russian BRP grants to Germany: During each Russian SR phase, beginning in the turn following a Russian surrender, Russia must SR the current production value of one Russian 1C to Germany. These BRP grants occur even if the BRPs are not available and a BRP deficit for the following year is thereby created or increased. Such a deficit decreases the number of BRPs Russia has available in the following year, although it does not affect the Russian BRP base. The Russian BRP spending limit is also disregarded when these BRP grants are made. Aid from the West: After it surrenders, Russia may receive aid from the Western Allies, subject to the normal rules relating to the manner in which BRP grants are made to Russia and the means by which the Axis may interfere with or prevent such grants. Russian reentry into the war: Russia may subsequently declare war on the Axis if the result on the Ru«:a;i Resistance Table at the end of the preceding Russian player turn was greater than zero. The Axis may declare war on Russia at any time after Russia has surrendered. Either DoW costs 35 BRPs and affects U.S. - Axis tensions normally. If a second German-Russian war breaks out, Germany no longer receives BRP grants from Russia. A second Russian surrender: If Russia and the Axis go to war a second time, calculations on the Russian Resistance Table continue to be made, and a second Russian surrender could occur. There is no limit to the number of possible Russo-German wars or Russian surrenders. Victory determination: Russia is not considered to have been conquered for the purpose of victory determination unless a Russian surrender is in effect at the end of the scenario.

Possible Future Releases ADVANCED THIRD REICH itself is only part of the ADVANCED THIRD REICH game system. Two additional components under development may eventually see publication if demand warrants: RISING SUN, a compatible Pacific theater game, using the basic structure of ADVANCED THIRD REICH, such as three-month turns, BRPs, fronts, and so on. Developed simultaneously with ADVANCED THIRD REICH, the Pacific game applies many of the same rules with only slight variations, making it easy to learn and play. Additional rules add: Carriers, including naval air factors, which give both the Japanese and American navies the power to strike at enemy targets unexpectedly. Hidden naval movement, allowing task forces to conceal their composition until interception and naval combat occurs. Island hopping, with control of all the islands in an island group being determined by control of certain critical islands. This innovative rule allows rapid drives across the Pacific (by either side), with enemy strongpoints being attacked or bypassed as strategy dictates. Kamikazes, which may be used by Japan once its military situation deteriorates. Attacking kamikazes never abort their mission in the face of enemy air defenses, and thus can inflict heavy damage on enemy naval forces, although they are limited to a single air sortie.

A Global war scenario allows players to link RISING SUN with ADVANCED THIRD REICH and play a world wide strategic game, complete with independent victory conditions for all participants, coordinated or conflicting Axis strategies and transfers of Allied units between theaters. Also under development is GATHERING STORM, a pre-war diplomatic game, using important components of the ADVANCED THIRD REICH diplomatic system. Beginning in Spring 1935, players seek to build up their military forces and increase their freedom of action in the face of domestic opposition. While deciding on their foreign policy, each player must deal with the effects of international and internal event on national morale. Inevitably, war breaks out, after which a victor may be determined or the game may be continued as an ADVANCED THIRD REICH Campaign Game, with a unique starting situation. Work is also underway on computerized ADVANCED THIRD REICH, a state of the art game using the popular Windows environment for IBM-compatible computers. The computerization of ADVANCED THIRD REICH is intended to not only reduce playing time and improve accuracy of play, but also to facilitate “postal” play and provide every player with an enthusiastic, courteous, non-human opponent.

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British Surrender Rules

When Britain surrenders Britain sues for peace: At the end of each game turn, the British Resistance Table is consulted to determine whether Britain offers to surrender and, if Germany accepts the surrender, what role British forces will play for the remainder of the war. No die roll is made - if the net result on the British Resistance Table is zero or less, Britain offers to surrender. Germany has the option of accepting the British surrender offer or rejecting it in the hope of imposing more severe terms on Britain later in the game.

British Resistance Table -2 Axis control of London

-1 Axis control of Birmingham, Manchester, Gibraltar, Malta, Suez, or Baghdad (one for each)

-1 In an “8+” diplomatic result for Russia is in effect

-1 If there is no supplied Russian armor or infantry unit west of the 1944 Start Line

-1 For every 10 unbuilt British ground/air factors

+/- 1 For every 25 BRPs Britain is above or below 75 (Spring); 50 (Summer); 25 (Fall); 0 (Winter)

+/- # Ratio of Allied/Axis fleet factors (4:3: +/-1; 5:3: +/-2; 2:1: +/-3; 3:1: +/-4, etc.)

