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ANZIO 6™ EDITION FUNDAMENTAL RULES. Basic GAME SHINGLE SCENARIO. SICILY SCENARIO BASic GAME OPTIONS 2008 - COPYRIGHT TOM OLESON ANZIO 6™ EDITION FUNDAMENTAL RULES Basic GAME SHINGLE SCENARIO SICILY SCENARIO Basic GAME OPTIONS. 2008 - COPYRIGHT Tom OLESON A. INDEX (on page 1) BB. (pages 3-13) FUNDAMENTAL RULES. LG) INTRODUCTION 2, (3) THE MAPS. 2.1 (3) Toe 2.2 (3) Friendly Terrain 3. (3) ORDER OF BATTLE (008) 4,3) BASIC FUNCTIONS: 4.1) The Game Turn 4.2.3) The Player Turn 5. (4) ZONE OF CONTROL (Z0C) 5.1 (4) German ZOC vs. Allied ports, 5.2 (4) Effect on supply 5.3 (4) Effect on movement 5.4 (4) Effect of Automatic Victory (AV) 5.5 (4) Effect on combat 6. (4-5) ISOLATION AND SUPPLY 6.1 (4) Conditions Applicable to Both Sides 6.2.4) Germans, 6.3 (4-5) Allies 7. (5) REINFORCEMENTS 8, (5) STACKING POINTS (SP) 9.(5-6) MOVEMENT. 9.1 (5) Strategie Movement (SM) 9.2.(5-6) River movement 10. (6) WEATHER 11, (6-8) SEA MOVEMENT TL (6) Definition of Terms. 11.2 (6) Initial Lift (IL) Movement 11.3 (6-7) Ports 11.4 (7) Build-Up (BU) and Capacity (Cap) 11.5 (7) Amphibious Transfer 11,6 (8) Evacuation 12, (8-11) COMBAT 12.1 (8) Defending 12.28) Auacking 12.3 (8-9) Resolution 12.4 (9-10) Terrain Effects on Combat Factors 12.5 (10) Terrain Effects on Losses 12.6 (10) Sea Attack 12.7 10-11) Automatic Vietory (AV) 12.8 (11) Breakthrough Movement (BTM) 12.911) Second Combat 13, (11-12)REPLACEMENTS 13.1 (11-12) Applicable to Both Sides 13.2.2) Allies 13.3 (12) Germans 14, (12-13) INVERTED COUNTERS (IC) 14.1 (12) Basic Characteristics 14.2 (12-13) Retreating 143 (13) Atacking 144 (13) Defending Alone 14.5 (13) Defending Accompanied C. (pages 14-15) BASIC GAME, 1. (14) 008 1.1 (14) Allied 1.2 (14) German 2. (14) INVASIONS 2.1 (14) Baytown 2.2 (14) Slapstick 2.3 (4) Avalanche 2.4 (14) Shingle 3, (14-15) AIR SUPERIORITY 4.(15) VICTORY CONDITIONS 5.15) RE-ROLL, D, (page 16) SHINGLE SCENARTO E, (pages 17-23 JSICILY SCENARIO 1, ()INTRODUCTION & RULES 2. (17) DURATION 3. (17-18) OOBS: 4, (18-19) STARTING THE GAME, 5.(19) AIR POWER 6, (19) ALLIED RIVALRY 7.19) ISOLATION & SUPPLY 8. (19-20) AXIS EVACUATION 9. (20) AXIS SEA MOVEMENT 10, (20) ALLIED SEA MOVEMENT 11. (20) CHANGES FROM BASIC GAME 12, (20) VICTORY CONDITIONS 13. (20-21) }PLAYER GAME, 14, 21) RE-ROLL OPTION 15, 21) STRATEGY (scenario) 16. 21-23) LINKED GAMES 17. 23) STRATEGY (linked) 18. 23) ACKNOWLEDGEMENTS F. (pages 24-30) BASIC GAME OPTIONAL RULES. 1. 24) INTRODUCTION 2, (24-25 SUPPORTING FIRE 3.25) ARMOR 4, (25-26) COMMANDOS, 5. (26) FORTS 6, (26) ALLIED UNITS NOT US OR BRITISH 7. (26-27) MOUNTAIN UNITS. 8. (27-28) PARATROOPS 9. (28-29) RETREAT OPTIONS. 10, 29) VARIABLE WEATHER 11. 29) FRIENDLY HEXES 12, (29) STEP REDUCTION ISOLATION 13, 29) PORT BUILD-UP 14. (29) AVALANCHE DELAY 15, 29) INVOLUNTARY OVERSTACKING 16, (29) SLAPSTICK VARIANT. 17, 30) ALLIED OOB REINFORCEMENT 18, 30) INVASION SCARE REACTION 19, G0) REINFORCEMENT VARIANT. 20, (30) MOVEMENT ORDER 21. (30) RE-ROLL 22. (30) OPTIONS CALENDAR 3B B. FUNDAMENTAL RULES (scenario changes noted in those sections) 0. Rules often state that something may be done, This means if not in violation of other rules. For example, units are destroyed retreating across rivers, but may retreat across a bridge, or via a headwaters hex, Do ‘not take this as permission to retreat overstacked, or into an enemy ZOC, saying, “It says I could do it"! INTRODUCTION - These are the rules used for the BPA convention tournament, reorganized for clarity. The only significant changes from the 4" edition of Anzio are the Sea Attack (B.12.6), incorporation of Air Superiority (C.3) into the Basic Game, and use of the new maps. The only significant change from the 5" edition (2007) is the incorporation of Basic Game Options. ‘Clausewitz : “No plan survives contact with the enemy.” Oleson: “No rules survive contact with the players. 2, THE MAPS - The “Italia” maps are used. The map containing Sicily is Map A; the other, Map B, ‘Terrain types are defined on the map. Many place names like Roma have familiar English ‘equivalents, which will be used in these rules. All of the names on the map are in Talian 2.1 TOE - Calabria, the “toc” of the peninsula, is defined as peninsular hexes completely South of the dotted white line between Cassano and Cosenza. Hexes partially South are not in the “toe” 2.2 FRIENDLY TERRAIN - al start Sicily is triendly to the Allies, all else to the Germans. Thereafter, a hex is friendly 1o the side which last occupied it, atthe instant of occupation, even if the unit only traversed it, or retreated from it. Players can keep a record of iriendly hexes, or use common sense. Any ‘unit can make a hex friendly. “Captured” means made friendly and in supply. 3. ORDER OF BATTLE (00B) - Symbols on the counters explain the nature of each unit, Many are represented by more than one counter, only one of which may be in play ata time. Unies such as paratroops, commandos and mountain units have capabilities unused in the Basic Game. See Section F. Regimental counters substitute for divisional counters only in the Advanced Game, but are also used in the Sicily scenario, where they may combine into their respective divisions. 4, BASIC FUNCTIONS - A unit may voluntarily MOVE (9.) a number of hexes limited by its movement points (MP) and MP cost to enter each hex, STACK (8.) with other units on that hex governed by their stacking points (SP), and have COMBAT (12,) according to attack and defense factors sometimes ‘modified by terrain (12.4), 4.1 THE GAME TURN is approximately 1 week, divided in 2 player-turns, Allies, then Germans, The player whose tum itis, isthe active player; his opponent is the passive player. 4.2. THE PLAYER TURN bas 11 phases for the Germans, 13 for the Allies, many of which will not oceur every turn, Use of options may add more phases. Basic Game phases are: 1 - ports declared under activation on the previous turn become usable 2-- isolation and supply status check forall units 3 - reinforcements and/or replacements become available 4 moveinent; if invasion, includes indication of zone invaded and being activated 5 only then - movement of paratroops anc/or commandos, Only applies when these options are used and when the units are used in that capacity. Not in the Basic Game 6 stacking check alter movement 7 ~ taking replacements, 8- combat 9 - possible subsequent combat 10- voluntary destruction of hriendly units by owning player 1 - isolation and supply status check for all units 12.- final stacking check 13 - declaration of activation of any port not necessary to have invaded 4B 5, ZONE OF CONTROL (ZOC) - Units with a combat factor, even if only defensive, like German replacement counters, have a ZOC. Units with no combat factor, such as inverted counters (IC), do not have a ZOC. ZOCs extend into all land hexes next to the unit, ZOCs do not extend into sea hexes, or through sea hex sides, which may separate land hexes, but do extend into unplayable hexes. ZOCs do not affect friendly hex slats. Friendly ZOCs do not affect friendly units. 5.1 GERMAN ZOC destroys Allied ports during their activation turn 5.2 EFFECT ON SUPPLY - ZOCS negate but do not by themselves destroy enemy supply sources. They interrupt enemy supply lines 5.3 EFFECT ON MOVEMENT - There is no additional movement cost to enter or exit a ZOC, but if a unit begins its turn in enemy ZOC, the first hex it moves to may not also be in an enemy ZOC, even of another unit, or even if the hex is occupied by another friendly unit. The presence of a friendly unit does rot negate enemy ZOC. It is permitted to exit an enemy ZOC and enter another if there is at least one intervening hex free of enemy ZOC, 54 EFFECT OF AUTOMATIC VICTORY (AV) - If attackers achieve AV (12.7), the enemy ZOC is immediately cancelled. It no longer impedes inovement by other units that turn. This may permit movement which otherwise would be impossible, 5.5 EFFECT ON COMBAT - IMPORTANT - When a unit enters enemy ZOC during the movement phase, ‘combat is mandatory, but if « unit enters enemy ZOC advancing after combat, including from breakthrough movement (12.8), additional combat is voluntary (12.9). A unit forced (0 retreat into enemy ZOC is destroyed, even if that hex is occupied by a friendly uni 6, ISOLATION AND SUPPLY 6.1 CONDITIONS APPLICABLE TO BOTH SIDES. 6.1.1 Starting each turn, the active player determines if units of either side are isolated. A unit is isolated if itcan not trace a line of hexes at least | hex wide from its location to its supply sousce.* This fine can traverse untriendly hexes, but both the line and the source it leads to must be free of enemy ZOC or units. A unit in enemy ZOC may stil be supplied if its supply line meets these conditions. Isolated or tunsupplied units retain full eombat and movernent Factors, and may take replacements. A unit may be isolated and still supplied because if it had been supplied at the start of w player-tuen for either side it retains that status during the player-turn, even if it becomes unsupplied during the turn, 6.1.2 A unit is destroyed after 4 consecutive player-turns unsupplied.. Exampl 6.1.2.1 On his October I turn an Allied unit advances after combat into an jsolated position, but the unit is supplied for that player-turn, because it began the player-turn supplied. During the following: German turn, the Allied unit is unsupplied. At the end of the German turn, the Allied unit bas. been unsupplied | player-turs, During the entire October IL turn, the Allied unit remains ‘unsupplied, for a total of 3 player-tuens. By the end of the next (Allied) player-turn, the unit would have to regain supplied status or be destroyed at the end of that Allied turn, having been 4 consecutive player-turns unsupplied. {6.1.2.2 Germans on their November [turn destroy an Allied port leaving 20SP of Allied units isolated ‘That would not count as theit fist player-turn unsupplied, since they began that player-turn supplied. They would be unsupplied only beginning the next, Allied, player-turn, when they could become re-supplied, which is why supply status is verified both starting and ending each piayer- turn, ‘Once @ unit is re-supplied, there is no ongoing effect of having previously been unsupplied. 