This is an unnoficial translation of the series rule book for the game La Batalla del Ebro, published by Vae Victis of Spain. I've produced this translation as the official translation provided with the game in English speaking countries apparently leaves much to be desired. I hope this translation allows English speaking players to enjoy the game without spending too much time trying to figure out what the rules mean.
This translation has been made from the Spanish series rule book. I do not have access to the original translation, so have no idea how this compares. The rules themselves are somewhat ambiguous in places, or at leats seemed so to me. Rather than 'dismabiguate' such rules I have tried to translate them 'as is', and have provided comments of how I think they might or should be interpreted. All such comments are in italics and marked '[TN]' to indicate they are just the opinion of the translator.
I'd be happy to hear any comments or suggestions about this translation, especially any inconsistencies you may come across. All such comments should be sent to Colin Mahoney at [email protected]
Original Idea, Series Director | Francesc Mart�n |
---|---|
Rules, Counters, Tables | Francesc Mart�n |
Counter Redesign | Antonio Catal�n |
Composition, Layout | Francesc Mart�n, Joaqu�n Tur�n |
Original English Translation | Lidia Soriano |
Play Testers | Jordi Marcos Marc Hueso Alex Ma�as Eduard Farr� Juli C�spedes Enrique Mart�nez Gerardo Peinador |
Photography | C�sar Cend�n |
Illustrations | C�sar Cend�n |
All rights reserved |
Ronda Universitat, 7, 3-3. Barcelona (Spain). 08007.
Fax: 93 412 70 49
Apartado de Correos (PO Box) 230, Badalona (Barcelona), 08915
October 1995
This game is dedicated to all those who died in or as a consequence of the Spanish Civil War, and all those who survived it.
To the people of Bosnia and the city of Sarajevo, brothers in tragedy with the people of Spain and all the cities which were the victims of "Our War".
To all those who helped us realise that human misery and lack of comprehension know no limits. Thank you for widening our horizons and ennobling us with the obstacles you put in our way. If even one person enjoys our games that will be enough to show how wrong you were.
And, of course, to Alicia, even if just to annoy her.
The name Vae Victis comes from the Gallic invasion of Rome in 390 BC. After the Gauls, led by Breno, had defeated the a Roman army of 50000 and taken Rome, they demanded a tribute of 1000 gold talents to set the city free. The Roman citizens tried to bargain with the Guals and reduce the tribute, at which point Breno threw his sword on the scales being used to weigh the gold and made the comment used by conquerors ever since: "Vae Victis!" ("Woe to the Vanquished!")
Unfortunately, the phrase has seen much use since then.
It doesn't look as if things are going to change either, unless you do something.
Our games are designed for people who don't accept past hostory as a series of predetermined events. If you've ever wished to change the world, then you'll have realised that you would have to change the past to change the present. If you are curious to know how things might have been different had different decisions been made, or if you simply want to place yourself at the critical moments in history - military history, but history all the same - then we are going to make that possible for you.
Have fun, change - or not - the decisions of the general staff, modify strategies, improve the outcome of battles, emulate the great strategists! Struggle, live or die, but, above all, strive for victory, or else..
You have in your hands the series rules for Our War: Battles of the Spanish Civil War, 1936-1939. This is a project covering a wide range of games, at varying tactical-operational scales, based on the encounters, actions, battles, and campaigns the took place during the 1000 day duration - plentiful in blood, sweat, and tears - of the last great romantic war.
From the 18th of July 1936 to the 1st of April 1939 the people of Spain fought amongst themselves, and what had begun as a semi-failed military rising against a progressive republic turned into a direct precursor of the second world war, into a battlefield for the ideologies of the era - socialism and communism on one side, fascism and traditionalism on the other, and not forgetting a generous dose of nationalism and anarchism, among others.
It happened in Spain.
And in the rest of the world. Never had there been such an extensive, or intense, show of solidarity as that produced during the Spanish Civil War towards the forces and ideologies of both sides, and to the battlefields of a distant country that until only recently had seemed to have been forgotten by history.
Where and when, since those times and lansdcapes, has it been possible to find Russians, Germans, Italians, British, French, Americans, Arabs, and Spanish, along with many other nationalities, fighting alongside each other but at the same time fighting against their own compatriots, in defence of an ideal, a way of life, of human dignity?
Nothing of the kind would be seen again.
This was not just a clash between different ideas about how to govern a country; democracy didn't make sense amidst so many horrors. This was a fratricidal clash between a section of society that believed in one form of freedom and another section of society that believed in a different form of freedom. It might be said to have been a struggle between the revolutionary proletariat and peasants on the Republican side, and the ancestral traditions and religious way of life, which had been gradually disappearing during the short history of the Spanish second republic, on the Nationalist side.
It was a triumph for the nationalist army. It was a triumph for the military, economic, diplomatic, and human aid given by the countries that would later be defeated in the second world war. It was also a triumph for the complacent passivity of the western democracies of the thirties, but, it could have been different. You surely think the same...
Who would dare, at this distance in time, to declare one side right and the other wrong?
Who would judge, without having lived through a conflict that shook the world with a warning of what was to come?
We don't believe that anybody who wasn't actually there should. Maybe not even those who were there.
But what we might ask, and what you might ask, is:
Who would dare to relive history?
Who would improve on the actions of the armies in conflict?
Who would be daring enough to change the course of events?
Maybe you would?
Dare.
But, remember, compassion is a virtue that only the victorious general may exercise. The vanquished may never rest on his laurels.
This book contains the series rules for the games of Our War: Battles of the Spanish Civl War, 1936 - 1939. This series will present games at various tactical-operational scales representing the land battles that took place during the conflict.
The series is divided into volumes, each of which will include, apart from the series rules, a set of special rules, charts and tables, and all the material necessary for a complete stand-alone game.
Each game will include various scenarios representing the different phases or actions of the battle covered.
Additional rules are being developed that will allow individual games of the series to be combined and played together as part of a larger campaign.
The following game scales will be used:
Each game in the series includes the following elements, apart from those particular to the game itself:
Contains universal rules applicable to all games and scenarios. Also contains Results Tables, examples of play, designer's notes, a glossary, and a list of symbols and abbreviations used.
Includes differences with respect to scale tactical/operationalused in general rules. Also contains system for conversion and adaptation between the various scales used in the series.
Rules added for individual battles which took place during the Spanish Civil War. They are usually of a historical nature, and in many cases are considered optional or advanced.
Also includes a historical introduction to the battle, designer's notes, various scenarios and the orders of battle for the scenarios, a photocopy in black and white of all counters included in the game, and any necessary implementations of general rules for the specific battle. Finally, a description of any components specific to the game in question is included.
Contain summaries of principal rules, sequence of play, and all combat results tables and modifiers. Includes terrain effects chart, explanations of abbreviations and turn/weather/etc tracks on mapboard.
Used for resolution of combat, artillery fire, construction/reconstruction attempts etc as they arise during play.
One or two dice will be used depending on the situation. Should two dice be used the result depends only on their sum, and not the order in which they are thrown.
These are provided for storage of the counters included in the game.
Contain depictions of all units used in play, organised according to their parent unit, turn of entry, and whether they form part of the initial set-up, are to enter as reinforcements, or be withdrawn from play. One is provided for each side.
Unit counters can be placed on the deployment charts before play begins, making it easy to keep track of which units have to enter or leave play, and when.
The board contains various elements, and may consist of one or more parts. The principle elements included on the board are:
The counters represent the various combat units, auxiliaries, and head quarters of the two sides. Markers represent the states these counters may be in, as well as the actions they carry out. They can be distinguished by colour codes, graphical symbols, and unit denominations. A considerable variety are used.
Marker counters are also referred to as 'auxiliary counters' or 'service counters'.
Their use is explained in detail in the rules. They can be both one or two sided. In the latter case the two sides are not necessarily related. Figure 1 shows a list of the principal marker counters used in the game.
Weather
Road/Railway Destroyed
Entrenched Position
Activated Unit
Unit Out of Supply
Devastated Hexagon
National Redeployment
Republican Redeployment
Construction (-1 turn)
Construction (-2 turn)
Construction (-3 turn)
Construction (-4 turn)
National Accumulated Victory Points (*1)
National Accumulated Victory Points (*2)
National Current Turn Victory Points (*1)
National Current Turn Victory Points (*2)
Daylight Turn
Night Turn
Surprise Attack ( first turn)
Surprise Attack ( second turn)
Surprise Attack ( third turn)
Surprise Attack ( fourth turn)
Airborne Supply
Reconnaissance ( 4 points)
Reconnaissance ( 3 points)
Reconnaissance ( 2 points)
Reconnaissance ( 1 points)
Advance after Combat
Reaction Attack
Bridge Destroyed
Fortified Position
Bridgehead
Unit has fired
Unit has used Intensive fire
Disorganized Unit
Destroyed Hexagon
National Control
Republican Control
Republican Accumulated Victory Points (*1)
Republican Accumulated Victory Points (*2)
Republican Current Turn Victory Points (*1)
Republican Current Turn Victory Points (*2)
National Activity Phase
Republican Activity Phase
Terrain State
Fanatical Attacker
Fanatical Defender
National Initiative
Republican Initiative
Air Patrol
Flooded River
Boats (2 levels)
Boats (1 levels)
Pontoon Ferry ('Compuerta')
Heavy Duty Bridge
Pontoon Bridge
Footbridge
Other Markers
As with marker counters, unit counters are explained fully in the rules. However, figure 2 shows a list of the symbols used to differentiate the units provided in the game.
Ground units, non motorized:
Infantry
Reserve Infantry
Legionaries (Note 1)
Disciplinary Infantry
Shock Infantry
International Brigade Infantry (Note 2)
Cazadores (Note 1)
Tiradores (Note 1)
Tabor de Regulares (Note 1)
Attached Infantry(??)
Fusiliers
Guards
Naval Infantry
Coastal Defence Force
Mountain Infantry
Alpine Infantry
Ski Troops
Militias
Falangist Militias
Carlist Militias
Security Force
Shock Security Force
Guerillas/Commandos
Assault Infantry
Cavalry
Cyclists
Mounted Security Force
Engineers
Machine Gun Unit
Anti-tank Machine Gun Unit
Anti-aircraft Machine Gun Unit
Artillery
Heavy Artillery
'Rigid' Heavy Artillery (No recoil mechanism)
Coastal Artillery
Mountain Artillery
Anti-aircraft Artillery
Anti-tank Artillery
Horse Artillery
'Rigid' Coastal Artillery
Mixed Artillery
Ground Units, Motorized:
Motor Pool
Motorized Infantry
Motorized Assault Infantry
Motorized Militias
Motorized Falangist Militias
Motorized Security Force
Motorized Reconnaissance Force
Motorized Engineers
Motorized Fortification Engineers
Motorized Bridge Engineers
Head Quarters
Motorized Machine Gun Unit
Motorized Artillery
Motorized Anti-aircraft Artillery
Motorized Anti-tank Artillery
Motorized Mixed Artillery
Motorized Coastal Artillery
Motorized Heavy Artillery
Armoured Units:
Light Armoured Cars
Armoured Cars
Light Tanks
Medium Tanks
Air Units (Note 3):
Fighters
Bombers
Reconnaissance Aircraft
Transport
Naval Bombers
Note 1
'Cazadores' (literally, 'hunters'), Tiradores ( 'Riflemen'), and Tabores de Regulares ( 'Tabor' is a type of regular army unit in the Spanish army) represent units belonging to the Army of Africa, Moroccan Colonial Army of Occupation, and units in existence before the outbreak of war. They represent the only professional units in the early part of the war. They can be identified by the light gray shade of their unit symbol
Note 2
Units belonging to International Brigades. They consist of volunteers of all nationalities fighting in the Republican army. They can be identified by the red background to their unit symbol
Note 3
The symbols on the air units represent the main activity the majority aircraft in the unit were used for. However, all air units can be used for any function for which factors are printed on the counter
Each unit counter has various numbers or factors printed on it . Some of these give historical information or are merely informative, while the rest are necessary for play of the game. These latter are referred to as factors. The factors printed on a counter depend on the type of unit it represents - ground units, head quarters, and air units each have their own distinct factors. Some marker counters also bear factors; their meaning and use will be explained in the appropriate section. As explained below, some units have more than one level. These units have reduced factors printed on their reverse side to reflect their reduced effectiveness due to losses.
The following historical information is included on the counters: Ground Units: unit size, tactical group, company, or battalion number, regiment or brigade number, division, divisional group, army corps, or army group number or name. Head quarters also include the name of the commanding officer. Air units: squadron or patrol number, air group number or name, and majority or most significant aircraft type of the unit in question.
Besides printed information, units belonging to the same parent unit are printed in the same colour, allowing them to be easily distinguished from units belonging to other higher echelons.
Historical information is depicted on the counters as follows:
(See figure 3)
Ground Units:
National:
Companies and batteries:
1-Company Number
2-Company symbol
3-Battalion Number
4-Number or Name of Regiment, Brigade, Division, etc
Battalions and Artillery Groups:
1-Battalion Number
2-Battalion Symbol
3-Number or Name of Regiment or Brigade
4-Number or Name of Brigade, Division, etc
Republican:
Companies and batteries:
1-Company Number
2-Company symbol
3-Battalion Number
4-Number or Name of Regiment, Brigade, Division, etc
Battalions and Artillery Groups:
1-Battalion Number
2-Battalion Symbol
3-Number of Regiment or Brigade
4-Number or Name of Brigade, Division, etc
(Note that armoured units represent half companies., even when they bear the company symbol)
Head Quarters:
Front:
1-Name of Commander
2-HQ size symbol
3-Number or Name of Unit
Back:
1-Name of Commander
2-Number or Name of Unit
Air Units:
(Soviet air units have a red star printed on the counter. Air units based in the Balearic Islands have a 'B' printed on the counter.)
1-Patrol or Squadron Number
2-Squadron Symbol
3-Air Group Number or Name
4-Aircraft Type
Air Units which have a gray background to their unit type symbol are specialised for night operations. Air units that have a blue stripe through their type symbol represent sea planes.
Factors
Ground units generally have factors for fire power, range, assault strength, attack and defence strengths, movement capacity, and stacking cost. Head quarters also include a command factor, reorganisation capacity and range, and supply range, all printed on the back of the counter. Air units have a transport and supply factor, bombardment factor, ground attack factor, air to air combat factor, reconnaissance capacity, and stacking cost.
These factors are represented on the unit counters as follows:
(Figure 4)
(*Note 4)
Ground Units:
1-Fire Power
2-Range (Hexagons)
3-Assault factor
4-Attack/Defence Factor
5-Movement Capacity (Movement points)
6-Stacking Cost
Head Quarters:
Front:
1-Defence Factor
2-Movement Capacity (Movement points)
3-Stacking Cost
Back:
1-Command/Support Factor
2-Reorganisation Capacity and Range
3-Supply Range (Movement points)
Air Units:
1-Bombardment Factor
2-Ground Attack Factor
3-Air to Air Combat Factor
4-Transport and Supply Capacity (levels)
5-Reconnaissance Factor
6-Stacking Cost
(Note 4) Units which have more than one level have their reduced effectiveness factors printed on the back.
(Note 5) Units with an attack/defence factor printed in brackets may not attack. The factor can only be used for defence.
(Note 6) Not all units possess all possible factors for their unit type.
In addition to the above, some units have factors printed in different colours. These represent specialized units. When the coloured factors are used according to the corresponding rules they should be doubled.
The main specializations represented by coloured factors are:
Yellow Background: | Anti aircraft (AA) |
---|---|
Violet: | Coastal Unit |
Red with Yellow Background: | Mixed AA and AT |
Black: | Strike Aircraft/Dive Bombers |
Brown: | Mountain Unit |
Red: | Anti Tank (AT) |
Unless otherwise modified by particular rules, at the tactical-operational scale all units except head quarters and motor pools correspond to units of the following sizes (largest first):
(Figure 5)
Regiment
Battalion, Artillery Group, Squadron
Company, Artillery Battery, Air Patrol
Various Tactical Groups
The position in the chain of command of head quarter units is determined by the following roster:
MS | Supreme Command |
EM | General Staff |
[XXXX] | Army Group |
XXXX | Army |
XXX | Army Corps |
[XX] | Division Group |
XX | Division |
X | Brigade |
III | Regiment |
II | Battalion |
Combat units can have one or two levels, depending on the number of personnel and quantity of equipment they represent, and the requirements of the game in question. The first level, or front of the counter, represents the unit at full strength. The second level, or back of the counter, represents the unit at reduced strength.
Unless otherwise indicated, units always start the game at full strength, front side up.
Head quarters represent an exception in that they are printed on both sides but have only one level.
When a single level unit suffers a result which includes a reduction by a level, it is eliminated and removed from play. When a two level unit suffers such a result it should be turned over to represent its reduced effectiveness.
Rather than place an activated marker on single level units it is recommended that they be flipped over to their blank side instead. This will help to reduce stacking.