+1 For each major power other than Britain at war with the Axis +1 If U.S. – Axis tensions are between 30 and 39 (inclusive)

+2 If U.S. – Axis tensions are between 40 and 49 (inclusive)

+1 For every 5 Allied ground/air factors in Britain, including Ulster

+1 If there is a Western Allied armor or infantry unit in Germany

+1 If there is a Russian armor or infantry unit west of the Nazi-Soviet partition line

+1 If Allied variant 11 (increased commitments from the Dominions) has been played.

Explanation: Check at the end of each game turn. If the net result is zero or less, Britain offers to surrender. Units not yet in the British force pool are not considered “unbuilt units”

Germany rejects a British surrender offer: If Germany rejects a British surrender offer, Britain and Germany remain at war and play continues normally. At the end of each subsequent game turn, the British Resistance Table is again consulted to determine whether Britain again offers to surrender, and on what terms. If a British surrender offer is rejected, Germany may not later change its mind and accept the offer -it must await a new offer at the end of another game turn, and accept or reject the new offer as it wishes. Germany accepts a British surrender offer: If Germany accepts a British surrender offer, Britain surrenders and Germany decides on the precise terms of surrender it wishes to impose on Britain. The following steps are taken: 1. The British surrender level is determined. 2. The British force pool is reduced in size. 3. Britain makes territorial and economic concessions to the Axis or has

territory returned to her following negotiations. British surrender level: The British surrender level is simply the net result on the British Resistance Table. The British surrender level, which may not be less than -10, reflects the concessions a defeated Britain is willing to make to Germany. Germany may, for diplomatic reasons, impose less severe terms on Britain if it wishes to do so, and may even return conquered territory to British control.

Effects of a British surrender British Surrender Table: The British Surrender Table sets out the British force pool levels after surrender, as well as the concessions which Germany may compel Britain to grant during negotiations.

British Surrender Table Surrender

Level (maximum

concessions)

New British Force Pool Levels

9FF AF 4-5 2-5 3m3 3-4 1-3 R

0 (-) 10 20 4 1 1 7 3 6 -1 (2) 9 18 4 1 - 7 3 6 -2 (4) 8 16 3 1 - 7 3 6 -3 (6) 7 14 2 1 - 7 3 6 -4 (8) 6 12 2 1 - 6 3 5 -5 (10) 5 10 1 1 - 6 2 5 -6 (12) 4 8 1 1 - 5 1 4 -7 (14) 3 6 1 - - 5 1 4 -8 (16) 2 4 1 - - 4 - 3 -9 (18) 2 2 1 - - 3 - 2 -10 (20) 2 2 1 - - 2 - -

Explanation: The British surrender level (in bold) is determined by reference to the British Resistance Table. The maximum concession level (in parentheses) refers to the British Concession Table. Force pool levels do not include Dominion forces and commandos (Allied variants 11 and 16).

Units: When Britain surrenders, the British Surrender Table is consulted to see which British forces continue the fight against the Axis. At least one 4-5 armor and two 3-4 infantry units, two air factors and two 9-factor fleets (representing Canadian forces) are immediately added to the U.S. force pool. If Allied variant 11 (increased commitments from the Dominions) is held by the Allies, an additional 2-5 armor and 3-4 infantry unit are added to the U.S. force pool. Other British units join the U.S. force pool as indicated by the British Surrender Table. The Allied player selects which units are added to the U.S. force pool. Units which are on the board must be selected first, and are added to the U.S. force pool at no BRP cost. Unbuilt units, including the Summer 1942 additions to the British force pool, may be selected only if no other units are available, and must be built before they are used. Units which are on the board when Britain surrenders are removed from play only if their elimination is required to comply with the reduction of the British force pool. British units which are not added to the U.S. force pool are permanently eliminated. Allied variant 16 (commandos) is not negated by a British surrender. All Allied SW units remain in play. Hex control: In Britain, each side retains the hexes it controls, except that any hexes which cannot be supplied are transferred to the other side. British units on such hexes are eliminated and returned to the British force pool; Axis units on such hexes are repatriated to the nearest supplied, Axis-controlled hex. In all other areas, the side which has control of the area for BRP purposes gains control of all hexes in the area and the other side must withdraw all its units from that area. Once hex control is determined, some areas may change hands as a result of the terms of British surrender, as outlined below. Economics: Britain's BRP base at the time of surrender is determined by taking into account relevant BRP losses (33.3) up to the moment of surrender, after which it remains fixed for the remainder of the game. If the U.S. is at war with Germany when Britain surrenders, any British BRPs are added to the U.S. BRP total, while any non-base deficit (33.7), including one