6.2 GERMANS - any friendly hex on the Northwest, North, or Northeast edges of Map B is @ supply source for any number of German units, if free of Allied ZOC. 6.3 ALLIES mast trace supply to an aetive port or ports, of any sort (Lown, city, zone). Ports and zones ‘usable as supply sources have their “Cap” ~ supply capacity - indicated by a white number, for example ‘Termoli port could supply 30 SP, while that zone could supply 18. Sicily has infinite Cap without sictivating.a port counter, but is not usable as a supply source on the mainland of Italy. *¥An Allied unit able £0 trace a Fine to a supply source but which is unsupplied due to insufficient capacity is considered isolated. 6.3.1 Allies usually have several activated ports. Units may use any accessible activated ports) 5B 6.3.2 Allied units become unsupplied in two ways: inability to trace a supply line to a port, oF its capacity is insufficient. Example: Allies have SOSP to be supplied by Termoli zone and port, total Cap 48. Allies ‘must designate a unit or units with at least 2SP as unsupplied, and can not change this designation. ‘The designated unsupplied unit(s) would have to be resupplied by tracing a line to another port with sufficient capacity, or by reduction of the Allied OOB dependent on Termoli. 6.3.3 Invading Allies are the “Initial Lift” (IL). ‘These units do not aved supplies their first turn ashore only. 6.3.4 Allied units move by sea governed by the Build Up (BU) value of the port involved. IMPORTANT - they may never BU disembarking in excess of Cap. BU embarking is only affected by Cap at destination. In the example above (6.3.2), Allies could not send units by amphibious transfer to ‘Terimoli zone or port because they would have no available surplus CAP. 7. REINFORCEMENTS - When available on the Time Track, Germans enter from any friendly Northwest, North, or Northeast Map B hex not in Allied ZOC. Allies startin Sicily, from where they may amphibiously tansfer to the mainland. Reinforcements may be delayed. 8, STACKING POINTS (SP) - Each unit has a stacking value shown in the upper left-hand corner at full strength, upper right-hand corner if not. Bach side may stack (place together on 1 hex) 8SP regardiess of terrain, applicable at all imes except during the active player's: movement, Replacements stacked ‘with depleted units count against stacking limit even if removed at the end of movement. SP of a unit is tunchanged whatever its strength, even if reduced to an inverted counter (IC). IF asiack exceeds SSP. under any circumstances including retreat, sufficient SP must be removed or destroyed by its player so sp Jimit is not exceeded, In case of retreat, over-stacking must be corrected immediately after the combat causing the retreat, Except during AV, hostile units never slack, even if, without combat value. 9, MOVEMENT is voluntary but may be necessary to avoid destruction. Players move none, some, or all ‘units for part or all their MP (Movement Points) - the third of the 3 numbers shown at bottom of the counter. MP can not be transferred to another unit nor saved. Except for rivers (9.2), MP cost depends ‘on tefrain in the hex-side erossed, not terrain in the hex. Movement is sequential not simultaneous, MP tweross hex-side with - 1 any plain terrain 2 all rough tervain; a river in a hex-side such as T47-U46 is still al ough terrain ” ‘major road, regardless of other terrain 1 minor road, ditto all all High Apennine (HA) or swamp, which are functionally identical. References to HA also apply to swamp. A river crossing such a hex-side (example F50/G49) does not change the cost, which is unchanged even if using Strategic Movement (below). Prohibited _ sea (governed by different rules) 9.1 STRATEGIC MOVEMENT (SM) gives a unit double normal MP. If a unit does not begin nor end its turn in enemy ZOC it may use SM. Allied units ean not combine any type of Sea movement with SM. the same turn. There is also a restriction on SM in the “toe” of Italy (sev Baytown C.2.1 invasion rules). 9.2 RIVER MOVEMENT - A unit may enter a hex containing a river subject to the costs above. If entering, from a bridge or the headwaters hex of that river, it may move direcily along that river, exiting from either side that turn, Example: Q25-R24-824-T23-T24 is moving directly along the Foglia. The unit could then leave the Foglia at T24 on either side, but ifthe move were $24-T24, it would count as, moving off on the South side, Bridges are defined in the terrain key on the map. 9.2.1 For simplicity. advantage may be taken of the terrain on cither side of a river regardless of entry or exit point, with the exception of roads. If there is a road only on one side, for example the Arno, then if a unit moves along the Arno from Firenze toward Pisa, exiting on the North side that same turn between F23 and J23, it could not take advantage of minor road 67, because itis on the South side of the Ammo, and the unit exits from the North side. 6B 9.2.2 Once having exited the course of the river, ia unit returns 10 that river, it isthe same as if it had ‘approached from that side, not from the river or its headwaters. Ifthe unit enters a river hex from, either side, on its NEXT turn it may move off on either side of the tiver. A unit may cross at a bridge without this delay. A unit may also move off a river hex into a hex on the other side, e.g., the side opposite its approach that tur, when occupying a vacated enemy hex as a result of combat against the enemy unit having occupied the hex. 9.2.3 Examples of how more than one river ina hex affeets movement: 9.23.1 Ifa unit moves Southwest along the Rapido river near Cassino to its junction with the Garigliano at LS1, from LS1 it could continue moving that turn to any of the 6 adjacent hexes except K52, which would be crossing the Garigliano. If it ended its turn at LS1, the next turn it could move to any adjacent hex. 9.2.3.2 Ifa unit moves South along the Tevere to its junction with another river in J36, from 136 it could ‘continue moving that turn to any of the 6 adjacent hexes except 136, which would be crossing that other river. If ended its warn at J36, the next turn it could move fo any adjacent hex. 10. WEATHER - As shown on the Time ‘Track, some turns have “mud”, changing MP costs as follows: 2 MP to cross hex-side with any plain terrain. 4 MP to cross hex-side all rough terrain or rough terrain with High Apennine. 10.1 All other costs unchanged, Mud does not affect IL invasion movement nor retreats. 1], SEA MOVEMENT is restricted to the Allies, except in the Sicily scenario, or when the Advanced Game begins 7/43. There are 3 types: invasion, amphibious transfer, and evacuation. Zones and city/town ports with potential sea movement are indicated by boundaries and IL/BU/Cap values in white, but are unusable without an activated port counter except for evacuation. 11.1 - DEFINITION OF TERMS: Beach - hex bordering the sea with any plain terrain on the coast. Beachhead - all friendly beach hexes within an invasion zone with an activated port counter. Initial Lift (IL) - number of SP permitted to invade. Build-Up (BU) - after IL, the number of SP per turn which can disembark (arrive) andl embark (depart at friendly beachhead and/or city/town port hexes with an activated port counter. Example: if BU is 4, up to 4 points may arrive and depart in one player- turn, maximum 8. Capacity (Cap) - number of SP which can be supplied from a patticular beachhead or cityftown with aan activated port counter. Port counter - their availability is shown on the Time Track. Used to activate ports Invading units - may only be U.S. and/or British. Need not be full strength. Replacements and inverted counters may invade, counting against IL. 11.2 MOVEMENT BY IL UNITS 11.2.1 IL units must begin their turn in an activated port or ports and are subject to BU limitations. They need not all come from the same port Instead of their usual MP, all have 3 MP, unaffected by mud, and may disembark any where within the single invasion zone, voluntarily moving further at the cost explained below. IL movement applies only to invading units on their invasion turn, MP - hex orhex-side 1 first hex ashore, which must be within the single invasion zone chosen. It may be in enemy ZOC. Seve also 12.6. 1 hhex-side with any plain terrain 2 hhex-side with no plain terrain, all or part rough terrain, no roads 1 hex-side traversed by a MINOR OR MAJOR road prohibited HA hex-side, since all MP are required. 11.2.2 Movement after combat is the same for all units, including IL, so crossing a High Apennine hex-side conceivably could occur at that time. 11.3 PORTS - two types: zones between white lines such as the Termoli zone along the Adriatic from W43 to ¥46 inclusive, and towns such as Termoli or cities such as Napoli, which may or not be in zones. "Towns like Sortento, on the sea but without white numbers, are not usuble ports. 