As mentioned previously, it is projected to expand the tactical-operational series "Our War.." to include games at other scales. The scales to be used are as follows (geographical scale, unit personnel, unit size):
(Figure 7)
Scales:
Tactical: | -1:10000 -Less than 100 men -Tactical units |
Tactical-Operational: | -1:100000 -100 to 100 men -Companies and Battalions |
Operational: | -1:200000 -1000 men or more -Battalions and Regiments |
Campaign: | -1:400000 -1000 to 2000 men -Regiments and Brigades |
Strategic: | -1:1000000 -1000 to 4000 men -Brigades and Divisions |
Contents:
The sequence of play establishes the order in which the activities described in the various parts of the rules must be carried out. It consists of individual phases, which themselves may be subdivided into segments. The sequence of play is repeated in the same order each turn until the end of the game.
In each game or scenario certain phases and segments may be omitted from some or all turns
If the rules for a specific game add activities not covered by the general rules, the specific rules will state clearly at which point during the sequence of play such activities are to be carried out.
The corresponding sections of the general rules should be consulted for specific details of how to carry out the activities outlined in the sequence of play. It is recommended that players read the general rules very carefully before commencing play. The first few times you play the game the general rules should be kept close to hand.
This is a list of the phases, segments, and steps, which make up each turn, and gives the order in which they should be carried out during play.
(Both sides simultaneously)
(The side which has the initiative, or the player the side with the initiative has designated as the first player)
(The player - or side - the player with the initiative has designated as the second player)
(Both sides at the same time)
(Note 7) Air, naval, and air-naval combat takes place in any phase, segment, or step of the owning player during which this activity is possible, and in accordance with the corresponding rules. For this reason they are not included in the sequence of play.
The game is organised around turns which include all activities that both sides can carry out in a determined period of time. The time period covered by each turn varies depending on the particular game or scenario. In each turn each player may carry out all the activities outlined in the sequence of play.
The player carrying out movement or other actions is known as the phasing player. The side in phase should always be indicated on the turn record track.
Each turn represents a variable period of time of between twelve hours (or less), and three days (or more). The duration of the current turn is indicated on the turn record chart, along with the turn number and historical date represented by the turn.
There are two types of turns, representing day and night respectively. In general rules refer to day turns, which are the most numerous. The current turn type should be marked with the corresponding marker. Night turns have the following special characteristics:
Assault and attack/defence factors are reduced by half. Assault or attack factors are rounded down; defence factors are rounded up.
National units have their movement factor reduced by half, rounding up. Air, naval, and rail movement are not affected. Republican units have their full movement allowance as long as they are under the favourable effects of surprise, otherwise they also have their movement factor reduced by half.
Breakthrough and exploitation are not possible during night turns.
There is a -1 modifier to the reorganisation dice roll at night.
Guerrillas have all their factors doubled during night turns, with the exception of their stacking cost.
There is a +3 modifier for air interception attempts taking place at night, unless the intercepting units are specialized in night actions, in which case the modifier is +1.
As soon as an air unit suffers a negative result, all air units of that side, with the exception of air units specialized in night actions, must immediately abort their missions.
Reconnaissance missions to identify ground units or stacks, or to extend the range of artillery fire, cannot be carried out at night.
No intensive fire can take place during night turns.
There is a -5 modifier for fire against units specialized in night actions, and a -3 modifier for fire against other units.
All factors are reduced by half, fractions rounded up, except for units specialized in night actions.
Finally, the turn record track contains modifiers to be applied to weather and terrain state determination dice rolls for the current turn.
Initiative determination determines who will move first in a turn. Once determined, initiative is valid for one turn only, and is determined anew each turn.
The possession of the initiative at the start of the game, if pre-determined, is given in the specific rules for the game or the corresponding scenario.
Initiative is marked on the appropriate track on the board using the initiative marker provided. The initiative track has four squares in which the marker can be positioned. The marker should be placed so that the flag of the side having the initiative is visible.
The marker is moved back and forth along the initiative track from 0 to 3. Determine the position of the marker by the following procedure:
(Figure 8: Initiative track - not shown actual size)
Both sides roll two dice. If the rolls are equal they have no effect on the initiative. If they are not equal, the side with the higher dice roll moves the initiative marker on square in its favour.
In accordance with the surprise attack rules, the side having surprise moves the initiative marker 3, 2, or 1 square in its favour on turns 1, 2, and 3.
Other modifiers as given in the specific game rules or scenario.
Move the initiative marker on square in favour of the side whose marker is face up on the current turn victory point track.
Movement of the initiative marker is carried out as follows:
To begin the determination both sides roll two dice. This dice roll takes place at the start of every turn.
All modifiers described above, including the result of the dice roll, are applied to the initiative marker, moving it forward or backward to reflect the advantage gained by one side.
The side whose flag is face up on the initiative marker is considered to have the initiative.
The initiative marker does not 'rebound' when it reaches 0 or 3. Rather, the initiative marker ceases movement when it reaches 3, and further advances are ignored. If it should be necessary to move the marker to the left of the 0 box on the initiative track, the initiative marker should be turned over instead, at which point any remaining movement could be made to the right.
The initiative marker is moved as the various initiative modifiers are applied. If the modifiers are favourable to the side having the initiative the marker is advanced to the right. If they are favourable to the opposing side the marker is moved to the left.
Once initiative has been determined, the side having the initiative must announce which side will be first to realise all its movements and activities. The initiative marker will remain with its current orientation and in its current square until the next initiative determination phase.
Weather is determined immediately after the initiative for the current turn has been determined.
Two dice are rolled. The result is compared against the weather determination table for the relevant game or scenario, which can be found printed on the game board.
The dice roll is modified by applying the modifier from the corresponding day on the turn record track. If there is no such modifier, the dice roll is not modified.
The effects of the weather determination dice roll are valid for one turn only.
Weather effects only the area of the hex map. Off-map boxes are always assumed to be under the effects of clear weather, unless otherwise indicated in the specific rules for the game or scenario.
Weather is marked with the marker provided in the appropriate track on the game board. Once determined the weather marker is not moved again until the weather determination phase of the following turn.
The following weather conditions are possible:
Most of the general rules assume clear weather. Other weather conditions may effect air activity, anti aircraft fire, and ground movement, in accordance with the following sections.
There is a +3 modifier on the air interception table.
There is a -2 modifier to anti aircraft fire.
There is a +2 modifier on the air interception table.
There is a -1 modifier to anti aircraft fire.
There is a -1 modifier to the air combat resolution dice roll.
No air activity of any kind is permitted. As a result, anti aircraft fire is also impossible.
Marsh hexes are considered lakes for all purposes. Units occupying marsh hexes must move into an adjacent, non-marsh, hex as soon as they are able to do so. If the units are surrounded by marsh hexes, they are considered to have surrendered to the enemy.
Secondary rives and canals are considered primary rivers for all purposes
Primary rivers can only be crossed using bridges. Boats may never be used to cross a primary river during stormy weather.
Disembarkation is not permitted (see optional rules)
There is a +1 modifier on the air interception table.
There is a -1 modifier to anti aircraft fire.
Ground units have their movement capacity reduced by one, with the exception of units belonging to the army of Africa.
Secondary rivers and canals are considered dry or inexistent for all purposes.
Primary rivers are considered secondary rivers for all purposes.
Lake hexagons are considered marshes for all purposes.
Once weather conditions have been determined, players should proceed to determine the state of the terrain, as described below.
The general help charts booklet contains a table summarising all the effects of terrain in accordance with terrain type, terrain state, and weather conditions.
The terrain state is determined according to the terrain state track for each game, and as a function of the current weather conditions.
The terrain state marker is moved along the terrain state track (printed on the game board) in accordance with the current weather conditions. The terrain marker is moved forward (to the right) or backward (to the left). 'Forward' implies a change form dry to muddy to frozen terrain, and 'backward' from frozen to muddy to dry terrain.
Modifiers printed in the turn record track might also apply to the determination of the terrain state.
The terrain state track is printed on the game board, and will vary depending on the game or scenario played.
The terrain state marker is moved along the terrain state track according to the modifiers printed in the turn record track, if any, and according to the current weather conditions, as follows:
Clear Weather | -2 squares |
Rainy Weather | +2 squares |
Cold Weather | -1 square |
Stormy Weather | +3 squares |
Hot Weather | -3 squares |
The effects of the terrain state, when not dry, are as follows:
For clear and marsh hexes, movement cost is doubled.
Fire against units, and destruction fire, is penalised by a two column shift to the left.
Air units may not take off or land from clear hexes when mud is in effect, unless the hex contains a major airfield.
Movement cost is doubled in all hexes.
It costs naval infantry, coastal defence forces, and guerrillas 2 movement points to cross primary rivers. It costs other units for which such movement is possible 3 movement points to cross a primary river.
It costs naval infantry, coastal defence forces, and guerrillas 1 movement point to cross secondary rivers and canals. It costs other units for which such movement is possible 2 movement points to cross a secondary river or canal..
A zone of control (ZOC) consists of the hex a unit in supply occupies, and the six hexes adjacent to it, provided that movement is possible across intervening hexsides, and that these hexsides do not contain a water course. Zones of control only extend across water courses if that water coarse is crossed by a fixed crossing - not boats.
All units exercise zones of control, in all phases of a turn, unless otherwise stated.
A hex in a unit's zone of control is said to be controlled by the side that unit belongs to.
Friendly zones of control can effect movement and supply of enemy units in that zone of control. Zones of control also effect the realisation of various tasks by enemy engineer units. See sections X.1, X.2, and XII for more on the latter effects.
With respect to movement and supply see the following sections.
(Figure 9: Example of zone of control)
Friendly zones of control have the following effects on enemy movement:
There is no effect on the first hex an enemy unit enters in a friendly zone of control.
An enemy unit must end its movement if it enters a second hex in a friendly zone of control.
The cost for an enemy unit to leave a zone of control and enter a hex not in a friendly zone of control is 2 movement points in addition to the normal cost for the terrain entered.
An enemy unit may never enter a hex containing a friendly unit which exercises a zone of control, unless the optional rules for bridgeheads are in effect.
Hexes which are in the zones of control of both sides are not considered to be controlled by either side. That is, zones of control of opposite sides cancel each other out.
The number of zones of control that a side exercises over a hex is of no importance, with the exception of the first such zone of control.
A moving units zone of control is always ignored for the purposes of determining the effects of zones of control on its movement.
Friendly zones of control have the following effects on enemy supply:
Enemy units may not trace supply through friendly zones of control.
Units may trace supply through hexes which contain zones of control of both sides.
Enemy units may never trace supply through a hex containing a friendly unit.
(See optional rules)
Units which are out of supply exercise zones of control over the hex they occupy only.
The extent of the zone of control of a guerrilla unit is doubled, that is, it extends to two hexes from the unit.
(Figure 10: Zone of Control of Guerrilla Unit)
Air units do not have zones of control as such. If the hex an air unit occupies is entered by an enemy unit the air units must immediately try to move to a new base. If this is not possible the air unit is attacked on the combat results table, for which purpose it uses its ground attack factor, reduced by half, as its defence factor.
Units which are disorganised exercise zones of control over the hex they occupy only.
The zone of control of a unit in an off-map box extends over the box the unit occupies only. No enemy unit may enter a box controlled by a friendly unit.
Command units represent the infrastructure of higher echelon units, and the logistical and personal capabilities their general staff and commanding officers.
Head-quarter units (HQs) may have some or all of the factors described below.
Any factor a HQ possesses may be used at any time as permitted by the rules, but once any action has been realised which involves the use of such a factor the HQ must end all activity for the turn, and its counter is flipped over.
A HQ may not use its factors to help itself.
The support factor of a HQ may be added to any friendly die roll, or subtracted form any enemy die roll. It may be used for attacks, assaults, and defence, and to support fire against enemy units, and destruction fire. It may be used subject to the following conditions:
The HQ unit is stacked with the units it is supporting, or within its reorganisation of the units it is supporting and in a hex accessible to the hex being supported. A hex is considered accessible if it can trace a route within reorganisation range which does not cross any impassable hexside, enemy controlled hex, or any other obstacle which might block line of supply.
The HQ is in supply.
The HQ unit has not previously ended all activity for the current turn.
All units being supported are subordinate to the supporting HQ.
The reorganisation factor modifies a units reorganisation dice roll. Such a dice roll may be attempted once by each disorganised unit in the reorganisation phase. The HQ's reorganisation factor modifies all units within its reorganisation range. The reorganisation range of a HQ is identical to its reorganisation factor. The reorganisation factor is also the modifier applied to a units reorganisation dice roll. The conditions for modifying a reorganisation dice roll are:
Units affected are within reorganisation range of the HQ, and can trace a route within such range free of impassable hexes, water courses without fixed crossings, and enemy zones of control.
The HQ is in supply.
The HQ unit has not previously ended all activity for the current turn.
All units being reorganised are subordinate to the reorganising HQ.
The supply range factor indicates the range, in movement points, to which a HQ may trace its own supply, or that of other units. The range is independent of the number of unit supplied. The conditions for its use are:
The units to be supplied are within supply radius of the HQ, and can trace an uninterrupted route free of impassable hexes, enemy controlled hexes, and water courses without fixed crossings. The supply line is traced as if it were normal movement, that is, it is affected by state of terrain, weather, night turns, etc, but enjoys the benefit that it may take advantage of redeployment without using redeployment throughout its movement.
The HQ is in supply.
All units being supplied are subordinate to the supplying HQ.
(Figure 11:)
The HQ of army corps (XXX) number V/Lister can use its command capacity to support units situated within a radius of 6 movement points, provided they belong to its own army corps. It cannot support Battalion 1 of the 11th International Brigade of the 35th Division, which belongs to army corps XV/Tag�e�a.
Nor can it support Battalion 1 of the 151st Brigade DDC, which does belong to its own army corps, as it is on the other side of a primary river without a fixed crossing.
Units directly assigned to an army corps, or higher echelon, HQ ignore the subordination rules which apply to other units, and may receive support, reorganisation help, trace supply, etc, to any HQ.
The HQ of army corps V/Lister can attempt to reorganise all disorganised subordinate units in play, given that they are all within a six hex range of the HQ.
However, it may not attempt to reorganise Battalion 1 of the 11th International Brigade of the 35th Division, as it belongs to army corps XV/Tag�e�a
Battalion 2 of the 101st Brigade of the 46th Division cannot be reorganised by its HQ either, as the enemy security force company prevents it tracing a path across the southern bridge. The distance to Battalion 2 along a path across the northern bridge is 7 hexes, which is greater than the HQ's reorganisation range.
*Dark shaded hexagons are national ZOCs. Light shaded hexagons are shared ZOCs.
Some HQs possess a specialised ability, or ability for some specific action or unit. This is shown by a colour code given in the section describing the unit counters (B.9.2). Any additional abilities will be detailed in the specific rules for each game or scenario. Factors used in accordance with a units speciality are doubled.
HQs may be destroyed by enemy fire, bombardment, or attacks on the combat results table. However, HQs may never be destroyed while they are stacked with friendly units which can absorb the losses. On a turn in which a HQ is destroyed, all subordinate units which can not trace alternative supply routes are automatically considered out of supply. In this case, supply may not be traced to the HQ which is immediately superior to the destroyed HQ.
If no suitable HQ exists, the units in question are considered independent, and may not be supported or supplied by any HQ.
However, at the start of the following turn, all units belonging to the destroyed HQ are considered assigned to the immediately superior HQ, until the original chain of command is reconstituted.
Should a HQ be captured by enemy units, the procedure for loss by destruction is followed.
HQs which are destroyed may be reconstituted. Only one HQ may be reconstituted per turn. Captured HQs may never be reconstituted.
The reconstituted HQ is placed in a friendly interior off-map box during the unit reconstitution phase. The following turn it must redeploy to join up with its previously subordinate units. A HQ is considered to have joined up with its subordinate units when it is within its reorganisation range of at least one such unit. At this point the HQ resumes command and the original chain of command is reestablished. Until this happens, the only activity the HQ may engage in is to redeploy in the direction of its subordinate units. As such, after each movement, the counter is flipped over to show that it may engage in no more activity.
HQs may also coordinate units. Coordination allows stacks containing units from various higher echelon units - army corps or larger - to attack together. For coordination to take place the HQ must be within reorganisation range of all units, and of higher rank than any of them.
Command over units of different nationalities is resolved as follows:
Spanish national and Spanish republican HQs can exercise command over friendly units of any nationality.
Soviet, German, Italian, and international HQs can only exercise command over friendly units of the same nationality, unless otherwise specified by the specific rules for the game or scenario in question.
(See optional rules)
HQs are marked with an activation counter after movement. When they realise any other function they are flipped over to show they have ended their activity for the turn. As an exception to the normal activation rules, being activated does not mean a HQ has ended all activity for the turn.
Supply allows a unit to be activated, that is, it enables a unit to voluntarily carry out any activity permitted by the rules.
