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    Combat Results TableMajor City - Swamp 1:1 3:2 2:1 3:1 4:1 5:1 6:1 7:1 8:1 9:1+ Major City - Swamp

    Woods - Mountain 1:2 1:1 3:2 2:1 3:1 4:1 5:1 6:1 7:1 8:1+ Woods - Mountain

    Clear - Minor City 1:3 1:2 1:1 3:2 2:1 3:1 4:1 5:1 6:1 7:1+ Clear - Minor City

    1 AE A2 A2 A1 A1 A1 NE D1 D1 D2 1

    2 AE A2 A1 A1 A1 NE D1 D1 D2 D3 23 A2 A1 A1 NE NE D1 D1 D2 D2 D3 3

    4 A2 A1 NE NE D1 D1 D2 D2 D3 DE 4

    5 A1 NE D1 D1 D1 D2 D2 D3 D3 DE 5

    6 NE D1 D1 D1 D2 D2 D3 D3 DE DE 6

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

    8 AE 2/1 1/- 1/- 1/1 1/1 1/2 1/2 1/3 DE 8

    9 2/1 1/- 1/1 1/1 1/1 1/2 1/2 1/3 DE DE 910+ 1/1 1/1 1/1 1/1 1/2 1/2 1/3 DE DE DE 10+

    A# Attacker must retreat and/or take the number of step losses shown

    D# Defender must retreat and/or take the number of step losses shown

    #E AE: Attacker is eliminated; DE: Defender is eliminated

    #/# Number to the left applies to the attacker, number to the right to the defender; no option to retreat

    NE No effect

    Attrition Decision ChartWeather Nationality 1 2 3 4 5 6

    Snow

    Finnish 1 1 - - - - Modifiers

    Axis 2 1 1 1 - - Minor City +1

    Soviet 1 1 1 - - - Major City/Fortress +2

    MudAxis 1 1 1 - - - Results

    Soviet 1 1 - - - - # Number of step losses

    Clear All units 1 - - - - - - No effect

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    Sequence of Play

    1. Mutual Supply Phase

    a) Determine supply for airbases

    b) Place air fleets on the map (unless mud)

    c) Determine supply status for all units. Execute Attrition checks as required.

    d) Soviet player places reinforcing Combat Strength Markers

    2. Axis Movement Phase

    a) Place reinforcements

    b) Move all Axis units in this order

    1) Sea Movement

    2) Strategic Movement

    3) Normal Movement

    4) Airbase Movement

    3. Axis Combat Phase

    4. Soviet Combat Phase

    5. Soviet Movement Phase

    a) Place reinforcements

    b) Move all Soviet units in this order

    1) Sea Movement

    2) Strategic Movement

    3) Normal Movement for non-OSG units

    4) OSG movement

    6. German Mechanized Movement Phase

    a) Move German panzer units

    b) Remove German air fleets from the map

    7. Administrative Phase

    a) German player may breakdown, buildup and exchange steps

    b) Soviet player may convert infantry armies into Guard and Shock armies

    c) Soviet player may rebuild armies and incorporate corps into reduced strength armies

    d) If this is a Production Turn the Soviet player may breakdown one Soviet army into two corps (OPTIONAL)

    e) Check for Strategic Port EA supply

    f) If this is a Production Turn the Soviet player determines if he receives an OSG

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    g) If this is a Production Turn the Soviet player may evacuate up to three factories

    h) Soviet player deploys partisans

    i) Soviet player removes all CSM from Soviet armies which are not adjacent to an Axis unit

    j) Soviet player draws a CSM for each Soviet army which doesn't have a CSM that is adjacent to an Axis unit

    Weather Summary

    Mud

    1. No Axis air support.

    2. Axis player may not place air fleets on the map.

    3. Subtract -3 from Soviet parachute landings.

    4. German supply depots may move by Strategic Movement.

    5. German units in Soviet ZOC can breakdown/buildup and exchange steps.

    Snow

    1. No Axis air support.

    2. Axis air fleets can be placed but only provide supply.3. Swamp hexes are treated as woods.

    4. Sea/lake hexsides with red arrows are ice roads.

    5. No sea movement allowed into/out of Murmansk, Arkangelsk, Leningrad, or Konigsberg.

    6. Subtract -3 from Soviet parachute landings.

    7. During the first winter all overruns and combat are resolved with a modifier of +3.

    8. During the second and third winters all overruns and combat are resolved with a modifier of +1.

    9. Soviet overruns require only 2 MP instead of 3 MP as normal.

    Stacking

    Axis2 Corps and 1 Division

    Kampfgruppe = 1/2 Corps

    Division = 1/3 Corps

    Soviet1 Army

    Corps = 1/2 Army

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    Terrain Effects Chart

    Terrain Clear Woods Swamp Arctic Port Border Capital

    MP CosFoot 1 1 1 1 2 OT +1 +2 P OT OT OT OT OT

    Motorized 1 2 3 1 1 4 OT +2 +4 P OT OT OT OT OT

    Combat Modifiers- - - - - - - P P - - - - -

    Other Functions - - - - - -

    1: During snow turns swamp is treated as woods in all regards. (5.27)Unit Diagram

    2: German and Rumanian mountain units can move into mountain hexes at 1MP. (5.25)

    3: All hexes north of the Artic Circle cost twice the normal MP cost. (5.27)

    10: Swamp and arctic count as two hexes when tracing LOS unless using a railroad. (9.46)

    13: A LOS traced along connecting railroad hexes counts as only 1/2 hex instead of 1 hex. (9.45)

    15: Reference sea movement (5.5) and sea supply (9.7).

    16: Reference supply rules (9.2, 9.3).

    17: Reference victory conditions (19.5).

    Mountain

    MinorCity

    MajorCity

    Fortress

    Railroad

    MinorRiver

    MajorRiver

    All Sea/Lake

    Chongar Pn.

    FrozenSurfac

    e

    SupplySource

    VictoryPoints

    21 2(1)2 x23 P4 P5

    41 x23 P4 P5

    - 1,6MajorCity7

    DS+28 DSx29 P5

    hex10,1 -11 +112 +211,12 -11 /2 hex12 hex10 -11 -11,14 -15 -16 -17 -18,19

    : auseway s cons ere a e sea or , norma movemen , com a , re rea an a vance a er com a .9.44

    5: During snow Soviet non-mechanized units may move and attack across these hexsides and their ZOCextend across them. Attacks are treated as if across a major river. Supply may be traced during snow.Units may never advance/retreat across these hexsides. (52.7, 8.46, 8.103, 9.43)

    : wamps a or vers mus no e en ere crosse ur ng a vance a er com a un ess s e rs exentered. 8.115

    : ov e un s e en ng a or ress are rea e as ey are n a ma or c y. or resses are es roye w enentered b an Axis unit. (8.47)

    : a ac ng un s are en re y a ac ng across a m nor r ver a + un ess ere s on y e en ng nwhich case ou add +1. (8.42)

    : a ac ng un s are en re y a ac ng across a ma or r ver e ense s reng s ou e . erc ra g s

    are treated like a ma or river. (8.43)

    : , - ,

    12: Attrition rolls for isolated units add +1 if occupying a minor city and +2 if occupying a major city orundestroyed fortress. (9.92)

    : en erman panzer an ov e an mec an ze un s re rea across a ma or r ver e s ac oses oneadditional armored ste . (8.108)

    18: If Helsinki or Bucharest are occupied they cannot be used as a supply source. If Moscow is everoccupied it can never again be used for supply. (9.28, 9.32)

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