7B 11.3.1 ACTIVATION of a port requires a port counter. Example: activating Termoli zone (Cap 18 BUS) requires just I counter, and would not activate Termoli town (Cap30 BUS), although the Termolt hex. (X45) could be used as part of the zone, with zone values. At the end of their turn Allies must identify any port they intend to activate, They may activate as many as they have unused counters, provided that at Teast | hex of the zone is Allied-friendly and free of Geeman ZOC, or in the case of city/town port, that hex. Hex(es) need not be friendly by invasion, but could be captured by land. ‘Activation applies only to hoxes friendly to the Allies, not in German ZOC. Ports can not be activated on hexes in German ZOC. IMPORTANT - NOTE HEXES NOT ACTIVATED. The port is unusable during the tura of activation, Provided Germans do not destroy it, BU/Cap of the port becomes usable starting the next Allied turn, Ports and zones in Sicily are activated and do not need counters. Location of port counters is symbolic, and may be in any convenient hex. 11.3.2 DESTRUCTION - Allies may destroy a port at the end of any Allied turn by so stating. The counter ‘may only be re-used when another port becomes available, Activated port counters can not be shifted From one zone or citytown to another. The activation cycle must be repeated with a fresh counter when available, 11.3.2.1 GERMANS may destroy a port during their turn immediately after the Allies announced activation by having in their ZOC all port hexes of the zone, or the city/town port hex, even ifthe hhex(es) remain friendly to the Allies. If one hex of a zone being activated remains friendly to the Allies and free of German ZOC, the Germans have failed to destroy the port, although only that hex would become an aetivated port starting the next Allied turn, 11,3.2.2 GERMANS may destroy an activated port only by making its hex(es) friendly to them. They need ‘not stop, bul may just move through. For a city/town port, this is only one hex. For a zone, the Germans have to make all hexes friendly. Ifeven one hex remains friendly to the Allies, the zone port remains active, and may recover other hexes within the zone if they again become friendly to the Allies, A zone port may expand and contract like an accordion, if 1 hex remains friendly to the Allies, all using the original counter, The re-establishment of the port takes effect the moment the hhex is mace friendly. The hexes need not be contiguous. Since Germans do not enter Sicily, they can not destroy ports there. This does not apply to the Sicily scenario (Section B). 11.4 BU (Build-Up) and Cap (Capacity) 114.1 Ha zone port is activated, and also a city/town port within it with its own counter, the city/town port may use all or part of the zone BU and Cap together with its own. The reverse is not true. Zone port hexes can only use their own BU/Cap. 11.4.2 Only U.S. and/or British units may invade, but any Allied units may use BU/Cap. 11.4.3 Cap can not be saved from one turn to the next, nor can the Allies BU in excess of Cap, 11.4.4 Unused BU can be saved, Example: Termoli zone and town ports are active, total BU 10SP. None are used in an Allied player-turn, so up to 20 could be used next turn. Unused points may only be ‘saved | tum, although in that next turn, saved points could be used first, permitting new points to be saved. Maximum possible BU is twice the single ten value. Allies should record BU saved. 11.4.5 Long zones like Termoli or Rome may be broken into 2 or more non-communicating segments Example: Germans are between Vasto and ¥46 in the Termoli zone. Zone BU of 4 (maximum 8 if 100% saved from the previous turn) would have to be divided between the segments. 11.5 AMPHIBIOUS TRANSFER is sea movement among active potts NOT in German ZOC subject to BU value both embarking and disembarking, counted separately. Each may use up to total available BU including any saved, Example: Termoli town BU is 6. If 100% had been saved the previous turn, ‘up to 12SP could leave and 12SP could arrive, total 24. This refers only to amphibious transfer, which does not require units using ito begin their turn in a port, but merely to move to it. TL units must start in a port, subject to stacking limits. A port may used by units embarking/disembarking (o transfer, and IL units embarking to invade, if sufficient BU is available. A “port” can be a town like Termoli, a city like Napoli, ora zone like Mondragone, so long as it has a port counter 11.5. EFFECT OF AMPHIBIOUS TRANSFER ON LAND MOVEMENT - units using amphibious transfer may not also use Strategic Movernent (SM), bul retain full MP usable belore and/or after transfer. The sea portion of the move costs no MP. MP cost of the first hex landing is always 1 regardless of weather or terrain, because itis a port 8B 11.6 EVACUATION (Allies only) is sea movement in excess of BU or during combat. It starts from any beach hex in or out of German ZOC, without a port counter, of from any friendly port with a counter but in German ZOC (see 11.5). A port city like Napoli or town like Ancona without a counter is treated as a beach for evacuation. Allies can not evacuate from coast hexes (see map terrain key). 11.6.1 Evacuation ean occur during Allied movement or combat, in which case units evacuating transfer 10 any active port. If evacuation is in the Allied movement phase, SM is not permitted, but MP may be used before and/or afer evacuating, No BU is used embarking by evacuation, but disembarkation is, subject to BU value at destination 11.6.2 Evacuation can also occur in the German combat phase, al the moment when conditions permitting it ‘occur, These units must disembark in Sicily, or when playing the “Anything Goes* scenario, where Sicily may not be Allied, off-map in Africa, from where they may return as though from Sicily. * To be published with the Advanced Game rules. 11.6.3 Evacuuting units first suffer any combat loss. After that, even if they lose no steps, they always become ICs, regardless of when the-evacuation occurred, 60 units without IC status ean not e Units already ICs may evacuate without further loss from evacuation, 12, COMBAT - Ifa unit enters or is unable to withdraw from enemy ZOC when its movement ends, combat ‘ceurs, AV (12.7) is an exception, ft occurs during movement, although exact losses are determined in the combat phase, During his movement, the player commits as many units to each battle a he wishes. ‘When movement ends, he resolves combat in the order he prefers, deciding the order, and any voluntary odds reduction, as combat proceeds. The result of each combat is determined before the next combat. 12.1 DEFENDING units stacked together must be attacked as a group with | total defense factor, not inxlividually. Any stop losses are taken as the defender prefers, except that Allied replacement counters must be taken last. The defense factor is the second of the 3 numbers al the bottom of the counter. 12.2 ATTACKING anis starting their turn in enemy ZOC may withdraw if able; oF stay and fight; reinforce ‘and fight; oF withdraw and attack from another direction. Often many units attack and defend, Attackers on the same hex need not fight in the same battle, if next (o defenders on more than | hex. One or more attackers on a hex may aitack defenders on adjacent hexes, while | or more units stacked ‘with them attack defenders on other adjacent hexes. Units from more than 1 hex may attack defenders on | hex ifall are next to it. However divided, attacking units must attack all enemy units in their ZOCS, No adjacent defender may remain unattacked, and no friendly unit may be in enemy ZOC tacking, The attack factor of a unit may never be divided between battles, The attacker may reduce the odds of any unresolved combat during that phase. Odds worse than 1-4 are not permitted, Units may aot enter enemy ZOC if unable to achieve at least [-4, and if unable 10 withdraw from enemy ZOC or achieve 1-4, are destroyed at the end of their movement, When Germans have Ai Superiority a 1-5 becomes 1-4, which is permitted, Unless second combat occurs, a unit may only attack once per combat phase, Attack factor isthe first of the 3 numbers at the bottom of the counter. 12.3 COMBAT RESOLUTION - 12.3.1 DETERMINE ODDS by the ratio of attack to defense factors. Round off uneven ratios in favor of| the defender, so 18-9 up to 26-9 =2-1; 27-9241, 12.3.2 RESULT - resolve battles in the order preferred by the attacker by rolling 1 die for each attack, and finding the result on the SRT (Step Reduction Table). Losses and/or retreats are taken first by the side retreating; if no retreat, hen frst by the attacker, then the defender. Each combat is resolved before any subsequent combat. Unless a unit is desiroyed or takes no loss, return the stronger counter removed to satisfy a loss to the OOB card, replacing it with the weaker counter from the same unit, never a different unit, even of the same value, The weakest counter of a combat unit still has wo steps, Inverting it o the blank side (IC) is one step lost. Removing that is another step, destroying the tunit, Replacement counters of both sides do not have IC steps, but are destroyed (1 step Loss) by removing the face-up replacement counter. Regimental substitution counters are not used in the Basic Game except for the Sicily scenario. No more than one counter from the same unit may be in play simultaneously. 9B 123.3 ADVANCE AFTER COMBAT to defender’s hex by attacking units is permitted if it is vacated by Joss of the defender; retreat mandated by the SRT; or voluntarily, One or more attackers participating ‘with an atack factor may immediately occupy the vacated hex, or lose the option. This is an exception to the prohibition on direct movement from I enemy ZOC to another and may also permit ‘crossing a river or High Apennine side which otherwise would incur a turn delay. "The advancing unit ‘may then be isolated, but remains supplied if t began its ten supplied (6.12.1), Defenders NEVER advance alter combat, even iftheir ZOC destroys an IC unable to withdraw from enemy ZOC. IMPORTANT if the advance enters enemy ZOC, advancing unit(s) may attack again or rema enemy ZOC without attacking. This option may be declared after that round of combat ends 12.3.4 ADVANCE APTER DESTRUCTION can result during movement if a unit with an attack Factor or ZOC puts unit with no defense factor in its ZOC. There is no combs, but the unit causing the loss ‘may occupy the vacated hex without expending MP. This advance may enter enemy ZOC without ‘The necessity of further combat, or may cross a river, just as in 12.3.3, The destruction may also be done by a retreating alacker or a retreating defender, but only the attacker could advance, as this ‘option is never permitted for defenders. 12.3.5 RETREATS indicated on the SRT are lor 2 hexes as the retreating player prefers, subject to restrictions and priorities below. Defenders may retreat separately. A unit may retreat “forward”, that is toward the enemy front, IMPORTANT: a voluntary 1-4 atack ensures retreat, and may be used, inchuding by IL units, to “bounce-off” defenders, reaching a position unreachable by movement. ICs also allowed to retreat I hex, then back to a hex next tothe hex retreated from. Its not allowed to end a retreat in the hex retteated from, Mud does not affect retreats. A unit forced to retreat into enemy ZOC is destroyed. Stacking limits apply only atthe end of retreat. Any unit may be destroyed by the owning player if necessary to reduce 1o the SP limit, not just retreated units 12.3.1 Terrain effects on retreats 12.3.1.) A unit forced to retreat out to sea is destroyed EXCEPT for evacuations. 