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= TCW Supply Rules Summary =

Leaders and NSP's are unaffected by supply.


Supply is checked before activation (for movement or fort/fortress building).
A defending force's supply is checked at the moment of combat.
Reinforcements can only be placed in hexes that are in supply.

= Sources of Supply
9 VP worth of victory point cities connected by rail lines in friendly territory.
Supply depots (within 4 hexes of the 9 VP of victory point cities).
A rail line leading off the north edge of the map (Union only).

= Supply Range
Two hexes to a friendly rail line.
Four hexes to a supply depot.
Unlimited length along a navigable river (Union only)
Unlimited length over high seas (Union only)
Coastal hex (Union only)

= Out of Supply Effects on Units


Movement reduced by 1.
Automatically suffers demoralization in combat.
Cannot be rallied i.e. demoralization markers cannot be removed.

= Out of Supply Effects on Forts and Fortresses


Cannot attack NSP's if unoccupied.
Do not control river hexsides or affect naval movement/amphibious landings.
Occupying units may be forced to retreat.

= Supply Depots
A supply depot that is used as a supply source for combat (offensively or
defensively) is eliminated at the end of combat. A depot serving as a conduit or
for non-combat is not eliminated.
Can be destroyed during owning player's turn at any time.

(Posted with the permission of Eric Lee Smith)

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