Supply is checked in the preliminary supply check phase, and for each unit or stack whenever requested by either player.
There are various ways to trace supply. In this section the basic methods are described, and optional methods outlined.
The basic principles of supply are: Supply may never be traced through enemy zones of control. Supply is traced hex by hex, and taking into account the movement cost of the terrain entered, and any alteration to this cost due to weather/state of terrain etc.
Supply is necessary for ground, air, and naval units.
Finally, the following means of supply may be combined as convenient. However, the primary source of supply for a side are the off-map boxes controlled by that side at the start of play.
Supply may be traced to a range of 6 movement points from any map edge hex connected to a friendly controlled, in supply, off-map box by any friendly unit.
Supply may be traced form the highest ranking HQ on the board if that HQ is itself supplied. In this case, supply must be traced down through the chain of command, from each HQ to an immediate subordinate of that HQ, until the HQ of the unit tracing supply is reached. HQs may not be 'skipped' when tracing supply by this method.
Supply may be traced as described in any particular rules for the game or scenario in question.
Supply may be traced by road or rail. In the first case movement in redeployment mode may be used. In the second, supply is traced from rail head to rail head. An unlimited number of units may be so supplied, but units may only be supplied to a distance of one hex from a rail head. In supply traced by both road and rail, it is necessary for supply to be traced from an original supply source to the road or a rail head in question. Any which can trace supply by any ground means can count as such a supply source.
An air unit with a transport capacity can use this capacity to supply friendly units. The transport unit in question may not have been activated previously during the turn, and must start from a hex which is itself in supply. The transport unit must be able to move to the hex containing the units to be supplied, or to an adjacent hex that is accessible to that hex.
If all of these requirements are met, the transport unit is placed in the hex to be supplied, or the adjacent, accessible hex, and can supply a number of levels of units equivalent to its transport factor, to a range of one hex from the hex it occupies. If a unit can only be partly supplied it is considered out of supply for all purposes.
If the hex the transport unit occupies is not an airfield, the transport unit loses half its transport capacity, fractions rounded down.
The transport unit is marked with the corresponding marker. It must stay in its current hex until the final adjustment phase, at which point it can return to its original base, or, if this is not possible, any hex or off-map box which can trace supply solely by terrestrial means.
If a crossing is undamaged, and heavy duty, it may connect a road or railway across a river for purposes of supply. Supply may only be traced across fixed crossings. Unless the crossing carries a road or railway, the line of supply must stop in a hex adjacent to the crossing, and my not be extended by any means.
Supply traced across a damaged crossing must also stop in a hex adjacent to that crossing. The number of levels that may be supplied by such a crossing depends on the level of damage suffered by the crossing as follows:
1 turn: | 4 levels |
2 turns: | 3 levels |
3 turns: | 2 levels |
4 turns: | 1 level |
(See optional rules)
(See optional rules)
(See optional rules)
Unless otherwise indicated, all remote and exterior off-map boxes are considered to be in supply from the start of the game.
Supply can be traced form exterior boxes to any hex on the map to which it is connected by terrestrial means, at a cost of 6 movement points for each off-map box traversed by the line of supply.
As previously stated, supply may never be traced through a hex or off-map box which is under enemy control.
As previously stated, any effects of weather, state of terrain etc, which affect movement costs, will affect the tracing of supply.
(See optional rules)
While the rules for a surprise attack are in effect, all units of the side having surprise are considered to be automatically in supply, irrespective of the normal rules for tracing supply, with the exception of units that are completely surrounded by enemy units and/or impassable terrain.
Units which are out of supply suffer the following restrictions and penalties:
Out of supply units may only move 'in natural mode' and has its movement factor reduced by half for such movement, fractions rounded up.
Out of supply units must move, if possible, towards the nearest (in movement points) friendly source of supply
Out of supply units may not make reaction attacks.
Out of supply units may only attack if such an attack is necessary for the unit to be able to move. In this case the attack ratio is calculated using the units assault factor, and the attack is penalised by a two column shift to the left on the combat results table.
In supply enemy units which attack out of supply friendly units receive a two column shift to the right on the combat results table.
Out of supply units may never gain any form of fanatic status. Fanatical units which become out of supply lose their fanatical status immediately.
For the attacker to benefit from attacking out of supply units it is only necessary for one of the defending units to be out of supply. For an attacker to be penalised for being out of supply it is only necessary for one unit participating in the attack to be out of supply. However, in both cases, if the out of supply unit is stacked with a supplied unit the column shift is reduced to +/- one column.
Out of supply units may not carry out any type of fire, or realise any specialist engineering activity. Out of supply HQs may not use any of their factors.
Out of supply air units must remain at their current base until supply is reestablished, or they are destroyed or captured. They may not realise any type of activity, although they may still defend themselves using half their ground attack factor, rounded up.
Disorganised units may receive supply as normal, but may not supply other units.
Ground units move across the playable areas (hexes, off-map boxes) of the map, from area to an adjacent area, without jumping over any intervening areas.
Some generalisations may be made about ground movement. A unit can not combuine movement along a road with movement along a railway. Movement is always voluntary (Exception: units out of supply [TN]). Units may not save movement points between turns; any movement points not used in one turn are lost. Movement points may not be accumulated between units. A player may move all, some , or none of his units. A unit may never expend more movment pounts than it possesses, except for the case of a unit which can not move even expending all its movement points. Such a unit may move at the rate of one hex per turn, but may still not cross impassable hexsides or primary rivers without crossings.
Additionally, a unit which has been marked as activated before the start of the movement phase has concluded all its activity for the turn and may not make any form of voluntary movement.
Unless otherwise indicated, units may not combine different forms of movement
Natural movement refers to movement taking place without using startegic redeployment. Units using natural movement move from hexagon to adjacent hexagon, paying the approprate cost in movement points to enter the new hex and any additional cost to cross the intervening hexside. Units which have moved are marked as activated. If a non-HQ unit may still fire or attack, the marker is placed beneath the unit counter, otherwise the marker is placed on top of the unit counter and the unit is considered to have concluded all activity for the turn. HQ units are marked as activated only to show that they have moved. See section VII.9 for more infomation on activated HQs
To use this form of movement units must begin their movement stacked with the motor pool unit. It is the latter which actually carries out the movement.
Once the motor pool has moved, with the transported unit stacked with it, the motor pool unit is marked as activated. The transported unit may now realise its own natural movement with its full movement capacity. Once the unit is moved, it is marked as activated with the marker on top of the unit, and the unit is considered to have concluded all activity for the turn. It may not attack or realise any other type of action after its natural movement.
The transport capacity in levels of a motor pool is printed on the counter.
To use air ttransport a unit must begin its movement stacked with the air unit that is going to transport it. The air unit must have a transport capacity.
Air transport may not start or end in enemy zones of control, or hexes in which it is not possible for an air unit to land.
The air units transport capacity indicates the number of levels it may transport. Only non-motorised infantry units, guerrillas, and HQs may use air transport. In addition to the above restrictions, only one unit may be transported by each air unit per turn.
The appropriate marker is placed beneath the air unit during the air mission assignment phase. Once the transport mission has been completeed the marker is placed on top of the air unit. The air unit remains in its destination hex until the final adjustment phase, at which point it may return to its original hex ([TN] may or must? - the rules say may...).
If an air unit suffers losses while transporting, the transported unit suffers losses in direct proportion to to the transpsort capacity lost by the air unit.
(See optional rules)
To use strategic redeployment a unit must begin its movement on a primary or secondary road, and may only move form road hex to directly connected road hex during its movement.
While using strategic repdeployment a unit benefits from the reduced movement cost of the primary or secondary road it is on. All other terrain in the hexes entered is ignored, although the effects of weather and the state of the terrian are still taken into account.
A redeployment marker is placed on top of the unit when it concludes its movement. The unit may not engage in any other activity for the remainder of the turn.
Units may not enter enemy controlled hexes when using strategic redeployment.
To use rail movement a unit must begin its movement in hex containing a rail head or off-map box. It is moved from hex to directly connected rail hex. There is no limit to how far a unit may move using rail movement, but it must both begin and end its movement in a hex containing a rail head or an off-map box. Units may not enter enemy controlled hexes using rail movement.
Each turn each side may use rail movement for as many units as it controls rail heads on the map.
A redeployment marker is placed on top of the unit when it finishes its movement. The unit may not engage in any other activity for the remainder of the turn.
Boats and ferries permit unsit to cross rivers and lakes, or move along the coast (see optional rules for naval movement), at no cost in movement points.
Boats may only be used by infantry, guerrillas, and HQs which begin there movement stacked with the boat counter.
The boat counter is moved from one side of the river to the other and is marked as activated. It stays on the destination side of the river until the end of the turn (final adjustment phase?[TN]) at which point it may return to its original side.
The transported units may continue their movement as normal but must be marked as activated, with the marker placed beneath the unit, if they posses an attack or assault factor.
Boats have their transport capacity, in levels, printed on the counter.
Boats may be attacked, and, if the attack has any effect, the boats are considered captured (see optional rules). Boats have a nominal defence factor of 1.
Ferries may transport any type of unit, at a rate of one unit per turn. Ferries may only transport to and from hexes which are free of enemy zones of control.
The cost of enetering a hex, and crossing some hexsides, is measured in movement points. The standard movement point cost for entering a hex/crossing a hexside assumes day turns with clear weather and dry terrain. Any change in these circumstances may alter the movement point cost. The cost is paid to cross each hexside. If a moving unit does not have sufficient movement points left to enter an adjacent hex it may not move into it.
(Note: Hexes defined as thin woods and dense woods would be better defined as light vegetation and dense vegetation respectively.)
The standard movement point costs (MPC) to enter a hex/cross a hexside are shown in the following table:
Possible Circumstances | MPC | Notes |
---|---|---|
By terrain type | ||
Clear | 1 | |
Thin Woods | 1 | |
Dense Woods | 2 | |
Dunes/Desert | 2 | |
Marsh/Bog | 3 | Prohibited for motorized units, armoured units, and all artillery |
Rough/Mountain | 3 | As for Marsh/Bog, with the exception of mountain units |
Constructions | ||
Village | 2 | |
City | 1 | |
Major City | 1 | |
Fortification | - | For enemy units, +2 MPs if the fortification is empty. The fortification passes to enemy control |
Trench | - | For enemy units, +1 MP if the trench is empty. The trench passes to enemy control |
Other Geographical Features | ||
Hill | - | No effect on MPC |
Lake | NA | No unit may enter |
Port | - | No effect on MPC |
Airfield | - | No effect on MPC |
Other | ||
Railway | - | No effect on MPC if not using redeployment |
Secondary Road | - | No effect on MPC if not using redeployment |
Primary Road | - | No effect on MPC if not using redeployment |
Devestated Hex | +1 | |
Destroyed Hex | +2 | |
Crossings | ||
Boats/Ferries | - | May only be used by infantry, guerrillas, and HQs |
Light Bridges | +2 | Prohibited to armoured and motorized units (not HQs), and artillery |
Heavy Bridges | +1 | |
Water Courses | ||
Secondary River/Canal | +3 | Impassable for armoured units and artillery |
Primary River | +5 | Impassable for armoured and motorize units (including HQs) and artillery |
Other Circumstances | ||
Contour Line | +1 | |
Coast | - | |
Impassable Hexside | NA | Exception: mountain units pay +3 MP |
Off-Map Boxes | ||
Enter box from map | 6 | |
Enter map from box | 6 | |
Box to box | 6 | |
Strategic Deployment | ||
Railway | 0 | Unlimited from rail head to rail head along uninterrupted railway |
Secondary Road | 1 | All of movement along uninterrupted road |
Primary Road | 1/2 | All of movement along uninterrupted road |
The MPC of entering a hex may be affected locally or globally by the following circumstaces:
Muddy terrain | MPC of clear and marsh hexes is doubled |
---|---|
Icy Terrain | MPC of all hexes and hexsides, except water courses, is doubled
MPC to cross secondary rivers and canals is 1 MP for naval infantry, coastal defence forces, and guerrillas, and 2 MPs for all other ground units which may cross them MPC to cross primary rivers is 2 MP for naval infantry, coastal defence forces, and guerrillas, and 3 MPs for all other ground units which may cross them |
Stormy Weather |
Marsh hexes are considered lakes for all purposes
Secondary rivers and canals are considered primary rivers for all purposes 8*Note 8) Primary rivers are impassable to all units, unless using fixed crossings It is not possible to disembark (See optional rules) |
---|---|
Hot Weather |
All ground units, except those belonging to the army of north
africa, have their movement capacity reduced by 1 MP.
Secondary rivers and canals are considered dry or inexistent for all purposes. Primary rivers are considered secondary rivers for all purposes (*Note 8). Lake hexes are considered marsh for all purposes (Note 8). |
(Note 8) when a hex is considered to be of a different type, the standard MPC for that terrian tpye is to be used, and not the modified MPC. |
A unit entering its first enemy ZOC does not have its movement affected.
A unit entering its second hex in enemy ZOC for a turn must cease all movement for the turn.
Leaving an enemy ZOC costs a unit an additional 2 MPs.
The movement capacity of all ground units is reduced by half, fractions rounded up. Units which have the advantage of surprise do not suffer this reduction.
Friendly units may only enter a hex containing an enemy unit if using the optional rules for beachheads to do so.
A unit may never enter a hex if the units presence in the hex would exceed the stacking limits for the terrain in that hex. Otherwise, stacking has no effect on movement.
A unit which has an activation marker on top of it is considered to have concluded all activity for that turn, and may not make any voluntary movement. However, it may be forced to move as a result of enemy action. In this case, it is always the owning player who chooses the path the unit takes.
Disorganised units move with their reduced movement capacity of 1/2 their printed capacity, fractions rounded up.
Out of supply units move with their reduced movement capacity of 1/2 their printed capacity, fractions rounded up.
Out of supply units must move directly towards the supply source or supplied hex which is nearest to them in movement points.
Constructions are created by the actvitity of engineer and other units. The engineer units may be general or specialised engineers. In some cases constructions may be added to those printed on the map board. There are various types of constructions in the game.
In general, more than one engineer unit may be dedicated to the same construction attempt. Their efforst are added together.
No constructions may be made in village, city, or major city hexes, or in off-map boxes, unless expressly permitted by the specific fules for a game or scenario.
Constructions may not be made in devastated or destroyed hexes, or hexes containing minefields (see optional rules).
HQs may not used their command factors to help engineer units with construction attempts, but they may coordinate the construction attempts of engineer units belonging to different higher echelon units.
The following types of construction are possible in the game:
'Defensive constructions' refers to prepared positions, trenches, fortifications, and, if the corresponding optional rules are in effect, minefields.
Trenches may not be constructed in marsh hexes, or in hexes already containing trenches or fortifications.
Engineer units are not necessary for the construction of trenches - any non-armoured and non-motorized unit with an assault factor may construct them. However, engineer units receive a modifier for their construction.
Procedure
A player must have an in supply, organised, and non-activated unit in a hex to attempt trench construction.
A die is rolled, and, after the application of modifiers, a result is determined as follows:
4 or more | Trench constructed automatically |
---|---|
3 or less | Trench will take one turn to complete |
If construction is automatic, a trench counter is placed in the hex, and the units involved in the construction are marked with an activated marker on top of them, and conclude all activity for the current turn.
If the trench takes one turn to complete, a trench counter is placed in the hex with a one turn construction counter on top of it. The units involved in the construction are marked with an activated marker on top of them, and conclude all activity for the current turn. In the engineer actvity phase of the following turn the construction counter is removed and the trench is considered to exist in the hex. Prior to this the trench has no effect on play. At least on unit must remain in the hex with the construction marker for the trench to be constructed. If all units leave the hex, the trench is not considered completed until a unit has occupied the hex for a full turn.
The following modifiers apply to trench construction attempts:
+1 to the die roll if an engineer unit participates in the construction attempt. (Should this be for each engineers unit? [TN])
+3 to the die roll if a fortification engineer unit participates in the construction attempt
-1 to the die roll for an attempt to construct a trench in a hex adjacent and accessible to an in supply but disorganised enemy unit
-3 to the die roll for an attempt to construct a trench in a hex adjacent and accessible to an in supply, organised enemy unit
Fortifications may only be constructed in clear, dune, or thinly wooded hexes.
Fortifications may not be constructed in hexes in which a fortification or trench (this contradicts the first modifier described below , and seems to be due to an erroneous cut and paste [TN]) has been constructed previously.
Engineer units are not necessary for the construction of fortifications - any non-armoured and non-motorized unit with an assault factor may construct them. However, engineer units receive a modifier for their construction.
Procedure A player must have an in supply, organised, and non-activated unit in a hex to attempt fortification construction.
A die is rolled, and, after the application of modifiers, a result is determined as follows:
4 or more | Fortification will take one turn to complete |
---|---|
3 or less | Fortification will take two turns to complete |
If the fortification takes one turn to complete, a fortification counter is placed in the hex with a one turn construction counter on top of it. The units involved in the construction are marked with an activated marker on top of them, and conclude all activity for the current turn. In the engineer actvity phase of the following turn the construction counter is removed and the fortification is considered to exist in the hex. Prior to this the fortification has no effect on play.