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created or increased by territorial concessions to the Axis or any indemnity demanded by Germany, is subtracted from the U.S. BRP total. If the U.S. is neutral when Britain surrenders, any non-base British deficit reduces both the U.S. BRP base and BRP total, but surplus British BRPs are added only to the U.S. BRP total, not to the U.S. BRP base. Such surplus British BRPs may be used to rebuild British units, but otherwise expenditures for the reconstruction of unbuilt British units prior to U.S. entry into the war reduce both the U.S. BRP base and BRP total. In either case, after these adjustments are made, the U.S. receives or deducts BRPs for Britain during each subsequent YSS. Britain's BRP value as a minor ally equals its BRP base, minus the BRP value of any key economic areas and colonies under Axis control. In each YSS after a British surrender, the Axis receive BRPs for any British colonies they control, as well as half (rounded down) of the BRPs for London and Manchester/Birmingham, should they be under Axis control (40.3). Partisans: After Britain surrenders, the U.S., if at war with Germany, may build two partisans in Axis-controlled territory in Britain.

German-British negotiations Territorial demands: Germany may obtain territorial concessions from Britain as allowed by the British Surrender Table. The value of each territorial concession is set out in the British Concession Table. Germany may select any combination of territorial and economic concessions up to the value allowed. Ceded territories in the Mediterranean front may, if Germany wishes, come under Italian control. All British units in ceded areas automatically move to the nearest area remaining under British control. Areas which contain American units come under American control and may not be ceded by Britain. Neutralized minor countries return to their original status. Indemnities: Germany may also impose a one-time indemnity of 10, 20 or 30 BRPs on Britain in the same manner as it obtains territory. Britain immediately transfers these BRPs to Germany. If Britain does not have enough BRPs to pay the indemnity, the deficit is paid by the U.S.

British Concession Table

1 Malta, Lebanon/Syria, Libya, Tunis, Algeria, Morocco, Palestine, or Transjordan (one for each)

2 Ulster or Ireland (two for each) 3 Egypt, Iraq, Gibraltar or Scapa Flow (three for each) 4 Scotland (hex rows C to F)

5 Central England, including Birmingham and Manchester (hex rows G to J)

6 Southern England, including London (hex rows K and L)

1 Neutralization of a conquered or associated minor country or minor ally worth 5 or 10 BRPs

2 Neutralization of a conquered or associated minor country or minor ally worth more than 10 BRPs

2 Axis control of a conquered or associated minor country or minor ally worth 5 or 10 BRPs

3 Axis control of a conquered or associated minor country or minor ally worth more than 10 BRPs

1 For each 10 BRPs of indemnity imposed by Germany, to a maximum of 30 BRPs.

Explanation: The British Concession Table sets out the value of territorial and economic concessions which may be demanded by Germany if Britain surrenders. The same values are used if Germany returns British territory which is under Axis control at the time of surrender.

The terms of surrender: The reductions in the British force pool set out in the British Surrender Table are automatic and are not negotiable. The territorial and economic concessions Britain may be compelled to make are limited in value to the maximum set out in the British Surrender Table. The total value of any British territories acquired by Germany and any

indemnity imposed on Britain may not exceed the indicated maximum for the applicable surrender level. German forbearance: Germany may pursue a conciliatory policy with respect to Britain and the United States by limiting its territorial and economic demands to less than the maximum allowed by the British Surrender Table. In addition, territories already controlled by the Axis may be returned to British control, although Germany may not exchange territories already controlled by the Axis for territories controlled by Britain at the moment of surrender. If Germany returns territory to Britain, it may not acquire other territory and must content itself with economic and political concessions. Such a policy does not affect the size of the British force pool, which is automatically reduced in size as set out in the British Surrender Table. The value of the concessions renounced by Germany, as well as the value of any territories returned to Britain by Germany during negotiations, is determined by reference to the British Concession Table. All future British Resistance results and, if the U.S. is not at war with Germany, the U.S. - Axis tension level, are reduced by the value of these German concessions.