12.3.5.1.2 If moving or asa result of combat a unit moves toa river hex from an adjacent hex aot part of that river, or its headwaters the unit could only retreat along. that river, to its headwaters, orto the side from which it approached, Otherwise, it would be retreating across the river, resulting in its destruction. EXCEPTIONS: A. Retreating across a bridge is permitted. B. Retreating from a river hex to the headwaters hex of that river and stopping, or continuing to another allowable hex is permitted. Retreatng from the headwaters hex ofa river to the adjoining hex ofthat river and stopping, ‘or continuing in any feasible direction is permitted. D. Ifa unit retreating from a iver hex did not move that ten, only moved on hexes ofthat river, or the last hex from which it approached the river was its headwaters hex, then the unit say retreat to either side ofthe river, or along it, without crossing 12.3.5.1.3 A unit may not retreat across a High Apennine (HA) hex-side unless the only alternative would mean immediate destruction, A unit retreating across such aside must stop. Tecan not retreat a second hex. Ifa unit reteats | hex and the only available second hex-side is HA, it must stop. It can only retreat the first hex. 12.35.14 Due to second combat a vnit may retreat more than once per combat phase. With the exception of considering together all such retreats to determine if «unit has crossed a river, each subsequent retreat is considered a new retreat. For example, a unit could retreat through « HA side as described above, and then in a subsequent retreat, another such side. 12,3.5.1.5 Plain and rough terrain do not affect retreats, nor do roads, except that they permit passage across rivers or HA without the restrictions applicable if they were not present. 12.4 TERRAIN can double or triple defense factors and halve attack f4ctors, or both, n 12.4.1 Cities, towns, headwaters, and bridges do not effect combat odds, Refer to other terrain in the hex. During the Halian campaign, there was very litle combat in major cities. 12.4.2 Defender on a mountain is doubled, even ifthe attacker is also on a mountain. 12.43 RIVERS - If all autackers are on rivers, and the defender is not on a bex containing that same river, the defender is doubled. Ir even one attacker is not on a river, the defensive advantage is lot. 108 12.4.3.1 If both 12.4.2 (mountain) and 12.4.3 (river) apply, the defender is tripled. 12.4:3.2 If all attackers are on river hexes, but the defender is also on a hex of the same river, the defender is not doubled, Example - attackers E43, P44, defender F4S, not doubled. The hexes need not be adjacent. If attacker and defender are both on river hexes, but of different rivers, the defender is doubled. Example - attackers at Fiumicino and Ostia, defender at Lido di Roma, doubled. 12.4.3.3 If both attacker and defender are on the same river, but because of 2 rivers in a single hex, the attacker is also on another river, while the defender is not, then the defender is doubled. Example: defender at U43 on the Sangvo Fiver; attacker at T44, also on the Sangro, but also on another river not in U43, defender doubled. 12.4.4 HIGH APENNINE - Attack factor is halved attacking through a HA hex-side. Do nor drop fractions, eg 5 altack factor unit atlacking through a HA side would have 2% attack factors. Ifa unit attacks a defender behind a HA hex-side, and one or more others not, the attack factor is not halved. Instead, the defense Factor of the HA defender is doubled. 1f due o other terrain it were already doubled or tripled, it would be doubled again. HA and swamps are functionally identical. 12.5 TERRAIN EFFECTS ON LOSSES - If the defense factor of af least one defender in a combat is multiplied due to terrain, losses to the attacker are double the number shown on the SRT, never tripled, High Apennine hex-sides by themselves never double attacker's losses, even when, as explained above (12.44), the defender is doubled. 12.6 SEA ATTACK - AS part of an invasion TL units may make a sea attack on an invadable enemy hex. No more than 8SP may participate in any 1 attack. unless assisted from land (12.6.2), Participating units must conform to IL rules. Temporarily place the units at sea next to the defenders; their location is symbolic. ZOCs do not extend. from sea to land nor vice-versa. 12.6.1 Attack factor of units attacking from the sea is halved. Such factors may be combined, retaining fractions as in an attack through a HA hex-side, Also as in such an attack, losses are not doubled. against an undoubted defe 12.6.2.A sea attack may combine with a land-based attack, whether the other units moved to attack by land, oo by landing via IL. Any terrain benefit the defender has against the lanl attack remains. It is not negated by the sea attack, Losses must be taken first from the sea attacking units. 12.6.3 A unit attacking from the sea which does not occupy the defender’s hex at the end of the attack, becomes an IC able to evacuate. 12.6.4 Units attacking from the sea may advance into a vacated defender's hex but not move farther, unless they achieve breakthrough movement. Sea attackers may engage in second combat. 12.7 AUTOMATIC VICTORY (AV) is an overwhelming attack of 2 types: 12.7.1 Attacker has at least 7-1 odds against the defender. Defender is destroyed even if the $ call for loss ofall its steps, 12.7.2 Attacker is certain to destroy in any way all the steps on the defender's hex including replacements Peciiliar AVs can occur, but here are SOME examples: 12.7.2.1 Odds inferior to 7-1 may be certain to destroy the defender because it has few steps. For example, 4-1 attack destroys a defender with only | step, 6-1 with 2 steps, so both therefore are AVs. 12.7.2.2 A 5-1 attack ensures retreat, If defender can not retreat, itis destroyed, resulting in AV. AV occurs, during the movement phase, before combat, although the die roll to determine exact results occurs during combat, Ifretreat is blocked by non-participating units, they must end their movement in the blocking position, An evacuation is a valid retreat, preventing AV by this method. 1.7.2.3 An attack certain to reduce the defender to an inverted counter is not an AV if that counter can retreat, which it must 10 escape destruction, I it could not retreat, it would be an AV. 12.7.3 Once AV has been established, although the defender remains until the combat phase, itis functionally as though destroyed. Its ZOC no longer exists. Units not involved in the AV may move as if the AV'd defender did not exist, even using SM. After the AV is established, other units may join in that same attack, perhaps increasing the odds, although they could not negate any ter does not advantage originally enjoyed by the AV’d defender. Other units could even attack other defenders from the AV'd defender’s hex. 12.7.3.1 If units of the active player stack with the AV'd defender, the latter's SP are ignored, 1B [2.7.4 When the entire movement phase is finished, AV battles are rolled like any others, inthe order the active player prefers, The AV'd defender is always destroyed, even if the SRT did not result in loss of all its steps. 12.8 BREAKTHROUGH MOVEMENT (BTM) occurs when the SRT calls for the defender to lose more steps than it has. The excess unfulilled loss is converted to MP. Each unfulfilled step becomes 2MP. Example: SRT calls for loss of 5 steps. Defender only has 2, for a deficit of 3. This becomes 2x3=6 MPS for the attacker. BTM can occur by destroying German, but not Allied replacements nor ICs IF by themselves. If Allied replacements or ICs are stacked with units with a defense factor, then after they are taken as step losses, BTM may result 12.8.1 If combat results in BTM, it can NOT be taken until AFTER attackers advance into the vacated defender’s hex. [they do not advance, or if on advancing enter enemy ZOC, BTM is lost, unless in the latter case the advancing units were able to establish another AV. BTM is taken before proceeding to the next combat, The advancing units could not participate in unresolved combats, even if they enter the ZOC of units not yet attacked, but by advancing may cut off retreats, perhaps even establishing an AV affecting an unresolved combat. Units with BTM may TEMPORARILY. overstack in the vacated defender’s hex, but stacking limits apply at the end of BTM. 12.8.2 BTM is treated like a new movement phase, with the usual terain rules, and the usual prohibition on direct passage from one enemy ZOC to another, unlike the aelvance info the vacated hex, which ean traverse enemy ZOC. Mud doubles BTM MP cost for plain and rough terrain, SM is not permitted. Exceptions: MP - terrain 1 hex-side with a road, MAJOR OR MINOR, unaffected by mud All HA hex-side, bot with a minimum of 8MP. Less, can not cross. Ifthe I-hex advance which must precede BTM crossed a HA side, with at least SMP BTM another could be crossed. ‘Mud has no effect. 12.9 SECOND COMBAT - After a battle in which the defender’s hex is vacated, the victorious player must immediately decide whether (0 - 12.9.1 Not advance, in which case second combat is not possible. 12.9.2 Advance, perhaps augmented by BTM. 12.9.2.1 IF the attacker has advanced, at the END of that combat phase, he has two alternatives, 12.9.2.1.1 He may decide to not fight again that player-turn, EVEN IF IN THE ZOC OF ENEMY UNITS. Option applies whether advance is merely to the defender’s vacated hex, or farther, using BTM, 12,9,2.1.2 The other alternative is to attack again that turn, in the second combat phase. 