If the fortification takes two turns to complete, a fortification counter is placed in the hex with a two turn construction counter on top of it. The units involved in the construction are marked with an activated marker on top of them, and conclude all activity for the current turn. In the engineer actvity phase of the following turn the two turn construction counter is replaced with a one turn construction counter. The one turn construction counter is removed in the engineer activity phase of the following turn, at which point the fortification is considered to exist in the hex. Prior to this the fortification has no effect on play.
At least one unit must remain in the hex with the construction marker throughout the turn for the construction marker to be replaced or removed. If all units leave the hex, the construction marker is not replaced/removed until a unit has occupied the hex for a full turn.
The following modifiers apply to fortification construction attempts:
+1 to the die roll if an engineer unit participates in the construction attempt, or if the hex the attempt takes place in already contains a trench. In the latter case the trench is removed on completion of the fortification.
+3 to the die roll if a fortification engineer unit participates in the construction attempt.
-1 to the die roll for an attempt to construct a fortification in a hex adjacent and accessible to an in supply but disorganised enemy unit
-3 to the die roll for an attempt to construct a fortification in a hex adjacent and accessible to an in supply, organised enemy unit.
(See optional rules.)
Enemy units may not enter occupied trenches. They may enter unoccupied trenches at a cost of +1 MP and are then considered to possess the trench.
Trenches have no effect on the movement of friendly units.
Enemy attacks are penalised by a two column shift to the left on the combat results table.
Enemy fire attacks against units, or destructive fire attacks, are penalised by a -2 modifier to the die roll.
Enemy units may not enter occupied fortifications. They may enter unoccupied fortifications at a cost of +2 MP and are then considered to possess the fortification.
Fortifications have no effect on the movement of friendly units.
Enemy attacks are penalised by a three column shift to the left on the combat results table.
Enemy fire attacks against units, or destructive fire attacks, are penalised by a -3 modifier to the die roll.
(See optional rules)
Crossings allow units to cross water courses at a reduced cost in movement points, or allow units which otherwise would not be able to cross water courses to cross them.
Crossings my be fixed or intermittent. Fixed crossings may be considered either major or minor. Intermittent crossings consist of boats and ferries.
Crossing printed on the map may not be dismantled or transported. Crossings constructed by engineer units may be dismantled, transported, and reconstructed.
Detailed rules for crossings are contained in section X.II. This section lists the types of crossings available.
(See optional rules.)
The constructions described above, along with railways and roads, may be damaged or destroyed. Such damaged or destroyed constructions, railways, and roads may be repaired by engineer units.
Repairs may only be carried out by engineer units which begin the turn in the hex to be repaired and are in supply, organised, and not marked as activated.
The presence in the hex of an in supply, organised, non-activated engineer unit reduces the damage suffered by the construction/railway/road by one turn.
The presence in the hex of an in supply, organised, non-activated fortification engineer unit reduces the damage suffered by a fortification or airfield by two turns.
The presence in the hex of an in supply, organised, non-activated bridge engineer unit reduces the damage suffered by a road/railway/crossing by two turns.
Procedure
Damaged constructions/installations have their damage marker removed and replaced by a damage marker of one or two turns less for each turn in which an engineer units remains in the hex and does not participate in any other kind of activity.
Destroyed constructions/installations have their destroyed marker removed and replaced with a damage marker representing the maximum damage that that particular type of construction/installation may sustain.
The engineer unit carrying out the repair is marked as activated in the engineer activity phase.
When the final construction marker is removed from the hex the repair is consiered completed.
Until the repair is completed, the construction/installation is considered not to exist, with the exception of crossings, which may be used at reduced capacity as described in the corresponding section.
Construction may be damaged or destroyed by various means.
All damage sustained by a structure is cumulative. If a structure receives sufficient damage it is considered to have been destroyed.
The damage tolerance of the various structures, or degree of damage they may sustain before being destroyed, are as follows:
Road/Railway: | 0 |
---|---|
Trench: | 1 |
Fortification/Airfield: | 2 |
Minor Bridges/Intermittent Crossings (except boats): | 2 |
Major Airfileds: | 3 |
Major Bridges/Pontoon Ferries | 4 |
The degree of damage is expressed in turns of construction required to completely repair the structure
If a structure receives damage in excess of its damage tolerance it is considered destroyed, and the appropriate destroyed marker is placed on it.
The destroyed markers used for the various structures in the game are:
Roads/Railways: | Road/railway destroyed |
---|---|
Crossings: | Bridge destroyed |
Trenches: | No marker; destroyed trenches are removed from play |
Fortifications: | Place destroyed hexagon marker beneath the fortification |
If an X result is achieved on the destruction fire table, a destroyed hexagon marker is placed if the hex is built up, and a devastated hexagon marker is placed if the hex is not built up. In both cases no repair is possible.
As stated in the previous section, crossings allow units to cross water courses at a reduced cost in movement points, or allow units that otherwise would not be able to cross water course to cross them.
Crossings may be fixed or intermittent. Fixed crossings may be considered either major or minor. Intermittent crossings consist of boats and ferries.
Crossing printed on the map may not be dismantled or transported. Crossings constructed by engineer units may be dismantled, transported, and reconstructed.
The various types of crossing in the game, and their characteristics, are as follows:
Any number of units, of any type, may use a major crossing. Major crossings connect roads/railways on either side of the crossing.
Units must pay an additional +1 movement point to use a major crossing.
'Major crossings' refers to major bridges and lock gates.
Any number of units may use a minor crossing. Armoured and motorised units, with the exception of HQs, may not use minoe crossings.
Units must pay an additional +2 movement point to use a minor crossing.
'Minor crossings' refers to pontoon bridges and footbridges.
Intermittent crossings permit a limited number of infantry, guerrilla, and HQ units to cross a water course. There is no cost in movement points to use an intermittent crossing.
'Intermittent crossings' refers to ferries and boats.
Crossings may be constructed or emplaced by both sides in accordance with the particular rules for a game or scenario.
Engineer units are not necessary for the construction of crossings. Any non-motorised, non-armoured unit with an assault factor may attempt to construct a crossing. Engineers recieve a positive modifier for such attempts, however.
Procedure
A die is rolled, and, after the application of modifiers, a result is obtained as follows:
Minor Crossings | |
---|---|
3 or less: | Automatic construction |
4 or 5: | Construction takes one turn |
6 or more: | Construction takes two turns |
Major Crossings | |
3 or less: | Construction takes two turns |
4 or 5: | Construction takes three turns |
6 or more: | Construction takes four turns |
The crossing counter is placed between the hexes it is to connect, with a construction marker on top of it to denote how many turns are required for its construction. Units participating in its construction are marked as activated and are considered to have concluded all activity for the game turn. In the engineer activity phase of the following turn the construction counter is replaced with a construction counter of one less turn, until the final one turn construction counter is removed. At this point the crossing becomes usable by other units. The crossing is considered not to exist while it is still under a construction counter.
A construction counter can only be removed/replaced if a unit remains in the hex for the entire turn. It is not necessary for construction to take place on consecutive turns.
The following modifiers apply to the construction die roll:(These don't make sense; their sign shoudl be reversed. Seems to be some interference from repair die rolls [TN])
+1 to the die if an engineer unit is present in the hex.(should taht be participating in the attempt? [TN])
+3 to the die if a bridge engineer unit is present in the hex.
-1 to the die roll if the attempt takes place in a hex adjacent and accessible to an in supply but disorganised enemy unit.
-3 to the die roll if the attempt takes place in a hex adjacent and accessible to an in supply, organised enemy unit.
Boats realise their movement simply by being moved from one side of the water course to the other. Transported units must begin the movement phase stacked with the boats.
Ferries, like boats, work automatically, but may only move to and from mexes which are free of enemy zones of controls.
Rules section X.I.3 applies to the destruction of crossings.
(Most of the remainder of this section of the rules repeats the relevant information from the above section. I have only translated information taht is not copied directly [TN])
Note that, unlike other constructions, damaged crossings, with the exception of ferries, may still be used as follows:
Depending on the degree of damage suffered, a limited number of levels of units may still use a crossing. The number of levels that may use a damaged crossing is 1, 2, 3, and 4, when the crossing has suffered 4, 3, 2, and 1 turns of damage respectively.
1, 2, 3, or 4 levels of units in a hex adjacent to a damaged crossing may be supplied if the crossing has suffered 4, 3, 2, or 1 turns of damage respectively.
Damaged crossings do not connect adjacent roads/railways, and so may not be used for strategic redeployment.
An X result on the destruction fire table results in the complete destruction of the crossing, but no devastated or destroyed markers are placed. It is always possible to repair crossinga.
Crossings may be demolished by firendly or enemy engineers.
To demolish a crossing an in supply, organised engineer unit which has not concluded all activity for the current turn must be in a hex adjacent to the crossing.
The presence of such an engineer unit that declares its intention to demolish the crossing is sufficient to cause one turn of damage to the crossing. The engineer unit is marked as activated and concludes all activity for the turn. The engineer unit may continue demolishing the bridge in following turns.
A bridge engineer unit causes damage as above, but causes two turns of damage per turn instead of one.
When the damage suffered by a crossing exceeds its damage tolerance, it is marked as destroyed.
Rules section X.I.2.4 applies to the repair of crossings.
(The rules repeat X.I.2.4 just about word for word here. I haven't. Consult X.I.2.4 for more information [TN] )
Crossings which may be emplaced in accord with the specific rules for a game or scenario may also be dismantled, transported, and reemplaced during the course of play.
An in supply, organised engineer unit which is not marked as activated is necessary in one of the hexes adjacent to the crossing to dismantle it.
The other hex adjacent to the crossing must be free of enemy units and zones of control.
The engineer unit announces its attempt to dismantle the crossing and rolls one die. After the application of modifiers a result is obtained as follows:
1: | Crossing will be dismantled on following turn |
---|---|
2 or more: | Crossing dismantled immediately |
+1 is added to the die roll for the presence of a bridge engineer unit.
+1is added to the die roll if a second engineer unit is present.
The engineer unit is marked as activated irrespective of the result of the die roll.
If successful the crossing counter is placed in one of the two hexes adjacent to the crossing hexside
Under no circumstances may engineer units dismantle enemy, damaged, or destroyed crossings, or crossing in the process of repair or construction.
In the movement phase of the tune in which it is dismantled the crossing counter may be transported by ground or naval (see optional rules) movement.
The crossing counter can be moved by rail or motor pool in the same way as any other unit.
The stacking cost of a crossing is determined as follows:
Minor crossings: | 2 stacking points |
---|---|
Major crossings: | 4 stacking points |
Full strength boat counters: | 4 crossing points |
Boat counters are placed directly in a river bank hex. it is not necessary to announce an intention to transport them.
(The rules repeat the relevant parts of the supply rules here. See VIII.2.6 [TN])
(See optional rules)
The normal rules for movement are in effect, as covered in section IX. Remember that movement point costs can be affected by weather and terrain state.
The following rules apply to undamaged crossings.
See X.II.2.1
See X.II.2.2
See X.II.2.3 for definitions
See IX.2.7 for transporting units with boats and ferries.
See X.II.4 for the effects of damage on movement
The effects of a crossing on ZOCs depends on the type of crossing
ZOCs extend normally across undamaged fixed crossings subject to the following restrictions.
ZOCs do not extend across damaged or destoyed crossings, or crossings under construction or repair.
For a unit to extend a ZOC across a crossing, it must be able to use that type of crossing.
ZOCs never extend across intermittent crossings
Stacking refers to the number of units which may be present in the same hex at the same time. Stacking restrictions reflect the limited physical space represented by a hex.
For stacking purposes, units are considered to be of the following types:
Units of different sides may only be stacked in the same hex in accordance with the optional rules for bridgeheads, if these rules are in effect.
Units of different types may be stacked together.
The stacking value of a unit is indicated on the unit counter. See B.9.2.
Each terrain type has a maximum stacking limit, as given in the following table:
Lakes | 0 stacking points |
---|---|
Marsh, Rough Terrain, Villages | 8 stacking points |
Other hexes, except Major Cities | 12 stacking points |
Major Cities | 16 stacking points |
Note that, when being transported, a full strength boat counter costs four stacking points, minor fixed crossings cost two stacking points, and major fixed crossings cost four stacking points.
The stacking of air units also depends on the terrain type of the hex:
General Air Units | |
---|---|
Cities | 4 stacking poits of aircraft |
Clear Terrain without Construction, Major City | 8 stacking points of aircraft |
Airfields | 12 stacking points of aircraft |
Major Airfields | 20 stacking points of aircraft |
Other Hexes | 0 stacking points of aircraft |
Seaplane Units | |
Lake | 4 stacking points of aircraft |
Coastal Hex | 8 stacking points of aircraft |
Port | 12 stacking points of aircraft |
Other Hexes | 0 stacking points of aircraft |
See optional rules.
Stacking is checked separately for each type of unit. Remember that transported crossings count as ground units, and that seaplane units are counted with other air units.
Excpet as othwerwise indicated by specific rules, ther is no limit to stacking in external or remote boxes.
The stacking limit for internal boxes is sixty stacking points for each stacking type.
When stacking limits are exceeded in a hex, whether voluntarily or as a result of enemy action, the owning player can choose between one of two options. First, he may move, if possible, as many stacking points of units as exceed the stacking limits of the hex, placing them in an adjacent hex and marking them activated and marking as disorganised any other units in the hex. Second, he may surrender to the enemy as many stacking points as exceed the stacking limits of the hex. Players are only likely to choose the second option if the first proves impossible.
Only whole units may be moved or surrendered as a result of overstacking. Units may not be split or surrendered fractionally.
Air activity refers to all activity which may be carried out by an air unit in the course of a turn or game. Air units may be active in nearly all phases of the turn. For this reason, and becaue of the unusual mechanics used for air units, they have been given their own separate section.
The various actions or air missions which an air unit may perform are:
Air movement refers to an air unit changeing base. Air movement is carried out by each sude during its movement phase.
The mechanics for air movement depend on the part of the board it is carried out on.
Air movement is traced hex by hex, ignoring the movement point cost of the hexes entered. Air units are assumed to have unlimited movement capacity.
Once complete, the air unit that has moved is marked as activated and is considered to have concluded all activity for the turn.
It takes air units one turn to move from one off map box to another connected off map box.
An air unit moving between boxes is marked as activated and is considered to have concluded all activity for the turn.
It takes an air unit a full turn to move from an interior off map box to the hex map, or vice versa.
The unit is placed in the off map box, or in a hex on the map no more than six hexes from the off map box from which it entered.
As with other types of air movement, the air unit moving is marked as activated and is considered to have concluded all activity for the turn.
If the weather conditions are not clear, air activity is subject to the following effects
There is a +3 modifier to all air interception die rolls.
There is a +2 modifier to all air interception die rolls.
There is a +1 modifier to all air combat resolution die rolls.
No air activity may take place during stormy weather.
There is a +1 modifier to all air interception die rolls.
If the terrain is not dry, the following modifiers apply to air activity
Air units may only take off from major airfields (rules say 'priciple airfields', should this be the same as 'major airfields'? [TN])
Seaplane units are not subject to this restriction.
Ground attack and bombardment missions are subject to a two column shift to the left on the appropriate results table.
In general icy terrain has no effect on air activity.
This section describes how the various air missions are carried out.
Only fighter air units may carry out air patrol missions.
A player declares an air patrol in the air missions assignment phase and marks the patrolling air unit with the appropriate marker.
From this point on, and during any phase of the turn in which any enemy air activity takes place within the patrol range of the patrolling unit, The patrolling unit may attempt to intercept the enemy unit. The patrolling unit receives the following benefits to its interception. attempt:
Unlike normal interception, patrolling units may attmpt intrecpetion beyond hexes adjacent to the patrolling units base, up to a radius of six hexes from the base of the patrolling unit.
The interception die roll receives the following modifier, according to the range to the intercepted hex from the patrolling units base:
0 hexes: | -6 |
---|---|
1 hex: | -5 |
2 hexes: | -4 |
3 hexes: | -3 |
4 hexes: | -2 |
5 hexes: | -1 |
6 hexes: | 0 |
The patrolling unit may declare an interception attempt any time an enemy unit stops within its patrol radius. The patrolling unit may attempt interception once in each phase, segment, or step of the turn. However, the patrolling air unit is marked as activated, and ceases all activity for the turn, the first time it either fails in an interception attempt or suffers a negative result in air combat.
Only fighter air units specialised for night activity may carry out air patrols during night turns.
See the section on interception (XXI.6.8) for more information.
Reconnaissance missions allow air units to identify enemy units, friendly fire and destruction attacks to receive a positive modifier, and friendly artillery to fire at greater than its normal range.