After a British Surrender Britain as an American minor ally: After surrender, Britain becomes an American minor ally. British units are included in American offensive options and use American SRs. Subject to the size of the British force pool and naval reconstruction limits, all types of British units, including fleets, may be constructed by the U.S., even while the U.S. is neutral. British units must be constructed in the U.S. box unless Britain has reentered the war. U.S. initial deployments are used to send British minor ally units to Europe. If the U.S. is neutral when Britain surrenders, Britain remains neutral and may not be attacked by the Axis until Germany and the U.S. are at war, although British units may deploy to Europe before the U.S. enters the war. British reentry into the war: Once Britain surrenders and the U.S. enters the war, the players must again consult the British Resistance Table at the end of each game turn. No modifier is applied for the British BRP level, but units which were removed from the British force pool at the time of surrender are considered to be unbuilt. If the net result on the British Resistance Table rises above zero, Britain renounces its peace treaty with Germany, reenters the war and is no longer considered to have surrendered. Britain's reduced force pool and economic status are unaffected by its reentry, although the recapture of British key economic areas and colonies (even prior to reentry) would benefit the U.S. by increasing Britain's BRP value. Britain continues as an American minor ally after it reenters the war, although its forces may again be constructed in Britain, Suez or Basra (19.35) and London, if controlled by the Allies, again acts as an unlimited supply source. Britain may reenter the war only if the U.S. is at war with the Axis. A second British surrender: Once Britain reenters the war, it may surrender a second (or third) time if the result on the British Resistance Table again drops to zero or less. The surrender is then resolved as described above. A deterioration in Britain's position which results in the British Resistance level dropping below the original British surrender level prior to British reentry does not in itself trigger a second surrender. Victory determination: Britain is not considered to have been conquered for the purpose of victory determination unless a British surrender is in effect at the end of the scenario.

We shall go on to the end, we shall fight in France, we shall fight in the seas and oceans, we shall fight with growing confidence and growing strength in the air, we shall defend our island, whatever the cost may be, we shall fight on the beaches, we shall fight on the landing-grounds, we shall fight in the fields, and in the streets, we shall fight in the hills; we shall never surrender,…”

Winston Churchill, June 5, 1940

If Great Britain broke under invasion, a pro-German Government might obtain far easier terms from Germany by surrendering the Fleet, thus making Germany and Japan masters of the New World. This dastard deed would not be done by His Majesty’s present advisers, but is some Quisling Government were set up, it is exactly what they would do, and perhaps the only thing they could do, and the President should bear this very clearly in mind…If we go down, Hitler has a very good chance of conquering the world.”

Winston Churchill, June 8, 1940

“I can see no reason why this war must go on.”

Adolf Hitler, July 19, 1940

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GAME TURN SEQUENCE OF PLAY

A. Determination of initiative (9.1). B. 1. Play of Allied variant 9. 2. a. Diplomatic die rolls (59.4). b. Activation of DPs in U.S. (59.8) c. Minor allies surrender (56.91). d. Minor allies switch sides (56.92). C. 1. Play of Axis variant 19. 2. Russian Winter die roll (winter turns only - 31.2). D. First Player Turn. 1. Play of Axis variants 8, 20; Allied variants 7, 19, 23. 2. Russian reaction die rolls (59.7) 3. Determination of oil effects (30).

4. a. Activation and placement of forces of newly-activated minor allies (56.3).

b. Addition of BRPs for newly-activated minor allies (56.3F) and (Germany only) economic penetration of Bulgaria, Hungary, Rumania and Yugoslavia (57).

c. Increase U.S. BRP level (33.8). 5. a. Declarations of War (46). b. German diplomatic die roll for Denmark (Appendix II). c. Play of Axis variants 17, 18. 6. Placement of forces of newly-attacked minor countries (53). 7. Option selections (13). 8. a. Placement of free Siberian transfer units (65). b. Voluntary elimination of units (14.11). 9. Movement phase (14, 16.1, 18). a. Staging of air units (26.2)

b. Attacker announces and resolves counterair missions (26.43). Play of Axis variants 9, 23. Counterair missions may also be flown at the start of the combat phase.

c. Movement (base changes) of fleets (27.2). d. Air and naval interception of enemy fleet movements (26.453,

27.5). Play of Axis variants 9, 23. Repair of damaged fleets (27.84).

e. Play of Axis variant 16. German air supply missions, f. Indication of sea supply routes (29.33) and designation of naval

units to protect sea supply (29.34). g. Interception of sea supply, counter-interception and resolution of

resulting naval combat (29.35). Play of Axis variants 9, 23. h. Fleets return to port. Repair of damaged fleets (27.84). i. Determination of supply status of all units (29.42). j. Movement of ground units and execution of overruns (14.8). (1) Fly ground support for overruns (26.42). (2) Fly defensive air support for units being overrun (26.512).

(3) Interception of defensive air support (26.44) and resolution of resulting air combat (26.6). Play of Axis variants 9, 23.

(4) Determination of attacker casualties (14.83). (5) Placement of bridgehead counters resulting from overruns

(28.13). k. Play of Axis variant 25; Allied variant 14.