12.9.3 In a second (or subsequent) combat, all units which advanced into the ZOC of units to be attacked ‘must take part in the battles). If several attackers and defenders are involved, combat may be divided as usual, as in a frst combat. Other units which advanced would not have to attack only if they entered the ZOC of other defenders not involved in any second combat, or did not enter enemy ZOC. IMPORTANT - Second/subsequent combats are identical to first-round combats (see B.12) except that units which did not advance can not attack even if in the ZOC of enemy units attacked by other friendly units whieh did advance. 12.9.4 Detienders may have to fight more than one battle if there are several combat phases. First combats are all resolved before any second combats, then second combats are all resolved before any third combats, and so forth. There may be as many combat phases as circumstances permit. 13. REPLACEMENTS 13.1 CONDITIONS APPLICABLE TO BOTH SIDES - Combat may result in units becoming reduced in strength, If they survive, the original counter is replaced by a weaker version of the same unit, reflecting the loss; or inverted (IC). Only the weakest face-up version of a unit ean be inverted, Combining the weaker unit with a replacement counter enables it to regain strength. Both sides begin with replacements and get more as shown on the Time Track. These are not reinforcements. 13.1.2 Each replacement is 1 step - strength increment, Used replacements are removed from the map, for rouse when again received, They are the only units which return afier use or loss. 128 13.1.3 A unit taking a replacement must end movement stacked with a replacement counter at least 3 hexes from the enemy; there must be 2 intervening hexes not enemy-oecupied. The depleted unit and its replacement need not move together. Atthe end of movement, return the replacement to the off. board OB, and replace the formerly-depleted unit with its next stronger step. Ian IC takes replacement itis not removed, but turned face-up, Some units have only 1 face-up counter, which does have an IC version. Isolated units may combine with replacements. The used replacement counter would be returned to the OOB, 13.14 Stacking value of replacements is 1, which counts against stacking limits before use. Taking replacements is voluntary, so replacements may stack with other units without combining 13.1.5 A unit loses as many steps as required by the SRY, but may never regain more than I step per turn, nor become stronger than its maximum strength counter. 15.146 Replacements may be saved for later entry even ifall counters are notin play. If they are all in play, replacements may be saved for later entry when counters are available. Accumulated replacements ‘ay not build up units, Actual counters in play must be used. 13.1.7 Destroyed units may not be revived with replacements. 13.1.8 Replacements do not have an IC. 132 ALLIES start with 6 counters and get 2 per turn September II on, starting in Sicily, from where they mmay transfer to the mainland. They are used with any depleted Allied unit, regardless of nationality ‘They may build up units in Sicily. They may invade, and replenish depleted units while invading 13.2.1 Allied replacements may never enter nor remain in German ZOC. At the end of the German turn if they are in German ZOC stacked with one or more units with a defense Factor, they must withdraw in their next movement phase, since they can not attack. If they can not withdraw, they are destroyed. If not protected as above, they must retreat immediately. At the end of the friendly or enemy combat phase, any unit lacking a defense factor may, if feasible, voluntarily retreat if it has ‘not already retreated. Only I retreat per combat phase is allowed. 13.2.2 Allied replacements do not have a ZOC so they can not destroy enemy ICs, nor do they hinder the movement of enemy units, even those without combat factors, 13.2.3 Allied replacements stacked with units which must take Josses ean only be taken LAST as losses, Other counters, including ICs, must be taken fist 13.3 GERMANS start with 4 replacements at Viterbo, then get a variable number shown on the Time ‘Track, in any major city friendly to them, not isolated from their supply nor in Allied ZOC, 13.3.1 There are 3 armor, 6 infantry, called “ersatz. Armor rebuilds any unit, infantry rebuilds all units including panzer grenadiers, except for “pure” armor, shown by the counter symbol. Only armor ersatz can rebuild them. When Germans get | replacement, itis infantry. When 2, the second mast be armor. If ll armor are in play, but infantry ersatz are available, they may not be taken, The excess armor due is saved until a counter is available 13.3.2 Brsatz have a defense factor of 1. Unlike Allied replacements, or ICs, they may defend alone, like combat units. They may stack with other units, and should steps be lost, may be taken in the order preferred by the German player. They need not be taken fits, allhough they could be. 13.3.3 Ersatz have no attack factor, so are not allowed to attack, or enter the ZOC of enemy units with a defense factor, They have no effect on Allied ICs or replacements. If placed in an attack situation, and unable 10 withdraw, they would be destroyed instead. 13.3.4 Ersatz do have a ZOC and can make hexes friendly, so by their ZOC they can destroy ports on their first turn of activation, or after construction, by making the port hex(es) friendly. 14, INVERTED COUNTERS (ICs) 14.1 BASIC CHARACTERISTICS - All units in the Basic Game are either replacements, which do not have an IC form, or combat units, which do, but only the inverted (blank) side of the weakest combat counter. Han C must be removed! to lose one step, the unit is destroyed; removed from the game. ICs are subject to isolation, and need supply like any unit. They may invade. They retain thei original MP ‘and SP shown on the face-up counter, ICs do not have a ZOC, but may make hexes friendly. 14.2 RETREATING - When an IC is created, if may voluntarily retreat even if not called for. This option does not apply to non-ICs it may be stacked with. Ift has already retreated, i may not retreat twice. 13B 14.2.1 When an attacker's hex is vacated, adjacent defenders may never advance. 14.2.2 When a defender’s hex is vacated, adjacent attackers with an attack factor may advance under the usual rues. 14.3 ATTACKING - Units lacking an attack factor, including ICs, may never enter enemy ZOC, even if ‘accompanied by a unit with an attack Factor. Ian IC can't withdraw from a stack which must attack, itis destroyed prior to the attack. ICs ean not destroy other units, even other ICs. If an IC is adjacent toan enemy IC, nothing happens, since neither unit has a ZOC. They may not stack. An TC may be removed as a step lost in combat, before or after other units. Attacking, his would only be possible if the uit atacked before becoming an IC, since ICs can not enter enemy ZOC. ICs may not remain in eneiny ZOC unless stacked with units with a ZOC, and would have to withdraw or be destroyed if their stack had 10 attack. If an attacking stack finishes a battle with all Cs in enemy ZOC, and atleast one enemy unit has an attack or defense factor, the unprotected [Cs must immediately retreat or be destroyed. However, if one or more friendly units with a defense factor is present in their hex, ICs must ‘withdraw in their next movement phase, sine they would not be allowed to attack. German ICs may only destroy a port by making its hex(es) friendly. 14.4 DEFENDING UNACCOMPANIED by a unit with @ defense factor, ICs are destroyed by the ZOC of enemy units with an attack factor, not just a ZOC, since some units have a defense factor and a ZOC, but no attack factor. The destroying uait need only pass adjacent not losing any MP, or Strategic ‘Movement. The destroying unit could be advancing after combat, or even retreating - Destroying an unaccompanied IC does not generate BTM. IL Allied units may destiy ICs with no loss in MP. 14.5 DEFENDING ACCOMPANIED by units with a defense factor, attacks are resolved by the SRT. ICs may be taken as steps lost in te order preferred by the owning player 14.6 ICs NOT CREATED BY COMBAT - When paratroops oF commandos are used (not inthe Basie Game), ICS may be created by the hazards of dropping or raiding, not combat. These ICs do not have the option to retreat voluntarily. C. BASIC GAME 1 ORDERS OF BATTLE [-LALLIED units arrive as shown on their ORDER OF BATTLE. They start in Sicily, in any port(s), all activated without needing counters. September IK they get 2 port counters. They also get 2 replacements per tur starting September II. November I, they get 2 more port counters. They also get 2 port counters, ONLY usable for Baytown and Slapstick (C2.1-2.2), 1.2. GERMAN units ure shown on their ORDER OF BATTLE, which also shows where they are deployed, ‘or when they enter. Number of replacements received is also indicated. Reinforcements arrive at any supply origin hex not in Allied ZOC, on the date shown. ‘Their entry hex counts against MP, but may be at the road rate if applicable. Entering replacements and reinforcements may use SM. 2, INVASIONS 2.1 BAYTOWN - code name for the invasion of the “tov”, September 1, 1943, Allies may place up to 8SP ‘at Reggio di Calabria, with 3MP per IL rules (reference B.11.2). No other action is permitted by either side this turn, nor are there replacements. There is no restriction on which Allied units may be used, Reggio is operational immediately without the need for a turn of activation. ‘This port counter is only usable for Baytown, 2.1.1 DEMOLITIONS in Calabria (the “toe”, see B.2.1) - This is a German OPTION declarable once at the tend of any German turn, When they do, until an Allied unit entering in the (oe ends its urn entirely North of the “Southern limit of initial German deployment” line between Cosenza and Cassano, n0 unit of either side which moves any part ofits movement phase in the toe may use SM. The next player-turn after this condition is lulfilled, demolitions have been repaired, and normal SM rules. apply. This restriction does not apply to the line running North/South to the West of Taranto, 2,2 SLAPSTICK - code name for the invasion of Taranto, September Il, 1943, Allies may place up to 4S ‘at Taranto, with 3MP per IL rules (B.11.2). No activation is required to use Taranto port. This port counter is only usable for Slapstick. Any units may be used, not just US or British. Only Taranto port i ‘opened, not the zone. That would require a separate counter following usual procedure (first turn ‘activation; second turn, usable). 