In each turn no more than four reconnaissance points in total may be dedicated to reconnaissance missions over the same hex.
Once an air unit has used up all its reconnaissance points its activity is concluded for the turn, it is placed in its base and marked as activated.
Only air units with a reconnaissance factor may carry out reconnaissance missions.
A player may decide when to spend reconnaissance points as hsi moves his air units from hex to hex. He need only announce the units activity if it is being used to identify enemy units. An air unit may spend its reconnaissance points on the three different types of reconnaissance mission in the same turn.
However, and air unit must complete all its reconnaissance missions on one flight. When that flight finished any reconnaissance points not spent are lost, the air unit is marked as activated, and concludes all activity fro the turn.
The following information is obtained, depending on how many reconnaissance points (RP) are spent in the hex:
1 RP: | Enemy player reveals the number of levels of each generla type of unit (ground, air, or naval) in the hex |
---|---|
2 RP: | As for 1 RP, but enemy player also reveals the number of counters of each type |
3 RP: | As for 2 RP, but enemy player also reveals the specialities (unit types? [TN]) of the units in the hex |
4 RP: | As for 3 RP, but enemy player also reveals the historical identification of all units in the hex |
The reconnaissance points of various air units may be combined.
This type of reconnaissance mission may not be made during night turns.
When reconnaissance units carrying out a fire support mission move into the hex of the units under fire, or the hex under destructive fire, a reconnaissance point counter equal to the number of points spent on reconnaissance is placed in the hex. (The rules don't actually state what is deposited in the hex, but as I can't think of anything else...[TN])
Each reconnaissance point in the hex adds a +1 modifier to the fire resolution die roll.
Once the fire has been resolved all reconnaissance points are removed from the hex.
Not all the reconnaissance points in a hex need be used up by fire, but at the end of the friendly activity phase all unused reconnaissance points are lost.
Every four reconnaissance points in a hex extends by one the range of fire by friendly units into that hex. However, certain restrictions exist:
The extended range must begin in the first hex beyond the firing units normal range, and must continue uninterrupted until the target hex.(Not really sure what they're trying to get at here. This seems to either state the obvious, or be complete nonsense. Or maybe I just can't understand the Spanish...[TN])
The extended range may never exceed twice the normal range of the firing unit(s).
Various units may have their ranges extended at the same time, but all such units must be at the same range from, and fire at, the same hex.(Can't see the point in the same range bit, but that's what it says [TN])
If a player wants to extend the range of fire against units and destructive fire against the same hex, two differnet lines of reconnaissance must be traced, passing through different hexes with the exception of the target hex. This is the only case in which there may be more than four reconnaissance points over the same hex.
This type of mission may not take plcae at night.
(This is, I think, the least clear section of the rules, although I'm sure it makes perfect sense if you already know what they want to say. The final paragraph seems to imply that you need 4 RPs in each hex along the 'line of fire' of the firing unit beyond its normal range. However, the previous paragraph talks about different units having their ranges extended. This is only consistent if all firing units are in the same hex - but then, why not just say that? Overall though, that's the interpretation I'd go for.[TN])
(This section more or less repeats section IX.2.3 [TN])
Air units which are to carry out a transport mission must be marked as such in the air mission assignment phase.
During the movement phase an air unit marked as carrying out a transport mission may transport a number of levels of units equalt to its transport capacity.
Transported units must begin their movement phase stacked with the transport units, and must be in supply, organised, and not marked as activated.
Only non-motorised infantry, guerrilla, and HQ units may use air transport.
If an air unit suffers losses while transporting, the transported unit suffers level losses in direct proportion to to the transport capacity lost by the air unit.
Once the transport mission has been completed the marker is placed on top of the air unit. The air unit remains in its destination hex until the final adjustment phase, at which point it may return to its original hex
(This section repeats VIII.2.5, but omits the paragraph about loss of trasnport capacity when landing in a non-airfield hex. See VII.2.5 [TN])
Bombardment is always carried out against structures. Bombardment may not be used against units.
Bombardment is closely related to destrucutive fire by gound units. Both types of attack use the same results table and modifiers, and may be combined in a single attack.
Air units carrying out a bombardment mission are moved to the target hex, and their objective is declared if more than one possible objective exists in the hex (for example, if the hex contains both a bridge and a fortification). After calculating the total bombardment factor and corresponding ratio of the attack, a die roll is made on the destruction fire and bombardment table (see section XV) with any applicable modifiers. All targets have a nominal defence factor of 1.
Bombardment missions are subject to enemy interception, anti-aircraft fire, and air to air combat.
Allows targets for bombardment missions are:
Villages, cities, and major cities do not suffer damage as normal structures do. Rather, to have any effect on a village, city, or major city, an attack must result in and 'X' result on the destruction fire and bombardment table.
Air units that have carried out a bombardment mission are marked as activated and returned to their bases.
Various air units may combine their bombardment factors against a single target.
Air units may combine their bombardment factor with ground or naval fire (see optional rules). However, in such a combined attack the total bombardment factor may never make up more than half of the total attack strength.
See section XV for rules and modifiers for bombardment and destruction fire resolution. The following paragraphs list the modifiers applied to a bombardment attack: (Doesn't make too much sense to me, that. [TN])
Bombardment attacks against clear or marsh hexes suffer a two column shift to the left if the terrain state is muddy.
Bombardment factors are reduced by half for attacks taking place during night turns, unless the attacking air units are specialised for night action.
Bombardment attacks against minor crossings and ferries suffer a one column shift to the left. Boats may only be attackec while being transported.
Bombardment attacks against major crossings suffer a two column shift to the left.
Bombardment attacks against villages or devastated hexes suffer a -1 modifier to the reolution die roll.
Bombardment attacks against trenches, city hexes, or destroyed hexes suffer a -2 modifier to the resolution die roll.
Bombardment attacks against fortifications, major city hexes, or rough terrain hexes suffer a -3 modifier to the resolution die roll.
HQs may add their support factor to the resolution die roll, provided the bombardment is carried out in combination with fire from a (qualifying?[TN]) ground unit.
Bombardment attacks against clear hexes or dunes receive a +2 modifier to the resolution die roll.
(The following paragraph is somewhat confusing. The units described have their ground attack factor, not their bombardment factor, printed on a black background. But they certainly can't use intensive fire in ground attack against units, as intensive fire can only be used against structures. So I presume something got scrambled, and that such units can ues intensive bombardment, doubling their bombardment factor, even though it's their ground attack factor that's printed on a black background. [TN])
Specialised strike aircraft and divebomber air units may use intensive fire, as described in the corresponding rules. Such units have their bombardment factor printed on a black background.
Bombardment factors may not be used in attacks against ground units.
Note that in all cases the cumulative modifiers for an attack may not exceed +/- 5 to the die roll, and +/-3 columns on the corresponding results table.
Ground attacks are always carried out against units. They may not be carried out against structures.
Air units carrying out a ground attack mission are moved to the target hex. After calculating the total ground attack factor and corresponding ratio of the attack, a die roll is made on the fire against units and ground attack table (see section XIV) with any applicable modifiers. All targets or stacks have a nominal defence factor of 1 (presumably only if they don't have a printed defence factor - eg, boats [TN]).
Ground attack missions are subject to interception, anti-aircraft fire, and air to air combat.
Air units which have carried out a ground attack mission are marked as activated and returned to their bases.
Various air units may combine their ground attack factors against a single target.
Air units may combine their ground attack factor with ground or naval fire (see optional rules). However, in such a combined attack the total ground attack factor may never make up more than half of the total attack strength.
See section XIV for rules and modifiers for ground attack resolution. The following paragraphs list the modifiers applied to a ground attack:
Ground attacks against clear or marsh hexes suffer a two column shift to the left if the terrain state is muddy.
Ground attack factors are reduced by half for attacks taking place during night turns, unless the attacking air units are specialised for night action.
Ground attacks against units in a village or devastated hex suffer a -1 modifier to the resolution die roll.
Ground attacks against units trenches, city hexes, or destroyed hexes suffer a -2 modifier to the resolution die roll.
Ground attacks against units in fortifications, major city hexes, or rough terrain suffer a -3 modifier to the resolution die roll.
HQs may add their support factor to the resolution die roll, provided the ground attack is carried out in combination with fire from a ground unit.
Ground attacks against units in clear or dune hexes receive a +2 die modifier to the resolution die roll.
Intensive fire may not be used for ground attacks.
Ground attacks may be used to support attacks by ground units.
Note that in all cases the cumulative modifiers for an attack may not exceed +/- 5 to the die roll, and +/-3 columns on the corresponding results table.
(See optional rules.)
Interception missions are similar to the reaction attacks carried out by ground units.
Only air units listed in the specific interception table for the game may attempt interception. In general, interception is limited to fighter air units.
The interception table lists the type of air unit making the interception attempt across the top, and the type of air unit being intercepted down the left. The interception factor is determined by cross referencing the two types of aircraft involved.
To successfully intercept an air mission the intercepting player must roll less than or equal to the interception factor, after all modifications. A modified die roll greater than the interception factor results in failure.
The procedure for carrying out an interception is as follows:
First, the intercepting player must have an in supply, non-activated unit capable of making an interception attempt.
second, an enemy aorcraft must stop, in the course of its movement or when carrying out a mission, in a hex which is adjacent to (and including? [TN]) the intercepting unit. Air units carrying out an air patrol mission may attempt interception at a range of up to six hexes.
Given the above conditions, the intercepting player announces his intention to intercept before the enemy unit carries out its mission.
The air units making the interception attempt, and those being intercepted, including their escorts, if any, as follows:
The intercepted player places all his escorting air units in a row, and all non escorting air units in another row. For the moment, the order is not important. he must announce, however, which units make up the escort.
The intercepting player lines up his air units with one row for each intercepting type.
At this point the (intercepting? intercepted? both? [TN]) player may decide to abort his mission. If he aborts, his units are marked as activated, and the opposing player may continue with his mission as normal.
If the mission is not aborted, consult the interception table. The intercepting player reorders his rows of units with the units with the higher interception probability above units with a lower interception probability. The intercepted player reorders his rows of units with the units with the lower probability of being intercepted above units with a higher probability of being intercepted.
For each intercepting aircraft type, make a die roll and consult the interception table after applying any modifiers. Begin with the aircraft with the lowest probability of interception.
Each modified die roll allows the intercepting aircraft type to intercept all those enemy aircraft for which the modified die roll was less than the corresponding interception factor (for example, if the modified interception die roll was a. seven, all enemy aircraft with an interception factor of seven or higher in the intercepting aircrafts column on the interception table are intercepted.) The row of intercepting units are placed by the side of the highest enemy row it has succeeded in intercepting. As each type of aircraft attempts interception, it should be lined up as above against the enemy aircraft that have not yet been intercepted.
Each row should now contain intercepting aircraft, intercepted escort aircraft, and/or intercepted non-escort aircraft. The higher rows should contain the better aircraft.
Air units which fail to intercept any enemy units are marked as activated and return to their bases.
Enemy air units which are not intercepted can continue their mission normally after the resolution of all air combat. Such enemy units play no part in any air combat which takes place.
The interception die roll is modified as follows (in addition to any modifiers for units on air patrol missions):
-1 to the die roll for each enemy air unit being intercepted, except for the first.
+3 to the die roll for interception attempts taking place in rainy weather.
+2 to the die roll for interception attempts taking place in cold weather.
+1 to the die roll for interception attempts taking place in hot weather.
No air activity may take place in stormy weather.
+3 to the die roll if the interception attempt is taking place at night, unless the intercepting units are specialised in night actions.
Interception is a necessary precondition for air combat to take place. However, the intercepted player may always choose to accept air combat without going through the interception procedure.
Counter-interceptions may take place using the same procedure as normal interceptions. Begin with the last counter-interception declared, and work backwards until the first interception is reached.
REPUBLICAN | + Interception Capability - | |||||||
---|---|---|---|---|---|---|---|---|
+ Interception difficulty - Interception difficulty | Intercepting Aircraft Type | |||||||
Intercepted Aircraft Type | I-16 bis | I-16 (Soviet) | I-152 | I-16 | I-15 | CCF-23 | DW-371 | FK-51 |
SM-79 | 4 | 3 | 3 | 2 | 1 | 0 | -1 | -2 |
HE-51 | 4 | 3 | 3 | 2 | 1 | 0 | -1 | -2 |
Two national air units are on a mission to bombard a major bridge. However, over the target they are attacked by three squadrons of republican fighters, based in hexes adjacent to the bridge. The republican fighters attempt interception.
First, the two sides air units are lined up. The national player decides not to declare any air units as escort, although he could have done so as one of his squadrons is classed as fighters. The republican player consults his interception table and orders his units accordingly. The squadron of I-152 is placed at the top, as it has the best interception probability, and the squadron of FK-51 is placed at the bottom, as it ahs the worst interception probability. The DW-371 go in the middle.
It is a daylight turn with clear weather, so the only die roll modifier is for air units in addition to the first, that is, -1
The squadron of FK-51 roll a two, modified to one. The interception attempt fails, and the FK-51 is marked as activated and returns to its base.
The squadron of DW-371 also rolls a two, modified to one. Again the interception attempt fails, and the DW-371 is marked as activated and returns to its base.
Finally, the squadron of I-152 rolls a four, modified to three. With this result it can intercept the SM-79, the HE-51, or both.
The players now proceed to resolve air combat. In the first round of air combat the republican player can choose which enemy unit(s) he wants to attack.
For air combat to take place the player being attacked must agree to the combat, or the player attacking must have successfully intercepted the the defending units.
Air combat is divide into rounds as follows:
In the first round of air combat the intercepting side is the attacker, and in the second round the intercepted side is the attacker. The two sides continue alternating until the combat finishes.
Air combat continues as long as there are air units capable of combat, that is, until all air units of one side have been destroyed, have aborted their mission, or have refused air combat to continue their original mission.
An air unit may abort air combat as a result of a combat die roll or at the desire of its owning player. The owning player may choose to abort some or all of his air units at the start of any of his combat rounds. The aborted units are returned to their bases and marked as activated.
The following modifiers apply to air combat:
During night turns, all factors are divided by two, fractions rounded up, with the exception of units specialised in night actions. (Should this refer just to attack factors? [TN])
-1 the the die roll if the weather is cold.
If the defender has no fighter or escort units, there is a two column shift to the right on the air combat results table.
Note that in all cases the cumulative modifiers for an attack may not exceed +/- 5 to the die roll, and +/-3 columns on the corresponding results table.
Remember that during night turns all units, except for those specialised in night actions, of a side which suffers a negative result must abort their mission.
As can be seen form the air combat results table, air combat does not produce disorganisation or fanatical results.
Losses from air combat are applied as soon as they happen. During the first round of combat any air units declared as escorts must absorb the losses. Otherwise, the player suffering the losses may allocate them as he sees fit.
- | No effect |
---|---|
X | One level lost |
2X | Two levels lost |
#X | # levels lost |
A | All units abort mission |
XA | One level lost; all units abort mission |
#XA | # levels lost; all units abort mission |
Escort missions are carried out by fighter units which accompany other air units on any type of mission. The escort can start its mission from any base, and is placed with the escorted units on the target hex before the resolution of any interception attempts an air combat.
Escort units absorb any losses suffered in the first round of air combat.
It is not necessary to declare air units to be escorts until the enemy player makes an interception attempt.
See the sections on interception (XII.6.8) and air combat (XII.6.9) for more information.
Ground attack and bombardment missions may be made in combination with fire attacks by ground units against enemy units and structures.
In all such attacks the total air factors may not make up more than half of the total factors for the attack.
Air units may add their ground attack factor to the assault, attack, or defence factors of friendly ground units in combat with enemy ground units.
As with other combined attacks, the total of air unit factors may not exceed half the total factors of the friendly units involved in the combat.
Air missions taking place in, from, or to off-map boxes may be affected in a variety of ways.
In addition to the rules explained previously for air movement from/to boxes, air units may also carry out missions between adjacent connected off-map boxes, fro off-map boxes to map hexes, and from map hexes to off-map boxes, with the following restrictions.
Air patrols are limited to the box the air units is based in. There is a -3 modifier to the interception die roll.
All missions have their cost in reconnaissance points doubled. The maximum number of reconnaissance points that may be used in one off-map box is eight. Missions to extend the range of fire of friendly units may not be made against or from off-map boxes.
There are no effects on transport.
Air units may only supply units in the off-map box in which they land.
All factors are halved, fractions rounded up, for attacks made against or from interior off-map boxes. Attacks against or from exterior off-map boxes are multiplied by 1/4. Bombardment attacks are not allowed against or from remote boxes.
Ground attack factors are affected in the same way as bombardment factors. See previous paragraph.
(See optional rules.)
Interception is possible only within the box the sir unit is based in. There is a -1 die roll modifier.
There is no effect on air combat.
There is no effect on escort missions.
(See optional rules.)
Anti-aircraft fire is resolved after all interception and air combat has taken place.
