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Blitzkrieg Alternate OOB Counters

Special Unit Rules

1) Heavy Armor Battalions – once available, one heavy armor battalion can stack freely in
a hex. A heavy armor battalion will shift odds in the owner’s favor by one odds column).
Only one shift is available for any given combat. Heavy armor battalions count as elite
units so only one may be built in a turn, and only if no other elite units are built that
turn.
2) Shock Divisions – a full strength shock division will give a one odds column shift to the
right when attacking. Only full strength divisions offer this benefit and only one shift is
available for any given attack. Shock divisions can advance only one hex after combat
(others in the attack may advance farther per the combat result). Shock divisions must
take the first strength point loss in combat if there are any losses. Shock divisions lose
their odds shift if the player is suffering from the loss of a basic industry critical
resource.
3) Infantry Corps – infantry corps units count as 1.5 units for stacking so the most that can
be in a hex are two corps.
4) Mountain Units – mountain units may move two mountain spaces by expending their
entire movement allowance for those two spaces.
5) Mechanized Infantry/Light Armor – treat as armor units for all purposes.
Technological Advancements
It is suggested that players agree to a set number of advancements prior to game start. These
advancements are meant to be used in conjunction with units purchases based on the Blitzkreig
’85 rules from The General. Please note that the advancements are sequential in each category
(Level one must be selected prior to Level 2). The exception to this is the Specialist Forces
category where each advancement is independent of the others in the category.

ARMOR
At Start: Armor units must stop upon entering any ZOC during movement. Light Armor units
may ignore infantry ZOCs during movement.
Level 1: Armor units ignore Infantry ZOC during movement.
Level 2: Armor units can move up to half their movement allowance after the combat phase.
Mechanized Infantry can now be built.
Level 3: Armor units can move up to their full movement allowance after the combat phase.
Elite armor and heavy armor battalions may now be built.
Level 4: Armor units may conduct combat after their second movement phase.

INFANTRY
At Start: Only infantry units with a movement factor of 2 or 3 may be built.
Level 1: Infantry units with a movement factor of 4 may now be built.
Level 2: Motorized Infantry units may now be built.
Level 3: Shock Infantry may now be built. Motorized infantry may move up to half their
movement allowance after combat if they do not start in an enemy ZOC.
Level 4: Motorized infantry may move up to their full movement allowance after combat if they
do not start in an enemy ZOC. Infantry with a movement factor of 4 and Motorized Infantry
may move from one ZOC into another at the cost of their entire movement allowance.

ARTILLERY
At Start: Only artillery brigades may be built. One artillery brigade may stack for free in each
hex. Artillery may not use the BBT.
Level 1: Artillery divisions may now be built. One artillery unit of any size may stack free in a
hex.
Level 2: Artillery units may now use the BBT in combat as long as they are not in an enemy
ZOC.
Level 3: Rocket artillery units may now be built.
Level 4: Rocket artillery units may move up to their full movement allowance after combat if
they do not start in an enemy ZOC.
FIGHTERS
At Start: Fighters may intercept enemy missions at half range. Fighters may only perform
interception, counter-air or escort missions.
Level 1: Fighters may now intercept enemy missions at 9 hex range.
Level 2: Fighters may now perform interdiction missions.
Level 3: -1 DRM on ACT (air combat table)
Level 4: Fighters may now perform tactical bombing missions.

BOMBERS
At Start: Only tactical and medium bombers may be built. Medium bombers use BBT at half
strength, and perform tactical missions at half strength. Tactical bombers may only fly ground
support.
Level 1: Tactical bombers may now perform interdiction missions. Medium bombers use the
BBT at full strength.
Level 2: Strategic bombers may now be built. Medium bombers may fly tactical missions at full
strength. Tactical bombers may now use the BBT against ground units.
Level 3: Tactical bombers may now fly defensive ground support at half range.
Level 4: Strategic bombers may now fly extended range at half strength up to a range of 36.

Specialist Forces
At Start: Marine 6-4 infantry may be built, no special ability; Mountain units available.
Choice A: Airborne units may be built.
Choice B: Rangers may be built
Choice C: Air Assault units may be built
Choice D: Marines gain the following ability – If during an amphibious assault the CRT does not
specific call for a defender retreat, then an attacking marine division can force a retreat by
taking two additional losses over that called for by the CRT result.

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