2.3 AVALANCHE - cole name for the main invasion of Italy. September Il, 1943, Allies MUST invade ‘any zone South of Rome on the West coast, or any zone on the East coast except Rimini. Allies must use 1 port counter to activate the zone invaded, and may use the second available counter to open a city ‘or town port made friendly by their IL units, or may save it for later use, perhaps to activate a port or zone captured by land. See B.11.2 for IL movement rules. 2.3.1 GERMAN REACTION - There is no German turn September I, 1943, but September II German units ‘may move anywhere on the map but Sicily 2.4 SHINGLE - code name for Allied 2nd major invasion, which may take place after October IV, 1943, ‘Allies may choose not to invade again. They get 2 additional port counters November I, 1943, and may have saved | (C.2.3). Invasion zones are the same as in C.2.3, but include the Rome zone. Allies might invade a long zone such as Rome or Termoli whieh had already been activated, but would have to use: another counter to invade the German-held part. The use of 2 counters would not increase the BU/Cap. 2.4.1 TL units stat in Sicily or an activated port. Only 75% of IL is permitted, with fractions rounded up. For example, 14SP could invade the Pescara zone as part of Avalanche, but only 11 in Shingle (75% of 14 = 10 11), IL movement is always governed by rule B.11.2 2.4.2 GERMAN REACTION on theit OOB enters in response to Shingle as would any reinforcement 3, AIR SUPERIORITY - Pisa, Foggia, Napoli, and uny 1 of the 3 Rome hexes are considered air bases, shown by the symbol, Until the Allies make friendly any of these hexes, their air support comes from Sicily, and does not extend beyond the “Air Cover Radius” shown on the map. German units on heres: ‘completely NorttvNortheast of this line attack 1 column higher on the SRT, even attacking units all or partly South of the line, For an attack to have air superiority, at least half participating German units, regardless of size, must have air superiority. A 1-5 becomes a 1-43 a 6-1 becomes a 7-1 AV, Isc 3.1 Germans lose this advantage atthe start oftheir turn after the entire game-turn during which Allies make friendly an air base, Example: Allies capture Napoli September Il. Germans still have air superiority during all their September 1] turn, losing it only starting their September IL, 1943, turn, presuming they do not recover it 3.2 Germans regain air superiority immediately by making/having friendly all air bases. Example: on their first attack of their September IIL turn, they retake Napoli, the only air base captured by the. Allies. Effective immediately, any subsequent attack would benefit from air superiority. There benefit to the attack which recaptures the air base, even if it were an AV. 3.3 EXCEPTIONS - there is no air superiority during mul tars. Due to air support from Sardinia and Corsica starting the Allied October If, 1943, urn, even if they have not made friendly a mainland air base they got air superiority over all hexes West of and including column M, in addition to Sicily air ‘cover. I the Germans still retained all mainland bases, they would retain air superiority East of column M, and North/Northeast ofthe Sicily radius on the mp. 34 Allies do not get any odds benefit when they have air superiority. ‘The change only affeets Germans, 4, VICTORY CONDITIONS - Salerno, Foggia, Napoli, Termoli, Cassino, Terracina, Pescara, Anzio, and any 1 or more of the three Rome hexes, are victory-hex cities or towns. The game ends al Gennan December IV, 1943, turn If allies have ficnly and in supply any 8 ofthese 9 hex, they win Any | Rome hex counts as 1 point; more than 1 only counts as 1. The victory hex could be in German ZOC, but if friendly and in supply, would count towards Allied victory. An inactivated port is not in supply unless it can trace a fine to a supply source. For that reason, an invasion December IV may fail to ‘win for the Allies. Example: Allies invade December IV, capturing Anzio and a Rome hex but not ‘opening a supply line to an activated port. Anzio and Rome would not count as victory hexes, because UUwey would not be in supply at the end of the game, unless during the final German turn they permitted a supply line to be opened. 4,1 IF the Allies fail to mect their victory conditions, Germans win, if atthe end of the game they have ‘maintained their front line. They fail to do this if the Allies can trace a fine of land hexes free of German units or ZOCs from any activated port to a German supply origin hex, which would sepresent « gap in the German front line. In this case, Allies win, regardless of how many vietory hexes. they have. To meet this requirement, Germans may use any units and their ZOCs except for ICs, 5. RE-ROLL - 5.1 The player with this option may demand the re-roll of any combat, declarable immediately after the result, The option then goes to the opponent, and so on back and forth, usable only once per player- tum, even if both players have it 5.1.1 In the Sicily scenario, the re-roll may not be used for some results. See Section E- ‘5.1.2 Using optional rules, the re-roll may also be used for undesired results where combat is not involved. See Section F. ‘5.2 Initial possession of the option is decided in this manner Ifa player rolls a ONE in combat, the opponent gets it. Ifa player rolls a SIX in combat, he gets it 5.3 The option may be generated only once, Further rolls of one or six do not generate additional re-roll “options, but may provoke its use as in 5.1. The option may not be used to re-roll the combat which generated it, only thereafter. ‘5.4 Alternatively, for play-balance purposes, by mutual agreement either side may start with the option ted D. SHINGLE (possible Allied second invasion) SCENARIO |. RULES - This scenatio is the final 6 turns of the Basic Game (preceding section C). Use all Basic Game rules, except those inapplicable duc tothe later start of the scenario, 2. GAME LENGTH - Allied November III 1943 to German December IV turn inclusive 3, PORTS - 3.1 ACTIVATED - Taranto, Reggio, Salerno beach-head only (not town), Termoli town, all with 100% BU saved both in and out. 3.2 COUNTERS AVAILABLE - 2, The second invasion (Shingle) has not yet occurred, and is not mandatory, + OOBs - all units available through November If except for replacements. Each side must step down (educe strength) of theit OOB by 10 steps in any combination preferred except that no units or replacement counters may be destroyed, and as noted below. This isa greater loss for the Allies who Start with more replacements. Both sides receive usual replacements and reinforcements from November M1 on, inclusive. 4.1, GERMANS start with only 1 infantry and 1 armored ersatz which may NOT be use to build up units as Par of their initial set-up. Their November If reinforcements start full-strength at B37 and/or X30 (16MP from entry), and since they have not heen in combat, can not be stepped down to meet the 10 step Joss requirement. Only 1 German unit may exceed 5 attack factors 42 ALLIES start with 2 replacement counters, and receive 2 more each of the 6 turns. They may NOT be used as part of the 10-step inital loss, but MAY be used to build up units the first Allied turn, 5. STARTING THE GAME 5.1. GERMANS set up first anywhere on their frontline: hexes O51 and PSO, and in the three rows of hexes extending diagonally across the map from 153 to V4l, 154 to V42_ J55 to V43. In elfoct this is hhow they would have ended their November IL turn, 5.1: EXCEPTIONS - Only 4 units may be placed anywhere North of the frontline, as an invasion {elense, Ersatz units count against this limit. The 2 units a B37 andior X30 do NOT count against this 4 unit Limit, 3:2 ALLIES set up second, move firs, stating their November 1 utn, They may set up anywhere South of the frontline, not in German ZOC, including in port hexes, poised to invade theit first tur, or later. ‘Age may use available replacements (2 in al-start QOB + 2 entering November III) to build up during {heir Gist player-turn, nt as pat of their original OOB, which must be stepped-down per rule 4 6. STRATEGY - Presuming the Germans maintain thei front line atthe end of the game, ifthe Allies win it would probably be in one of three ways: capturing the nearby victory hexes of Cassino or Pescara; invading; oF a combination of both, It is tempting to invade the first turn, before the Germans reinforce their invasion defense, if they can spare the units. The disadvantage is that then they will have longer use of their invasion reaction, toyether with reserves no longer assigned to invasion defense. Parts of the initial German front line are vulnerable, but can they afford not to defend them? The Germans have significant attack capability, so the Allies must guard against it, 7B E. THE INVASION OF SICILY SCENARIO. 1, INTRODUCTION & RULES - A scenario using the Italia map of Sicily. These rules are compatible with the Basic Game, with changes noted below, Some especially pertinent rules are recapitulated for convenience, This campaign has inspired many histories and games. No two agree 100%. Primary source for this scenario is the official US history. 2. DURATION - The buttle for Sicily lasted 38 days. The scenario has 6 turns, July Il - August Il 1943 3. OOBs- See the OOB cants. 3.1 Axis - all al-start units deploy face-down to hide the Axis OOB. These are NOT inverted counters (1C) duc to combat. There has not yet been combat Units may stack so long as only 1 coastal defense unit G.1.6.1) is in a stack to prevent over-use of 3.1.6.2 (+1). 3.1.1 Gormans at start have any 2 regiments of the HG division ator within 1-2 hexes of PP9T; any 2 ofthe 15" PG at or within 1-2 hexes of HHH91; and the Schmalz group, any one regiment of 15” PG, at or within 1-2 hexes of Adrano. Any one HG regiment may deploy any where. 