Anti-aircraft fire can take place against the hex ocupied by a unit and the six hexes adjacent to it. Anti-aircraft fire may only take place against units which carry out a mission in one of thes hexes. Units which simply move through one of these hexes may not be attacked.
The firepower of all units participating in anti-aircraft fire is added together. The attack is resolved by a die roll, with all applicable modifiers, on the anti-aircraft fire table. The result is applied immediately, and all participating units are marked as activated. Participating units which have not yet moved may move now, and are then marked as activated. (This last bit is none too clear from the rules [TN])
Some hexes benefit from intrinsic anti-aircraft fire, as explained below, along with other modifiers.
+1 to the die roll for each level of air units attacked after the first.
+2 to the die roll if the attack is taking place against air units in the firing units' hex.
During night turns, there is a -5 modifier against air units specialised in night actions, and a -3 modifier against other air units.
-2 to the die roll for fire against ground attack and dive bomber units.
-2 to the die roll for anti-aircraft fire in rainy weather.
-1 to the die roll for anti-aircraft fire in cold weather.
-1 to the die roll for anti-aircraft fire in hot weather.
Anti-aircraft fire by units in off-map boxes may only take place against units in the same box.
These exist independant of any units that might be in the hex, and provide a column shift to anti-aircraft fire as follows:
Air fields receive a one column shift to the right.
Major air fields receive a two column shift to the right.
Cities receive a one column shift to the right.
Major cities receive a two column shift to the right.
Ports receive a one column shift to the right.
(See optional rules)
(Figure 16:)
A | All target units abort mission |
---|---|
X | Target units lose one level |
#X | Target units lose # levels |
#XA | Target units lose # levels and all units abort mission |
� | Shaded results indicate one level loss to firing units |
All in supply, organised, non-activated units with a firepower factor may fire or carry out ground attacks against enemy ground units. Fire by ground units may be combined with ground attacks from air units and naval units (see optional rules).
Ground units of the same higher echelon unit (ie, army corps) stacked in the same hex may combine their firepower in a single attack. Ground units of different higher echelon units or not stacked together may only combine their firepower if a HQ is coordinating the attack. See section VII.6
Fire against ground units van be direct or indirect.
Direct fire is carried out against adjacent units, or units which are not adjacent but which are in the line of sight of the firing unit(s). Both friendly and enemy units obstruct line of sight.
Line of sight refers to a line of hexes extending from the firing unit up to its maximum range - which may be extended by reconnaissance missions. The line of sight is only obstructed by friendly or enemy units. To check if a line of sight is obstructed, trace the line of fire along the shortest hex path from the firing unit to the target. Units without a fire range are assumed to have a line of sight to their six adjacent hexes.
(The problem with the above paragraph is that there may be many shortest possible hex paths from firer to target. I would suggest using the most direct path, although this is not what they ahve done in example 17 [TN].)
Indirect fire can be used against units which cannot be attacked by direct fire.
Units use their chain of command to realise indirect fire as follows:
The target unit must be within the range of the firing unit.
The firing unit's HQ must be within reorganisation range of the firing unit, and of either the target unit or the observing unit.
The observing unit must belong to the same higher echelon unit as the firing unit unless coordination is being used, and must have a line of sight to the target hex, as described in the previous section. Units are not marked as activated for having been used for observation
The observation must 'communicate' with the firing unit via a HQ. No hex along the communication path may be in an enemy ZOC.
For coordianted fire, only one of the firing units need have a line of sight to the target, or to be able to target the hex using indirect fire.(This suggests that it is possible to have one HQ observing for one unit, and have another HQ coordinating the fire of that unit with other units. It doesn't state specifically that this is posssible though. [TN])
See section VII.6 for details of unit coordination.
Units on hexes containing hills have their effective range, and line of sight, extended by one.
See XII.6.2 for fire support and fire range extension reconnaissance missions.
Intensive fire is not allowed against units.
Fire against ground units may be carried out by ground units, air units, or a combination of both. In the latter case the air units may not provide more than half of the total firepower.
Add up the total firepower attacking the target, and consult the corresponding column on the fire and ground attack resolution table, taking into account any column shift modifiers.
Make a die roll and, after applying any modifers, read the result from the fire and ground attack resolution table. The results take effect immediately.
Ground units participating in the attack are marked as activated, and air units are returned to their bases and also marked as activated.
Both the die roll and the column and the column the fire is resolved on may be subject to modifiers.
Note that in all cases the cumulative modifiers for an attack may not exceed +/- 5 to the die roll, and +/-3 columns on the corresponding results table.
There is a two column shift to the left for fire attacks against units in clear or marsh hexes if the terrain state is muddy.
During night turns all factors are halved, fractions rounded up, except for units specialised in night activity.
Units may double there firepower if attacking in accord with their speciality.
All factors are halved, fractions rounded up, for attacks against or from off-map boxes. Factors to or from an exterior off-map box are divided by four. Fire attacks are not permitted against or from remote off-map boxes. Units can fire from an off-map box to an adjacent on-map hex and vice vers, or from an off-map box to an adjacent off-map box connected by land.
A HQ may add its support factor to the attack providing subordinate ground units are participating in the attack.
-1 to the die for attacks against units in village or devastated hexes.
-2 to the die for attacks against units in trenches, city, or destroyed hexes.
-3 to the die for attacks against units in fortifications, major city or rough terrain hexes.
+2 to the die for attacks against units in clear or dune hexes.
+1 to the die for each reconnaissance point over the target (See XII.6.2)
(See optional rules.)
Ground units may use their firepower factors to support friendly units in ground combat, provided the firepower factors do not make up more than half of the total friendly factors in the combat. The supporting units must belong to the same army corps, or be using coordination.
Ground attack factors may be used provided they do not make up more than half the total friedly factors in the combat.
(I would assume here that the total of ground attack and firepower may not exceed half the total friendly factors, although this is not stated explicitly [TN])
(Figure 17:)
The third artillery group of the 102 national division has an effective range of four hexes, and has various republican units it can choose as targets.
However, the presence of the cyclist battalion of the national Army of the North obstructs its line of sight to the second battalion of the republican 101 brigade, so it may not use direct fire against this unit.
The artillery group does have a line of sight to the other republican battalions, so it may use direct fire against the unit of its choice.
The line of sight is traced by the shortest route to the target hex (which shortest route? There are various to the 1st Bat. 101 Brigade [TN]) The movement point cost of the hexes crossed by the line of sight play no part in its determination. The line of sight is only blocked by units, whether they be friendly or enemy. The only excpetion to this is if the optional rules for bridgheads are in effect, in which case a unit can fire against a bridgehead containing both friendly and enemy units. In this case, however, any losses must be divided between both friendly and enemy units.
(Figure 18:)
The first battalion of the 151 brigade of the republican coastal defence forces is adjacent to the third battery of the national Army of the North, and so has a line of sight to the battery.
The first battalion is within reorganisation range of the headquarters of the republican fifth army corps, to which it belongs, and there are no enemy ZOCs along the communication path, so it may observe for the HQ.
The first artillery group of the fifth army corps is also within reorganisation range the HQ, to which it is also subordinate, so the HQ may observe for it.
The first artillery group is also within range of the national third artillery battery - five hexes - so it may use indirect fire against it.
(Figure 19:)
The HQ of the national 102 division/Rada is within reorganisation range of the three national artillery units. Two of these units are directly subordinate to the HQ, and the third, the third battery, is assigned directly to the Army of the North (see rules for units directly attached to army corps and higher echelon formations, section VII.2.4), so all of them may be coordinaterd by the HQ.
All three artillery units have a line of sight to the target, and all are within effective range of it, so they may use direct fire against it.
As a result of using coordination, the three units may combine to make a fire attack with thirteen firepower factors, instead of making three separate attacks of four, five, and four firepower respectively.
(Figure 20:)
D | All defending units disorganised |
---|---|
X | Defending units suffer loss of one level |
XD | Defending units suffer loss of one level, and all defending units disorganised |
#X | Defending units suffer loss of # levels |
#XD | Defending units suffer loss of # levels, and all defending units are disorganised |
Result in italics | Firing rigid artillery suffer loss of one level, in addition to above results |
Most of section XV is identical to section XIV, as the procedures for fire against units and fire against structures are very similar. Note, however, that intensive fire is possible when firing arainst structures, and that there are some extra modifiers to the resolution die roll
(Rather than repeat section XIV almost word for word, as is done in the rule book, I have provided references to the corresponding parts of section XIV, and only translated any differences or additions. When referring to section XIV, remember that for purposes of section XV 'units' should be read as 'structures' or 'hexes' [TN])
See XIV.1, with the exception that air units use their bombardment factor, not their ground attack factor, for attacks against structures.
See XIV.2.
See XIV.3.
See section VII.6 for details of unit coordination.
See section XIV.5.
See XII.6.2 for fire support and fire range extension reconnaissance missions.
Intensive fire is possible when firing against structures.
Intensive fire may only be used during daylight turns by non-infantry ground units, and specialised strike aircraft and dive bomber air units.
Apart from the normal restrictions on combined fire, to use intensive fire a player must attack with a totla of at least twenty-two firepower/bombardment factors.
Once a player has declared that he is using intensive fire, the firepower of all units involved in the attack is doubled. Participating units are considered out of supply for the rest of the turn,and should be marked with an intensive fire counter, in the case of ground units, or an out of supply counter, in the case of air units.
See XIV.8. Note that there is a separate table (figure 21) for fire against structures.
Both the die roll and the column and the column the fire is resolved on may be subject to modifiers.
Note that in all cases the cumulative modifiers for an attack may not exceed +/- 5 to the die roll, and +/-3 columns on the corresponding results table.
See XIV.9.1. Note that it doesn't make much sense to bombard off-map boxes.
The following modifiers apply depending on the type of target.
There is a one column shift to the left for attacks against minor crossings and ferries. Boats may only be attacked while being transported.
There is a two column shift to the left for attacks against major crossings.
In addition, units using intensive fire double their firepower.
See XIV.9.2. Read 'structures' for 'units'.
(See optional rules)
(This seems to have got here by mistake, as fire against bridgeheads would seem to imply fire against units. [TN])
An air units bombardment factor may not be used to support ground units.
See X.I.3 for the damage tolerance of various structures.
See X.II.4 for how levels of damage affect movement over crossings.
See VIII.2.6 for for how levels of damage affect supply over crossings.
(Figure 21:)
- | No effect |
---|---|
1 | One turn of damage |
# | # turns of damage |
X | Structure destroyed |
Result in Italics | Rigid artilley suffer loss of one level, in addition to above results |
# | Lightly shaded result destroys all structures except major fixed crossings, built up (village, city, and major city) hexes, and major airfilds |
# | Heavily shaded result devastates or destroys hex, in addition to effects on target structure |
Possibly the most important of all game mechanics, ground combat takes place between ground units in adjacent hexes.
Ground combat may take place in the form of assaults or attacks. Additionally, ground combat includes both reaction attacks and breakthrough and exploitation.
Apart from bridgeheads and diesmbarkations (see optional rules), ground combat takes place between untis in adjacent, accesible, hexes.
All units attacking a target stack may combine their factors in a single attack, provided they belong to the same army corps or are using coordination.
Units using their assault factor may attack together with untis using their attack factor.
Ground combat may only be initiated by units with attack factors which have not already been marked as activated for the turn.
Units may only initiate ground combat once per turn, unless participating in a breakthrough and exploitation.
Units which have not moved into contact with the enemy in a turn may use their attack factor to attack adjacent enemy units.
Units which have moved into contact with the enemy during a turn may use their asault factor to attack adjacent enemy units.
The attacking player adds up all the attack/assault factors of participating units, and the defending player add up all the attack factors of defending units. A combat ratio is calculated by dividing the total attacking factors by the total defending factors, and rounding down any fractions. Any necessary modifications are applied to the combat factor. The attacking player makes a die roll and, after applying any die-roll modifiers, consults the ground combat results table. Any results are applied immediately. All (attacking?[TN]) units are marked as activated, with the activation marker on top of the unit counter, and may not carry out any other activity during the turn, unless they have a fire factor which they have still not used.
A unit may not attack an adjacent unit unless it can move into the hex occupied by that unit.
Both the combat ratio column and the attack die roll may be modified as described in the following sections.
Note that in all cases the cumulative modifiers for an attack may not exceed +/- 5 to the die roll, and +/-3 columns on the corresponding results table.
Unless otherwise stated, for a modifier to apply it is only necessary that one participating unit qualifies for that modifier.
Combat taking place against units in dune, village, or devastated hexes, or across a crossing, suffer a one column shift to the left.
Combat taking place against units in tranches, or city, marsh, or destroyed hexes, or across a secondary river or canal, suffer a two column shift to the left.
Combat taking place against units in fortifications, or rough or major city hexes, or across primary rivers, suffer a three column shift to the left.
Combat taking place against disorganised units receives a one column shift to the right. Disorganised units may never attack.
Combat taking place against out of supply units receives a two column shift to the right. Combat initiated by out of supply units suffers a two column shift to the left. Out of supply units may only initiate combat as part of an attempt to move closer to a friendly supply source, and as such always use their assault factor. Their fire factor, should they have one, may not be added to their assault factor. (This would seem to imply that in supply units may include any fire factor they have as part of an attack/assault, although the rules don't state so as such [TN]) In both the above cases, if in supply units are stacked with the out of supply unit, the penalty is reduced to a one culumn shift.
Units attacking in accordance with their specialisation double the corresponding factors.
During night turns all factors are halved, attacking units rounding down and defending untis rounding up. This does not apply to guerrilla units, which have all their facotrs doubled during night turns.
Combat taking place against units which have used strategic redeployment receives a one column shift to the right.
Air units unable to change base defend with half their ground attack factor, if they have one. Air units without a ground attack factor defend with a nominal factot of 1.
No attacks may be made aganist remore off-map boxes.
Attacks against or by units in exterior off-map boxes suffer a two column shift to the left and right repectively. The defending units must be accesible to the attacking units. The maximum combat ratio for all such attacks is 3:1.
Attacks against or by units in interior off-map boxes suffer a one column shift to the left and right repectively. The defending units must be accesible to the attacking units. The maximum combat ratio for all such attacks is 6:1.
See section XVIII (specialised units) for details of modifiers applicable to foreign units involved in ground combat. Applicable modifiers are:
International and Soviet units, and units belonging to the CTV, receive a one column shift to the right.
Units belonging to the Condor Legion receive a two column shift to the right.
Units belonging to the Army of Africa are not considered foreign units for this purpose.
HQs may apply their support factor to the attack, in accordance with section VII.2.1.
Fanatical attackers receive a +1 modifier to their attack die roll. Units attacking fanatical defenders suffer a -1 modifier to their attack die.
Certain types of unit receive die roll modifiers. See section XVII for more details of specialiesd units.
Cavalry attacking in clear terrain receive a +1 modifier.
Attacks by milicias or coastal defence acting units alone suffer a -2 modifier.
Armoured or Motorised units receive/suffer the following modifiers, depending on the type of terrain occupied by the defending unit:
Village: | -1 |
---|---|
City: | -2 |
Major City: | -3 |
Clear: | +1 |
Units attacking with the benefit of surprise receive the following modifiers, depending on the current turn:
First Turn: | +3 |
---|---|
Second Turn: | +2 |
Third Turn: | +1 |
The same modifers are subtracted from attacks made by friendly units while the enemy has the benefit of surprise.
Reaction attacks may be made after the enemy finishes all ground movement. Participating units are marked aith a reaction attack marker to remind players of the special conditions that apply to such attacks.
Reaction attacks may be made by in supply and organised units possessing an assault factor which have not made any attacks previously in the turn and do not have an activation marker on them.
Reaction attacks may not be made against or from off-map boxes.
Units may not make reaction attacks against adjacent enemy units. Units making reaction attacks must have sufficient movement points to move adjacent to the enemy units they wish to attack. Given these conditions, the unit making the reaction attack must move adjacent to the enemy unit by the shortest path, taking into account enemy ZOCs and other movement modifiers.
The following special rules apply to reaction attacks.
Reaction attacks are made by individual units and stacks, which may not receive fire support, support from HQs, or use coordination.
Units defending against reaction attacks may receive fire support and support from HQs.
Once a reaction attack has been resolved the units that made the attacks are marked as activated with the marker counter on top of the unit counter. The defending units are only marked as activated if they used their firepower factor, or suffered a negative result in the combat.
Reaction attacks may not take place during night turns.
A retreat is an obligatory movement towards hexes free of enemy ZOCs and not controlled by the enemy.
Retreats must be traced through those permittrd hexes with the lowest cost in movement points to the retreatin unit.
Retreat results have no effect on units in off-map boxes.
If a unit or stack is unable to retreat it must surrender to the enemy, unless it is in a built-up hex, in which case it may exchange the retreat points for levels lost as follows:
Village | 3 levels |
---|---|
City | 2 levels |
Major City | 1 level |
Disorganisation results affect entire stacks. Disorganised untis suffer the following penalties:
They may not engage in any kind of fire, or receive fire or HQ support.