1. Eliminate any units still overstacked from retreat during enemy attrition option (16.56).

10. Combat phase (15, 16). a. Attacker announces air and naval missions (26.4, 27.4). Play of

Allied variant 22. b. Resolution of counterair missions (26.43, 26.6). Play of Axis

variants 9, 23. c. Resolution of air attacks on naval units in port (26.452). Play of

Axis variants 9, 12, 23. d. Defender announces defensive air support missions (26.51) and any

air and fleet interceptions of attacker's naval missions (26.453, 27.5).

e. Attacker announces and resolves air interceptions of defensive air support (26.44) and air and fleet counter-interceptions of defender's fleet interceptions (26.453, 27.5). Play of Axis variants 9, 23.

f. Resolution of defender’s air and fleet interceptions of attacker's naval missions. Play of Axis variants 9, 23.

g. Intercepting, counter-intercepting and damaged fleets return to port. Repair of damaged fleets (27.84). .

h. Resolution of air combat arising out of German bombing of Britain (43). Play of Axis variant 23.

i. Conclude sea transport missions (27.42). Transported ground units complete movement, transported air units fly ground support

and intercept enemy defensive air support, as previously announced. j. Airborne drops (24.13). k. Play of Axis variant 5; Allied variant 5. l. Ground combat resolution (15). (1) Post-combat advance (15.5). (2) Conclude seaborne invasion missions (27.43). (3) Placement of bridgehead counters (28). m. Resolution of attrition combat (16). n. Exploitation (15.6). (1) Exploiting units move to breakthrough hexes (15.62). (2) Exploitation movement and overruns (15.65). (3) Attacker flies ground support (26.42). (4) Defender flies defensive air support (26.51).

(5) Interception of defensive air support and resolution of resulting air combat (26.44). Play of Axis variants 9, 23.

(6) Airborne drops (24.13). (7) Exploitation combat (15.66). (8) Post-combat advance (15.67). (9) Placement of bridgehead counters (28).

11. Post-combat phase adjustments, a. Deduct BRPs for the loss of key economic areas (40) and Russian

ICs (34.42). b. Deduct BRPs for enemy partisans (25.6). c. Deduct British BRPs from German bombing of Britain (43).

d. Deduct BRPs for failure to recapture a previously-controlled capital or area (54.3, 54.4, and 56.35).

e. Remove units of any minor country conquered during the current combat phase (54.1).

f. Possible German surrender (47.3). g. Possible Italian surrender (47.4) and diplomatic die roll for Italy

(Appendix II). h. Possible French surrender (47.61).

i. Determine supply for previously unsupplied units (29.43). j. Eliminate unsupplied units and airbase counters (29.54). 12. Unit Construction phase (19).

a. Play of Axis variants 4, 14, 15, 21, 22; Allied variants 12, 13, 15, 16, 17, 20.

b. Placement of new units (19). c. Deduct 25 BRPs to open Persian route for BRP grants (38). d. Voluntary destruction of BRPs (19.4). 13. Strategic Redeployment (SR) phase (20, 27.6). a. Play of Allied variants 18, 22.

b. Indicate all naval SRs subject to enemy interception (20.8), including BRP grants (36).

c. Defender announces interceptions of SRs (20.8). d. Resolve interceptions, counter-interceptions and fleet combat arising

out of naval SRs. Repair of damaged fleets (27.84). e. Complete BRP grants, including Murmansk convoys (37) and

movement of BRP through Persia (38) and Turkey (39). f. Complete non-naval SRs (20). g. Elimination of units overstacked on a breakthrough hex (15.7). h. Voluntary elimination of units (20.9).

i. If France has surrendered this turn, determine post-conquest status of French forces and colonies, establish Vichy France, and relocate Vichy French forces (47.64).

14. Removal of certain bridgehead counters (28.41). 15. Possible Russian surrender. 16. Repair of Kiel and Suez canals (27.13, 67.3). 17. Play of Axis variant 11. E. Movement, combat and unit construction by minor countries which have

been attacked, but not yet conquered, by the first player (53.4). F. Second Player Turn. G. Movement, combat and unit construction by minor countries which have

been attacked, but not yet conquered, by the second player (53.4). H. 1. German raiders attempt movement to SW box (44.2). 2. Allied interception of German raiders (44.3, 44.4). 3. Determination of raider effects (44.5). 4. Return of raiders from SW box (44.6). 5. Repair of damaged fleets (27.84).

I. SW resolution (42.5). Play of Axis variants 10, 23; Allied variants 10, 21, 24, 25.

J. SW deployment for the following turn (42.6). K. Turn up all inverted air and naval counters. L. Possible British surrender.