3.1.2 July I reinforcements: 3.1.2.1 The 2 regiments of 29" PG appear in Messina, from where they move normally. 3.1.2.2 The 3 regiments of I* Para division drop separately or together on any hex not containing an enemy nit. Roll this table with one die for each unit to determine the outcome of the drop: Roll - Result 1-3 Drop succeeds. Unit may move I hex, but not from one enemy ZOC to another, and attack if desired, Must attack entering enemy ZOC. 4-5 Drop suceeeds. Unit may move 1 hex, not into enemy ZOC. May move next to unit without ZOC. Destroyed if unable to leave enemy ZOC. 68 Drop succeeds, Unit can neither move nor atack. Destroyed in enemy ZOC, but hex friendly 9-11 As above, but unit becomes an IC; destroyed in enemy ZOC, in which case hex not friendly. 12-14 Drop fails, unit destroyed, does not make hex friendly; 14 = 6+ maximum surcharge Add these surcharges to the die roll, AIL are curnulative, +2. Hex has no Plain Terrain, Major cities are considered plain terrain. Minor cities, roads, and rivers are not considered. Use other terrain in hex. 42 Hex has any High Apennine. 42. Hex in enemy ZOC. 42. Allies have made friendly an air base (example - EEE0) (other scenarios higher) 40 Unfriendly hex. 3.1.3 At start all Sicily is friendly to the Axis. Hexes change status as gained or lost, Allied hexes made friendly by either army are friendly for both. Players may record movement or use common sense, 3.1.4 German regiments are treated the same as in the Advanced Game (summarized below). Regimental substitute counters have a contrasting horizontal color band. 3.1.4.1 Only during their movement phase, the Germans may exchange regiments for their division, or vice- versa, provided all stack together. At the end of this phase, the unit must be the one or the other, never both, in whole or part, Units need not be at full strength, and can also take replacements before or after the exchange, but not both, There can not be a gain of steps nor combat factors from, the exchange, EXCEPT if the combining regiments are at full strength. If they are not, and no equal swap is possible, steps and/or factors must be lost. A depleted division could take the one replacement permitted it, then break down into regiments. Conversely, each of its 2 or 3 regiments could EACH take the one replacement permitted, then combine, A depleted division may be exchanged for less than its full complement of regiments. 3.1.4.2 Divisions have more steps than their componeat regiments, because inverted regimental substitute counters ONLY (not other regiments) do NOT count one step. A divisional inverted counter does. ‘The regimental IC is just a cadre, a shell usable only as the starting-point to rebuild. Combining it with a replacement results in the next-stronger face-up unit, which then represents 1 step. Ifa 18E regiment loses more steps than it has available, the IC would be destroyed, but would not count as step lost for determining breakthrough movement, Otherwise, these IC-s are identical to others. EXAMPLE: of the HG division, only the HG/HG IC survives. Combining with an armor ersatz, it becomes the face-up regimental counter, worth just 1 step. The same turn this is done, or later, this, could be swapped for the division’s IC, also equal to 1 step. 3.1.5 Germans have no ersatz units at start July 1, IV, and August IT they get 1 infantry ersatz. July UL, August 1, August Ifl, I cach infantry and armor, starting in any major city friendly and in supply. 3.1.6 Ktalian units have 1 face-up step (except 13 coastal units see below). They do not have an inverted ‘counter step so can not take replacements, Italian losses are alway’ taken first. In situations where losses are doubled, Allied losses are never doubled when attacking Italians not stacked with Germans. 3.1.6.1 Ialians have 13 immobile coastal and port defense units. None may be more than J hex from the coast. Deploy as follows: 1 each at or within 1-2 hexes of Messina, Palermo, Trapani, Siracusa, and Catani 1 each at or within 1-2 hexes of the Noto zone, Gela zone, Castellammare zone 5 anywhere on or within 1 hex ofthe coast 5 3.1.6.2 All coastal units are removed starting the Axis turn after rule 8 (evacuation) is tiggered, Units may bbe voluntarily destroyed at the end of the owner's turn to avoid enemy breakthrough MP. 3.1.6.3 First Allied unit coming adjacent to an inverted (hidden) counter (3.1) eauses it to be revealed. The Allies may continue moving if feasible. When adjacent to more than one enemy unit, distribution of altackers per combat must be stated before combat begins. If coastal defense units, Allis roll a die: 1-3 = unit immediately removed. No combat. Allies may not occupy vacated hex as they could afer ‘combat, but may continue moving if able, In the case of a sea attack, would-be attackers move ashore as though no enemy unit were there. ~ unit has I defense factor and a ZOC. Allied unit must stop and attack possibly assisted by units not moved. (6-7 unit has 2 defense factors and a ZOC. Allied unit must stop/attack possibly assisted by units not yet moved, Once this occurs, use this table: 1-5. - same as 1-3 above, 6-7% ~ same as 4-5 above * +1 on the die roll for coastal defense units stacked with any unit NOT coastal defense, 3.1.6.4 Units without an attack factor forced to attack are destroyed 3.1.6.5 The Hlalians also had 4 regular army divisions. Aosta & Assieta deploy at or within 1-2 hexes of PP97. Livorno & Napoli deploy at or within 1-2 hexes of HHH91. These locations are slighily ahistorical (closer to the Germans) to disguise the locations of the Germans. Any one Italian division may deploy anywhere. 2 Allies - see OOB 3.2.1 Mainly US 7" Army. 3.2.2 Mainly British 8" Army. Change from 4" edition - the 50" and 51* are treated Tike any British unit 3.2.3 Each army starts with 3 replacements and thereafter gets 1 per turn. They are not interchangeable. Each army must use its own replacements, 3.24 The turn after they make Palermo friendly and in supply (even if later lost), Allies get 2 extra replacements. In the 3-player game (13.0) these go to the army capturing Palermo. 4 4, STARTING THE GAME, 4.1 Axis place units face down - NOT combat-caused inverted counters, just an initial stage, During the first Allied turn, Axis units turn face-up if in Allied ZOC, unless Allies retreat adjacent to hidden units, in which case Allied unit would be destroyed; Axis unit remains hidden, Allied units unable to achieve 1-4 ‘odds are destroyed, but the defender is revealed. Coastal defense units may be removed (3.1.5.2). 4.2 Before deciding where to invade, Allies turn face up the units on any 2 hexes, 4.3 The Allies then must choose which 2 of the 4 available zones they must invade, ‘They begin with 4 port counters. One must be placed for each zone, with 2 retained to open ports or other zones whenvi captured, by the usual process. 7" and 8" Armies each have 2 counters. 4.4 There is possible Malian Navy intervention at either or both zones. Roll for both invasion zones, Round: up fractions 19E. 4.4.1 Por either Northwestern zone, the Allies roll 2 dice, the Axis 1. If the latter exceeds the sum total of the former, IL is halved, 4.4.2 For either Southeastern zone, the Allies roll 3 dice, the Axis 1. Ifthe later excveds the sum toial of the former, IL is halved, 44.3 If the first intervention succeeds, itis repeated July III, this time affecting BU (possibly halved). Roll individually for the zone originally affected, and for any port activated by IL. units having entered at that zone. That is the end of naval intervention, There is no effect on CAP. 4.5 AL the start of their July [turn the Axis turn face up all remaining hidden units, 5. AIR POWER - The Allies had some air cover from the island of Pantelleria, but it was improved by capture of an air base (example - BEE90). 5.1 Their July U turn the Axis may move any attach the Allies have captured an air base, the Axis may move only 6 additional units. Placement of the ersatz, due does not count against the limit; moving it would. Thereafter, any/all units may move, except coastal defense units which are always stationary. 5.2 Any Axis combat occurting when the Allies do not have friendly and in supply an air base may be | odds column higher, that is, a 1-1 becomes a 2-1. Odds may always be voluntarily reduced, ed unit, any unit in enemy ZOC, plus 8 more units. IF 6, ALLIED RIVALRY 6.1 The 7” and 8" Armies were as much rivals as Allies. They may not voluntarily stack. An example of involuntary stacking would be if no other retreat location were feasible An attack involving both armies (necessarily from more than one hex) has odds reduced one column, e.g. 2-1 becomes a J-L 7. ISOLATION & SUPPLY - See Basic Game rule B.6 7.1 Axis trace to Palermo or Messina. 7.2 Each Allied urmy traces (o its ports, even if the hex was made friendly by the other army. Allied hexes are all friendly to both armies. Allied army moving first has preference on opening any port which was not the other's invasion zone. Open zones and ports are assigned to each army, so one may be wholly or partly unsupplied, the other supplied or over-supplied. See also section 13, 8. HITLER'S ORDER FOR AXIS EVACUATION may be triggered by EVENTS unfavorable to the Axis, or an INVASION SCARE. 8.1, There are 5 possible unfavorable EVENTS, any 3 of which initiate evacuation, 8.1.1 Loss of a German regiment, Two counts double, Three ends the game (12.0). 8.1.2 Loss of all 4 Italian divisions (triggered only by the 4th).. 8.1.3 Allied capture (friendly and in supply, even by repulsed attack) of key hexes which Hitler has ordered must be held. A fold divides the map between hex columns QQ and RR. Before starting, Axis player secretly selects 2 hexes West of the fold from among air bases, Palermo, towns, or bridges, and 1 hex East ofthe fold among Getbini, St. Stefano, UU9S, and TT92. Each hex counts as one rigger, s0 3 hexes would fulfill 8.2. In the 3- player game (13.0), German player notes which Allied army captures these hexes, advising them only when evacuation is triggered. 