They may not engage in any kind of combat.
Their ZOC extends only to the hex they occupy.
Attacks against disorganised units receive a one column shift to the right.
A disorganised unit which receives a second disorganisation result suffers a level loss and remains disorganised.
Disorganised units may be reorganised during the reorganisation phase of each turn.
Disorganised units may move as normal but possess only half their normal movement capacity, fractions rounded up.
Disorganised units may receive supply as normal, but may not supply other units.
Disorganised HQs may not use any of their factors.
Breakthrough and exploitation allow units to make a second movement and attack during a turn.
Necessary conditions for a unit to use breakthrough and exploitation are:
If all the above conditons are fulfilled, the units making the breakthrough and exploitation are marked with the corresponding counter, and all other normal combat is resolved.
Once all other combat has been resolved, breakthrough and exploitation may be made.
Participating units move as mormal in natural mode, and make any desired attacks as normal. Once these attacks have been resolved, the breakthrough and exploitation marker is removed and the unit is marked as activated.
Whenever a hex has been left free of enemy units as a result of combat, that hex may be occupied by attacking units at no cost in movement points, provided the attacking units do not wish to make a breakthrough and exploitation. For the latter case see XVI.9.
Captured units are placed in the current turn captured units box on the map. At the end of the turn, after their victory point value has been calculate, they are moved to the accumulated captured units box.
Units possessing an assault value may gain fanatical status as a result of ground combat.
Units which gain fanatical status have the corresponding marker counter placed on them.
Fanatical status is lost after any negative combat result, or immediately a unit becomes out of supply.
Units marked as fanatical attackers receive a +1 die roll modifier when attacking.
Attacks against units marked as fanatical defenders suffer a -1 die roll modifier.
Units may benefit from both attacker and defender fanatical modifiers at the same time.
(See optional rules.)
Surprise attack benefit is granted by special game or scenarios rules, which will explain when, where, and to whom it applies.
Surprise has various effects, which are described in the following paragraphs. These effects vary depending on how long surprise has been in effect. Surprise may last a maximum of four turns.
Surprise affects the determination of initiative by moving the initiative marker along the initiative track as follows:
First Turn: | Three squares in favour of side with surprise |
---|---|
Second Turn: | Two squares in favour of side with surprise |
Third Turn: | One square in favour of side with surprise |
The side with surprise is not penalised for movement during noght turns.(The rules refer specifically to republicans here, but I'm assuming this goes for any side with surprise. Hopefully future games will resolve this - and other - ambiguities. [TN])
The side not possessing surprise is subject to the following limitations on ground movement while surprise is in effect:
First Turn: | May only move a number of units equal to the roll of one die |
---|---|
Second Turn: | May only move a number of units equal to the roll of one die plus six |
Third Turn: | May only move a number of units equal to the roll of two dice plus six |
Fourth Turn: | May only move a number of units equal to the roll of two dice plus twelve |
In addition, the side not possessing surprise is subject to the following limitations on air movement:
First Turn: | May only move a number of air units equal to the roll of one die |
---|---|
Second Turn: | May only move a number of air units equal to the roll of two dice |
Third Turn: | May only move a number of air units equal to the roll of two dice plus three |
Fourth Turn: | May only move a number of air units equal to the roll of two dice plus six |
All units of the side possessing surpries are automatically in supply while surprise is in effect, unless they are completely surrounded by enemy units (or ZOCS? Not stated too clearly[TN]).
All attacks taking place while surprise is in effect receive a modifier of 3, 2, or 1, on the first, second, and third turns respectively. The modifier is positive for the side possessing surprise and negative for the side not possessing surprise.
Apart from the effects on movement, the side not possessing surprise may engage in all other activities normally.
Surprise should be recorded on the corresponding track on the game board.
There are certain restrictions on combat against guerrillas.
Guerrilla units may only be attacked if they are completely surrounded by non-motorised, non-armoured, units possessing an assault factor.
The first level loss against a guerrilla unit results in it being moved immediately to an unoccupied hex at a maximum distance of six hexes from its original hex.
Other results are applied as normal.
(It's not clear what happens when a guerrilla unit suffers a loss of two levels or more. I assume the first level results in the movement of the unit and the extra levels are absorbed as losses. [TN])
(Figure 22:)
- | No effect |
---|---|
X | One level loss |
#X | # level loss |
D | All units disorganised |
R | All units retreat one hex |
P | All units captured |
F.AT | All attacking units become fanatic |
F.DF | All defending units become fanatic |
� | Shaded results indicate attacker may make exploitation and breaktrhough |
More than one type of result may apply |
Victory points are used to determine the final vidtor and degree of vitory, as well as helping to determine which side has the initiative each turn.
There are two types of victory points, current turn victory points (CVP) and accumulated victory points (AVP). A track for each type of victory point is printed on the game board. The victory point tracks have columns for units, tens, and hundreds of victory points. Players should use the vitory point markers corresponding to each side to keep track of the two types of victory point. The markers are printed on both sides; the front multplies the number of victory points by one, and the back by two. Normally only the front will be needed, although the back might be useful in extreme conditions when victory points can not be marked by the numbers on the tracks.
Both national and republican AVPs are recorded. Only one side's marker at a time may be used on the CVP track.
Current turn victory points can be obtained in a number of ways during the turn. In general they are awarded:
Victory points are counted using the following procedure.
The player designated to take the first activity phase places his CVP markers on the CVP track before engaging in any activity for the turn.
During the turn the player moves his markers along the tracks, as explained in the following section, to reflect victory points earned.
The second player does the same during his activity phase, subtracting instead of adding the vitory points he earns. Should the CVP total become negative the current markers are replaced with the opponent's markers, and the count resumed from zero.
At the end of the turn, one sides markers will be on the CVP track, either on zero or a positive number. If the number is positive, it is added to the AVP track.
CVPs are awarded in the following situations:
Accumulated victory points may be obtained in a variety of ways:
The final victory point count is made at the end of the last turn of the game.
Final victory points are awarded for the elimination of enemy units of the following types:
Legi�n: | 2 VP |
---|---|
Other Army of Africa Units: | 1 VP |
CTV: | 1 VP |
Legi�n C�ndor: | 2 VP |
International Brigades: | 1 VP |
Soviet Units: | 2 VP |
Shock Troops: | 1 VP |
HQs: | 3 VP |
Air Units: | 3 VP |
Final victory points may also be awarded acording to specific rules for a game or scenario.
This is obtained by taking the ratio of the final AVPs of the two sides.
The victory level is determined at the end of the final game turn after adding up the final AVPs of each side.
A ratio of the two AVPs is taken and compared on the following table:
Ratio | Result |
---|---|
1:1 | Indecisive |
Between 2:1 and 3:1 | Marginal victory |
Between 4:1 and 6:1 | Operational victory |
Between 7:1 and 10:1 | Strategic victory |
11:1 and greater | Decisive victory* |
* A decisive victory is considered to be sufficient to end the war or bring about a long term cessation of hostilities. See specific rules for game or scenario> |
Players should check for automatic victory at the end of each turn.
Automatic victory may be awarded according to the specific rules for a game or scenario.
Automatic victory is also awarded if at the end of any turn all enemy units in play have either been eliminated or captured, or are disorganised or out of supply.
This section gathers together rules contained elsewhere in the series book related to special types of unit and specific units.
The units described in this section are all subject to certain special rules. For rules related to specific markers, see section XIX - Off-Map Boxes and Miscellania.
Naval infantry may cross water courses without using crossings.
Coastal defence units suffer a -2 die roll modifier when attacking without the participation og other types of units.
Coastal defence units may cross water courses without using crossings.
Guerrilla units may cross water courses without using crossings.
Guerrilla units have all their factors (except staking capacity) doubled during night turns.
The ZOC of guerrilla units extends to two hexes from the unit.
Guerrilla units may only be attacked if they are completely surrounded by non-motorised, non-armoured units which possess ann assault factor.
Fire attacks may not be made against guerrilla units, nor may fire support be used against them.
If guerrilla units suffer a level loss they are immediately moved to an unoccupied hex within six hexes of their original hex.
Cavalry receive a +1 modifier when attacking units in clear hexes.
Mountain infantry, high mountain infantry, and ski units have their factors doubled when attacking, firing, or defending in rough terrain.
Mountain infantry, high mountain infantry, and ski units may cross hexsides which are considered impassible to other units.
Fixed artillery loses a level if it obtains a maximum result on either of the fire resolution tables.
Mountain artillery doubles its firepower when firing against targets in rough terrain. Mountain artillery is the only artillery that may enter rough terrain.
AT units double their firepower when firing at armoured units. AA units double their firepower when firing at air units. Mixed AT/AA units double their firpower when firing at armoured or air units.
AA and mixed AT/AA units firing on the anti-aircraft fire resolution table may suffer level losses as a result of their fire.
Armoured units may not be transported by boats or air units. May only cross water courses using major crossings.
Armoured untis receive a +2 modifier when attacking units in clear hexes.
Attacks involving armoured units suffer a -3, -2, or -1 die roll modifier against units in major city, city, and village hexes.
Armoured units may only enter rough terrain hexes along a road.
Bridge engineers receive a modifier for attmpts to construct, repair, or demolish crossings.
CTV units receive a one column shift to the right when attacking without the collaboration of non-Italian units.
Condor legion units receive a two column shift to the right when attacking without the collaboration of non-German units.
Militia units attacking without the collaboration of other types of units suffer a -2 die roll modifier.
Unlike other units, army of africa units suffer no movement penalty during hot weather conditions.
International brigade units receive a one column shift to the right when attacking without the collaboration of non-international brigade units.
Soviet units receive a one column shift to the right when attacking without the collaboration of non-Soviet units.
Only fighter units may carry out escort, patrol, and interception missions.
Divebomber units and specialised strike aircraft air units are the only air units that may use intensive fire.
(See optional units)
Divebomber units and specialised strike aircraft air units are the only air units that may use intensive fire.
Specialised units do not have their factors halved during night turns.
Specialised air units receive a modifier to anti-aircraft fire made against them during night turns.
Specialised air units suffer only a +1 modifier for interception attempts made during night turns.
Seaplane units may only land in lake, port, or coastal hexes.
Rules relating to off-map boxes have appeared in various sections of the series rules. This section gathers those rules together for ease of reference.
It costs 6 MP to enter an off-map box from the hex map.
It costs 6 MP to enter a hex on the map from an adjacent off-map box.
It costs 6 MP to move from one off-map box to a connected off-map box.
A unit may always carry out one of the above three actions by expending its entire movement capacity.
Unless otherwise indicated, remote and exterior off-map boxes are always considered to be in supply.
Supply may be traced from exterior off-map boxes to any hex on the map accessible to it by ground movement, at a cost of 6 MP for each off-map box crossed by the supply path, plus the movement point cost to enter the first hex on the map.
Attacks may not be made against or from remote off-map boxes.
Attacks against or from exterior off-map boxes suffer a two column shift to the left. The interior/exterior off-map box attacked must be accessible by ground movement from the attacking exterior/interior off-map box. The maximum combat ratio for such an attack is 3:1.
Attacks against or from interior off-map boxes suffer a one column shift to the left. The hex/off-map box attacked must be accessible by ground movement from the attacking off-map box/hex. The maximum combat ratio for such an attack is 6:1.
Unless otherwise stated by specific rules for a game or scenario, no constructions may be made in off-map boxes.
Air missions to/against or from off-map boxes are affected as follows.
Air missions may be carried out from one off-map box to another, or between off-map boxes and the hex map.
Air patrols are limited to the off-map box the patrolling air unit occupies. The interception die roll receives a -3 modifier.
The cost of reconnaissance missions in off-map boxes is doubled. A maximum of 8 RP may be expended in any one off-map box. Fire range extension missions may not be made to or from off-map boxes.
Transport missions may be carried out as normal.
Air units may only supply units in the off-map box in which they land.
Bombardment factors are halved, fractions rounded up, against targets in interior off-map boxes. Bombardment missions against targets in exterior off-map boxes have their bombardment factor divided by four. Bombardment missions may not be made against remote off-map boxes.
Ground attack missions suffer the same effects as bombardment missions.
See optional rules for effects of off-map boxes on naval bombardment.
Interception attempts may only be made against air units in the off-map box occupied by the intercepting unit. The interception die roll receives a -1 modifier.
Air combat may take place as normal on off-map boxes.
Escort missions may take place as normal on off-map boxes.
Zones of control only extend to the box occupied by the unit. Enemy units may not enter a box occupied by friendly units.
Fire attacks against/from interior off-map boxes have their firepower halved, fractions rounded up. Fire attacks against/from interior off-map boxes have their firepower divided by four, fractions rounded up. Fire attacks may not be made against/from remote off-map boxes.
The off-map box must be accessible to ground units. (Not sure what they want to say here, though the next bit is clear enough [TN].) Otherwise, fire attacks may be made from an off-map box to an adjacent, accessible, off-map box, or from an off-map box to an adjacent map edge hex, and vice versa.
The rules from the previous section apply.
Anti-aircraft fire may only be made against units in the firing unit's off-map box.
The following rules cover points not considered earlier.
Disorganised units may attempt reorganisation once per turn in the reorganisation phase.
One die is rolled for each unit attempting reorganisation. Any relevant modifiers are applied. The result takes effect immediately.
The following modifiers apply:
One HQ unit may apply its reorganisation factor as a positive modifier to the reorganisation doe roll of all disorganised units within its reorganisation range. A HQ's reorganisation range is the same as its reorganisation factor. See section VII.2.2 for conditions applying to such support.
Disorganised units adjacent to an in supply, organised enemy unit suffer a -2 modifier to their reorganisation die roll.
Disorganised units adjacent to an in supply, disorganised enemy unit suffer a -2 modifier to their reorganisation die roll.
If the reorganisation attempt is not supported by a HQ's reorganisation factor, there is a -1 modifier to the reorganisation die roll.
The effects of the reorganisation die roll are as follows:
1 or less: | Unit remains disorganised and suffers a loss of one level |
---|---|
1 - 3: | Unit remains disorganised |
4 or more: | Unit is reorganised |
Activation markers may be placed under or on top of unit counters.
The activation marker is placed on top of a unit counter when the unit has completed all activity for the game turn.
The activation marker is placed under the unit counter to show that it has moved but may still attack or fire during the turn. This only applies to units possessing an assault factor and/or a firepower factor.
All markers that are no longer necessary are removed from the board.
Once all markers have been removed, play proceeds to the next turn.
In the reinforcement entry segment of the turn they enter play reinforcemants are placed in any interior off-map box controlled by the owning player. All units belonging to the same unit that enter on the same turn must be placed in the same off-map box.
If there is no suitable interior off-map box for the renforcements to enter, they enter any exterior off-map box controlled by the owning player.
Units eliminated during the tunr may be rebuilt during the unit reconstruction phase.
Only HQs and non-motorised, non-armoured, non-artillery units may be rebuilt. One qualifying unit may be rebuilt for every three eliminated units of the same type. The two remaining eliminated units are eliminated definitively. Rebuilt units are placed in the interior off-map box nearest in movement points to the HQ they are subordinate to.
HQ units are rebuilt in accordance with section VII.5
See section XVII.8 for situations in which they game may end automatically
Rules contained in this section are not considered to be in effect unless both sides have agreed to their use before the start of play. Players may agree to use some or all of these rules.
Players may agree to use some or all of these rules to increase the historical accuracy of the simulation.
While a cessation of hostilities is in effect neither side may engage in ground combat, fire attacks, bombardments ground attacks, or any other offensive action.
Unless otherwise indicated by the specific rulse for a game or scenario, a cessation of hostilities applies to both sides and may not be breached by either.
A cessation of hostilities may occur in one of two ways:
The following activities may take place during a cessation of hostilities:
The national player is limited in the number of fortifications he may construct during the game, in addition to those he possesses at start of play.
The national player may not construct any fortifications until he has first constructed at least five trenches.
After constructing his first fortification, the national player may only construct one fortification for every ten trenches constructed.
Deliberate floods may only take place in accordance with the specific rules for a game or scenario. Such rules will specify which side may make such floods, how often they may be made, and which water courses they affect.
Deliberate floods are declared in the combat preparation segment. The effects of a flood start in the first hex of the affected water course, and continue downstream from this hex.
A die roll is made on the destructive fire and bombardment table, using the 46+ column for a primary river and the 22-28 column for a secondary river or canal.
The result of the die roll is applied to any crossings in the first hex of the water course. The same die roll is applied to each downstream hex of the water course, but with a -1 modifier for each hex downstream of the first.
In addition, units may only cross the affected water course using major fixed crossings.
The flood effect die roll is only modified by game or scenario specific rules.
Once all its effects have been resolved, the flood is recorded on the corresponding track on the game board.
The specific rules of a game or scenario will indicate which units, if any, must be withdrawn, and on which turn they must be withdrawn. Units are always withdrawn on daylight turns.
All surviving units of the withdrawing unit must leave the hax map, unless otherwise indicated.
The withdrawing units have three turns to leave the hex map, starting with the turn indicated for their withdrawel. For each additional turn in which a unit to be withdrawn is on the map, the opposing player earns 1 CVP.
The withdrawel takes place during the movement phase.
The withedrawing units may move to any interior off-map box, but all units belonging to the same higher echelon unit must withdraw to the same off-map box.
Withdrawn units may not carry out any offensive action, but may carry out any other action wiht the exception of moving back onto the hex map.
Withdrawing units which may not move due to being surrounded must attack their surrounding units in an attempt to withdraw, unless they occupy a victory point objective, in which case they may wait until they are free to move away. They still qualify for enemy CVPs if their exit is delayed.
Units belonging to withdrawn higher echelon units do not qualify for reconstruction.
Occasionally it may be specified that withdrawing units must withdraw to an exterior off-map hex.
Foreign units use the rules for withdrawel as described in the previous section. However, the penalty for failing to withdraw foreign units is 2 CVPs per turn.
Units belonging to the army of africa, with the execpetion of those belonging to the legion, are considered foreign for the purposes of this rule.
A side may possess militia units of different political affilations, such as communists, anarchists, falangists, and carlists. Militia units of different affiliations may not stack together, nor may they attack or assault together. They may collaborate in defence.
This rule may be overridden by specific rules for a game or scenario.
An enemy unit that has become isolated in a built-up hex, or a hex containing a road or rail junction, must be surrounded by in supply, organised friendly units which possess assault factors.
For each turn in which such a unit is not surrounded the enemy receives 2 CVPs.
No more than three levels of non-German (ie non-Condor Legion) armoured units may be stacked in a single hex. 'Armoured units' refers to light armoured car, armoured car, tank, and medium tank units for the purposes of this rule.
Should it become necessary to stack more than three levels of such units as a result of enemy action, excess units must be moved out of the hex as soon as this becomes possible.
Specific rules for a game a scenario may grant a side additional reinforcements.
Additional reinforcements may be made up of new units or units already withdrawn from the map, or units that are due to be withdrawn but declare that they will not do so.
Should a side declare that it will not withdraw units due for withdrawel, the opposing side immediately receives 20 CVPs.
Additional reinforcements that have been previously withdrawn may move back onto the map, and continue to move and act as normal units. For each turn that has passed since they began their withdrawel they may automatically rebuild one level of losses. Their return to normal activity must be announced in the movement segemtn, at which point the opposing immediately receives 10 CVPs.
New units that enter as additional reinforcements enter as normal reinforcements, with the exception that they are placed in an exterior, and not an interior, off-map box. The opposing player earns 10 CVPs if the new units do not include foreign units (counting army of africa, but not legion, as foreign units), and 20 CVPs if the reinforcements include foreign units.
Replacement units follow the rules for reinforcements and withdrawel of units explained above, as well as any game or scenarion specific rules.
Replacement units should be placed in the interior off-map box which is closest in movement points to the bulk of the surviving units which are to be replaced.
Ground units belonging to the condor legion which possess an assault factor may only be stacked with other ground units belonging to the condor legion.
All such units must remain within five hexes of their HQ, or, in the absence of their HQ, within two hexes of each other.
When both friendly and enemy ZOCs exist in the same hex, and the standard rules are in effect, the ZOCs are considered to cancel each other out. However, if hard ZOCs are in effect the following alterations to the standard rule apply:
If a friendly unit moves adjacent to an enemy capable of firing, that enemy unit may use 'opportunity fire' against the moving unit. (I 'm not really sure about the final part of this sentence, which refers to 'as many opportunity fire attacks as they wish', as I can't see how each enemy unit could make more than one attack. [TN])
Tracing supply through a shared ZOC costs twice the normal movement point cost for the hex.
Each hex in a shared ZOC entered costs the moving unit one additional movement point. A moving unit may not enter more than three such hexes in one turn.
Note that ZOCs do not extend to hexes occupied by enemy units. These rules only apply to unoccupied hexes that contain shared ZOCs.
Optional rules cover situations not covered in the normal series rules.
For reasons of space naval rules have not been included in the standard series rules. Such rules do exist, however, and will be included with future games that require their use.
Bridgeheads allow units of both sides to coexist in the same hex.
Bridgheads may only be produced in hexes adjacent to water course, and as a result of movement across that water course.
Friendly units entering a hex containing enemy units as a result of crossing a water course are placed on top of those units. A bridgehead marker is placed on top of the stack. The normal stacking limits for the hex must be observed at all times.
Both sides may continue to move units into the hex, with a maximum of two units per turn, as long as the stacking limits for the hex are not violated.
The following special rules apply to bridgeheads:
All units in a bridgehead are considered to be in supply as long as the owning side can trace a supply path to the bridgehead hex.
Both sides must continue to attack each turn while a bridgehead exists. As soon as one side has no organised units in the bridghead any of its surviving units must immediately retreat from the hex. The bridgehead ceases to exist at this point and the bridgehead marker is removed.
Bridgeheads may only arise as a result of crossing a water course.
All fire against a bridgehead hex affects both sides. Disorganisation and retreat results effect both sides equally. For level loss results, the firing side loses level only after the enemy side has lost two levels.
Trenches may be constructed in bridgehead hexes. However, fortifications may not be constructed in hexes containing bridgeheads.
All units belonging to the side originally occupying the hex should be stacked under the units of the side entering the hex.
Supply may not be traced from a bridgehead hex.
HQs in bridgehead hexes may only use their command factors to affect units within the bridgehead hex.
Rules for disembarkations, like the naval rules, will be included in a future game in the series.
If a disorganised unit is in a hex adjacent and accessible to an in supply, organised enemy unit at the end of the turn the disorganised unit must retreat a minimum of three hexes.
This rule only applies to clear hexes which contain no constructions and are neither devastated or destroyed.
In any attack in which a side suffers losses of more than 50%, fractions rounded up, of the levels directly involved all remaining units of that side must retreat in addition to all other effects of the attack.
Defending republican units affected by this rule must make an extra retreat in addition to any required by the combat results.
After unit reconstruction has taken place the two sides may decide, by mutual consent, to exchange prisoners.
The number of levels of prisoners exchanged is equal to a maximum of 50%, fractions rounded up, of the number of levels of units remaining in the eliminated units box.
The number of levels of prisoners obtained as above is removed permanently from the eliminated units box. Each side may then recover up to an equivalent number of levels of losses for qualifying units on the map. Only non-motorised infantry units which are at least ten hexes from all in supply, organised enemy units qualify for such reconstruction.
Rules for cicvilians, like the naval rules, will be included in a future game in the series.
Rules for supply dumps, like the naval rules, will be included in a future game in the series.
Rules for supply transport, like the naval rules, will be included in a future game in the series.
Rules for sieges, like the naval rules, will be included in a future game in the series.
Rules for mine fields, like the naval rules, will be included in a future game in the series.
In addition to the forms of supply described in the series rules, and rules for supply dumps, supply transport, and supply of besieged cities to be included in future games, there are two additional forms od supply.
Boats may supply a number of levels of units equal to their transport capacity. The boat unit is moved across the water course, where it is marked as activated and remains until the final adjustment phase. Boats may only supply units in the hex to which they move.
Ferries may supply one unit across a water course. A ferry being used to supply a unit may not transport any units in that turn.
Airfields may be constructed using the same procedure as for construction of fortifications, if so permitted by game or scenario special rules.
If permitted by game or scenario special rules captured enemy motor pool units may be used by the capturing side. Such units should be marked with a control marker of the capturing side.
Abbreviated turns allow a game to be played in a relatively short time. Abbreviated turn markers are used in the same way as normal turn markers.
The only effect of using abbreviated turns is that all ground units have their movement factors doubled.
Blizzards are considered to exist in high mountain hexes when weather conditions are cold, and when so indicated by game or scenario special rules. A marker will be provided to show blizzards are in effect.
Blizzards have the following effects:
No air activity may take place in blizzard hexes.
All fire against blizzard hexes suffers a one column shift to the left.
Snow is considered to exist in high mountain hexes when weather conditions are cold, and when so indicated by game or scenario special rules. A marker will be provided to show snow is in effect.
Snow has the following effects:
No air activity may take place in snow hexes.
It costs two movement points in addition to the normal movement point cost to enter a snow hex.
High mountains may suffer the effects of blizzards and snow, as described in the two previous sections.
Units forced to retreat across border hexsides are removed from play for a number of turns as specified by game or scenario special rules.
The opposing side receives 2 CVPs for each unit forced to cross a border.
A player may also cross borders voluntarily. In this case, the opponent receives 4 CVPs.
Floods affect hexes which are adjacent to primary rivers, and at the same elevation as the river, during rainy weather as specified by game or scenario special rules.
Floods have the following effects:
Air units in flooded hexes may not engage in any activity. Air missions may not land in flooded hexes.
It costs two movement points in addition to the normal movement point cost to enter a flooded hex.
Infiltration is an additonal effect of surprise attacks.
If infiltration is in effect guerrilla units which do not fire may move without being detected by the enemy. The enemy may not intercept (use reaction attacks against?[TN]), surround, or attack guerrill units while surprise is in effect.
Rules for conscripts, like the naval rules, will be included in a future game in the series.
Fog affect hexes which are adjacent to primary rivers, and at the same elevation as the river, during cold weather as specified by game or scenario special rules.
Fog has the following effects:
Air units based in fog hexes may not carry out any missions.
It costs two movement points in addition to the normal movement point cost to enter a hex affected by fog.
Any fire against or from hexes affected by fog suffers a two column shift to the left.
No engineer activity may be carried out during turns when stormy weather conditions are in effect.
Any turn that represents more than twenty four hours may contain more than one game turn sequence.
As many turn sequences as their are days in the turn are carried out.
Weather conditions and terrain state are only determined for the first turn sequence of the multiple turn, and remain constant for the rest of the turn. If the first turn sequence is a day turn, then all turn sequences are considered day turns. Similarly, if the first turn sequence is a night turn, then all turn sequences are considered night turns.
Players should keep track of how many turn sequences have taken place during a multiple turn.
It is not recommended that this rule be used for all muli-day turns of a game. While it does make the game more realistic, it also makes it considerably longer.
Reaction, or opportunity, fire takes place in a similar way to reaction attacks, but does not involve movement of the reacting unit. See section XX.1.13, on hard ZOCs, for more details of reaction fire.
Fortifications may be constructed in hexes that contain trenches.
The construction die roll for a fortification in a hex already containing a trench recieves a +3 modifier.
While construction is in progress only the trench is considered to exist.
(This rule seems to contradict the +1 modifier for such a constrcution described in the standard rules. [TN])
Control markers are used to show front lines, hexes controlled by a side, and captured motor pool units.
These rules are intended to provide a high degree of realism, although we realise that this comes at some cost in complexity. However, we are prepared to consider any suggestions which might allow us to achieve a higher degree of relaism or lower the complexity og the game.
Unit organisations have been reconstructed using the often scarce and partial information which we have been able to find.
However, if the interests of individula games we have made some minor modifications to the actual structure of the units. For example, Republican brigades in 1938 consisted of four battalions of roughly 600 men each, whereas National battalions consisted of about 1000 men. We have opted to reduce the number of battalions in Republican brigades to three, and consider each of those three bttalions to consist of 1000 men.
In some cases where exact information about orders of battle was missing we have resorted to making deductions from the general organisation of a sides units.
Having said this, we would be happy to receive any additional information or corrections that players may have about unit compositions.
Some suggestions on play of the games are in order. We give the following general recommendations.
Firstly, the first few times you play the game it is a good idea to keep the rule book close to hand.
Secondly, we strongly suggest that players consult the the books listed in the bibliography.
Players should not hesitate to stop play when a situation arises where it is not clear how to proceed.
Remember that the safest path to victory is to plan all your moves carefully and in advance, and take into account the enemy's likely reaction to those moves.
Units should be carefully organised with a clear objective in mind. Maintain a sense of the priorities of each unit and organisation.
Don't dedicate excessive resources to objectives of little or doubtful value. Never try to achieve objectives 'at any cost'. Don't repeat the massacres that actually took place unless you have complete justification for doing so.
Finally, don't get angry when the dice go against you. Attacks of histeria will only succeed in annoying other players. As Napoleon said, lady luck is a whore; the best way to avoid bad luck is to make sure you pay highest, that is, make sure you have the ratios and modifiers on your side. You'll find luck to be much less important.
I've left the abbreviation as they appear in the Spanish rule book, with the English form I've used if necessary, for use in cross referencing the translation with the original charts, tables, counters etc. [TN])
AA: | Anti-Aircraft |
---|---|
AT: | Anti-Tank |
C: | Campaign |
CG (HQ): | Cuartel General (Head Quarters) |
CPM (MPC): | Coste en Puntos de Movimiento (Movement Point Cost) |
CTV: | Corpo di Truppe Volontarie |
LC: | Legi�n Condor |
O: | Operational |
PM (MP): | Punto de Movimiento (Movement Point) |
PP: | Page |
PR (RP): | Punto de Reconocimiento (Reconnaissance Point) |
PV (VP): | Punto de Victoria (Victory Point) |
PVA (AVP): | Puntos de Victoria Acumulados (Accumulated Victory Points) |
PVI (CVP): | Puntos de Victoria Immediatos (Current Turn Victory Points) |
T: | Tactical |
T-O: | Tactical Operational |
ZOC: | Zone of Control |
X: | Brigade |
XXX: | Army Corps |
VV.AA: | Various Authors |
A: | Assault |
---|---|
ABS: | Supply by Air |
ACT: | Activated Unit |
AG: | Attached Unit |
B: | Baleares |
BB: | Bomber |
BI: | International Brigade |
CH: | Shock Troops |
CS: | Security Force |
CZ: | Cazadores (Hunters) |
CZ: | Fighter Aircraft |
D: | Disciplinary Unit |
DC: | Coastal Defence |
DSA: | Out of Supply Unit |
DSO: | Disorganised Unit |
EM: | Estado Mayor (General Staff) |
F: | Falangists |
F: | Fortification Unit |
F.AT: | Fanatical Attacker |
F.DT: | Fanatical Defender |
FGO: | Fired |
FS: | Fusiliers |
I: | Initiative |
I: | Company |
II: | Battalion |
III: | Regiment |
L: | Legionaries |
MS: | Mando Supremo (Supreme Command) |
NV: | Naval Bomber |
P: | Bridge Engineer |
PTR: | Air Patrol |
PV: | Victory Point |
PVA: | Accumulated Victory Point |
R: | Reemplazo (Conscript) |
R: | Carlist, Requet�s |
RC: | Air Reconnaissance |
REC: | Air Reconnaissance |
SRP: | Surprise Attack |
T: | Turn |
TB: | Tabor |
TMP: | Tiempo (Weather) |
TR: | Tiradors (Rifles) |
TRR: | Terrain |
X: | Brigade |
XX: | Division |
XXX: | Army Corps |
XXXX: | Army |
+ | Tactical Unit |
*: | Soviet Crew |
A: | Mission Aborted |
---|---|
AT/DF: | Attacker/Defender |
D: | Unit Disorganised |
F.AT | Attacker ecomes Fanatic |
F.DT | Defender becomes Fanatic |
P: | Unit taken Prisoner |
R: | Retreat |
X: | Structure Destroyed |
XA, XD, XR, XDR: | Combination of Aborted, Destroyed, and Retreat |
ALCOFAR NASSAES, J L | CTV. Los Legionarios Italianos en la Guerra Civil | DOPESA. Barcelona 1972 |
---|---|---|
ALCOFAR NASSAES, J L | La aviaci�n legionaria en la Guerra Espa�ola | Ed. Euros. Barcelona 1975 |
ALPERT, M | La Guerra Civil Espa�ola en el mar | |
CASTELLS, A | Las Brigadas Internacionales | |
COVERDALE, J F | Italian Intervention in the Spanish Civil War | Princeton University Press. 1975 |
GARRIGA, R | La Legi�n C�ndor | Ed. Garc�a del Toro. Madrid 1975 |
LOJENDIO, L M | Operaciones militare de la guerra de Espa�a, 1936-1939 | Madrid 1940 |
MARTINEZ BANDE, Coronel de Artiller�a J M | Monograf�as de la Guerra Civil Espa�ola | Editorial San Mart�n |
ROJO, V | Espa�a Heroica | Buenos Aires, 1941 |
RUBIO CABEZA, M | Diccionario de la Guerra Civil Espa�ola | Ed. Planeta. Barcelona 1987 |
SALAS LARRAZABEL, J | La Guerra de Espa�a desde el aire | Ed. Ariel. Barcelona 1969 |
SALAS LARRAZABAL, R | LOs Datos Exactos de la Guerra Civil | Madrid 1980 |
THOMAS, H | The Spanish Civil War | |
VV AA | La Guerra Civil Espa�ola 50 a�os despu�s |