8.2 The German turn after the Allies have fulfilled any 3 of these conditions - casualties, and/or hex(es) Captured by the Allies - Hitler orders evacuation, 8.3 INVASION SCARE - Starting their August I turn, ifevacuation not triggered, Allies may provoke it by deploying units from either or both armies in activated ports and/or zones. Units must be Fall-strength at umn end, Bach division or equivalent (3 brigades or regiments, which need not stack) counts 1 point, Units not permitied to invade may participate 1 At the end of their turn, the Allies determine if the invasion s process: sare provokes evacuation by this A) Roll one die B) Add to the result the number of unfulfilled triggers. It takes 3 unfavorable events (defined in 8.1 above) to trigger evacuation. If none has occurred, there are 3 unfulfilled triggers. IFone such event occurred, there are 2 unfulfilled triggers. IF two have occurred, there is | unfulfilled trigger. © Compare the total (A+B) to the number of divisions or equivalents (D) poised to invade 208, 'D) IF this number is equal or greater than C (A+B), Hiller is scared, evacuation begins. 8.3.1.1 Example: 5 = A, die roll B, unfulfilled triggers (for example, Allies only destroyed one regiment) C (ASB) 6 =D, Allied divisions poised to invade, Hitler not scared, C is greater, or if... D, Allied divisions poised to invade, Hitler is scared, C is not greater 8.3.2 When hexes (8.1.3) are considered for unfulfilled triggers, Axis need only reveal the number not yet ‘conguered, not the location, still kept secret. Maximum unachioved unfavorable events is 3, so deploying 9 divisions guarantees success (6+3 can not exceed 9). Allies may roll every turn, andl may vary deployment. If both players deploy in the 3-player game (13.0), player moving last rolls. Army with more units deployed gets the points for triggering evacuation (13.3), or ifthe same, neither does. 84 The Axis turn after Allies trigger evacuation, and each turn thereafter, Axis must evacuate at least 3 stacking points. Excess evacuation is carried forward against the requirement for the next turn, Evacuation prior to this rule taking effect also counts, Evacuating units may not take replacements: Inverted counters, ersatz, and Ltalian infantry (counts 1 stacking point, not 2) do not count EXCEPT ON THE LAST TURN, Prior to that, only German face-up combat units count. Except for coastal defense units which may never move, any Axis unit may evacuate, subject to BU limits; 3 SP is a ‘minimum nota maximum. With-holding reinforcements or final turn replacement counts, and is not subject to possible transfer loss. Units lost during evacuation (see below) do not count, 9. AXIS SEA MOVEMENT. 9.1 Units have their usual MPs but no SM. Movement is possible only between Palermo, Messina, and all West coast ports between Reggio to Napoli inclusive. Palermo or Messina must be one of the ports involved (For instance, Napoli-Reggio not permitted), Unlike the Allies, Axis can not evacuate by sea during combat, Evacuation is part of movement so lost units may be teplaced if unmoved units remain, Axis start with 100% BU saved, which may be carried forward per usual rules. Axis do not need port counters. Allies must use a counter (0 activate a port captured from the Axis. Allies may destroy an Axis port which if recaptured by the Axis would remain unusable. 9.2 Messina to/trom Reggio suffered litle loss due to heavy flak, Roll 2 dice: 12= 1 step lost. 9.3 Palermo to/from all the above ports «2 dice: 2-4 or 10-12 = unit destroyed 5 or 9=2 steps lost Gor 8=1 step lost 7 = no loss 10. ALLIED SEA MOVEMENI 10.1 Allied units may use the other army's ports’ BU but it counts double, They may not use its CAP, 10.2 There are no second invasions, 10.3 Movement between ports is permitted. 11. OTHER CHANGES from the Basie Game 11.1 STRATEGIC MOVEMENT - none. Sicily is too small! 11.2 WEATHER - always fair 11.3, AUTOMATIC VICTORY - Due to the large number of weak Ialian units, the usual AV rules ere cancelled; there is no AV. 11.4 BREAKTHROUGH MOVEMENT - capped at 6 movement points, for the same reason, 12, VICTORY CONDITIONS - Allies win if 3 German regiments are eliminated, or hex A87is friendly and in supply to the Allies, or Germans fail to meet their evacuation requirement, see rule 8. Absent these conditions, Axis wins. Victory conditions could be met in either player-turn, and therefore are judged at the end of each player-tur, 13, THREE-PLAYER GAME 216 13.1 July 118" Army commander decides whether he will move first or second. Thereafter tum order alternates (army moving first July 11 moves second July UL, and so on) Ist player has Axis reveal unit(s) on one hex, and chooses invasion zone 2nd player does the same. 1* player and Axis roll for naval intervention, followed by 2% player/Axis, 1* player invades, followed by 2" player. 1 player conducts any combats, followed by 2" player. 13.2 July Ill-August III Allied turn order 1" player (2% player in preceding turn) moves followed by other player 1 player (2" player in preceding turn) conduets any combats, followed by other player. 13.3 Bach army seores points for the following: 45 first to occupy (triendly and in supply) 87. +4 tringering evacuation rule 8). See 8.14 43 destroying a German combat unit" © +42 frst to occupy an air base (only counts once).* +42 each major city conquered (first made friendly/supplied, even if later lost)" +1 each Htalian infantry division destroyed +41 each German ersatz unit or defense-factor coastal unit destroyed by attack or by being forced to attack, in which case units without an attack factor self-destruct 0 causing removal of eoastal units without a defense factor or never put in Allied ZOC. 1 each Allied stacking point destroyed (not just stepped-down), excluding replacements. * units destroyed by lack of supply (not combat) eredited to Allied unit nearest, tie favors 8" * counts separately (for both) i triggers rule 8, See 8.1.4 134 If Allies win, victory goes to the army with most points. 8" Army wins tie due to slightly weaker 008. 14, RE-ROLL OPTION 14.1 The player with this option may demand the re-roll of any unwanted result immediately ater it occurs, except those involving 3.1.5.2 (coustal defense units) and 4.4 (naval intervention), nor may those rolls zencrate the option. Once used, the option goes tothe opponent, and so on back and. forth, but it may ‘not be used moze than once per player-turn, even if both players have it 14.2 Initial possession ofthe option is decided in this manner: if a player rolls a ONE in combat, the opponent gets it. Ifa player ros a SIX in combat, he gets it, The option may not be used 10 reroll the combat which generated it 14.3 The option may only be generated ONCE. Further rolls of one or six do not generate additional reroll ‘options, but may provoke its use asin 14.1 14.4 In the 3eplayer game, the option would go tothe Allied army involved in the combat. I'used by the ‘Axis for evacuation, to the Allied player moving first in their next tur, ifany. 15, STRATEGY - The turn when evacuation starts can be the key to victory for both sides, ALLIES - Try 1o capture an air base invading. Since most Axis units the firs turn will be unknown, the Allies should carefully move one unit ata time to reveal them, They continue if able, or bring up other Units for the most effective combat. Take maximum advantage of Axis immobility the first turn. Adjacent or distant invasions each have their advantages, The disadvantage of the invasion threat is ripping units from the front. There is a diplomatic aspect to the 3- player game. Due to alternating turn ‘order, each player may be able to take an evacuated point-zenerating position more logically ahead of the front ofhis “partner”. Patton surely did it! Remember, if Germans win, you both Tose. AXIS- is tempting 10 deploy units in invasion zones, but risks their loss, BTM is capped, but beware ‘Allied advances with it. It may be better to eliminate weak units rather than risk their generating BTM, but no AV makes such units useful to delay advances if backed up by stronger units. It ean work to hold separate enclaves around Palermo and Messina, but then the Allies may concentrate on just one. 16, LINKED GAMES - Sicily 7-8/43 with the Basic Game (BG) 9-12/43, or the Advanced Game (AG), ‘which has different lengths. AG rules are not in this booklet. There are 4 phases - 16.1-16.4 2E 16.1 SICILY SCENARIO described abave, with the changes below. 16.1.1 No time limit. The linkage phase begins when the Allies capture A87 and Messina 16.1.2 No victory conditions except failure to evacuate - an immediate Allied win, Otherwise, BG or AG conditions rae. 16.1.3 When evacuation is triggered Germans must evacuate any 3 oF more German stacking. points that turn and each succeeding turn until all German units have left. They need not be from the same division. Evacuation prior to the trigger or not sending units to Sicily also counts. Ersatz may start in Sicily or per BG/AG rules, within initial placement area. They may evacuate but do not count for the requirement, Italians nay not evacuate, If less than 3 German stacking points remain, evacuating the remnant meets final evacuation turn requirement. 16.1.4 On reaching the mainland, if not done already, German regiments must recombine into their respective divisions at Reggio, or that hex reachable by the most distant ariving regiment, They ‘may not move farther until all surviving regiments recombine, because regimental substitution ‘counters (contrasting color horizontal band) are not used in the BG. They are in the AG. 16.1.5 In the 3-player game, whichever Allied commander has done better when Messina is captured then becomes the sole Allied commander. The other player is out of the game. Tie to the 8" army. 16.2. TRANSITION PHASE 16.2.1 Allies receive a bonus of 5 replacements in Messina the turn after they make it friendly and in supply. They also receive 2 per turn 8-IV and 9-1 in any friendly city. Ifthe 3-player game continues, 1 foreach army. From 9-Hf onward the BG/AG replacement OOB rules. Once Sicily is cleared of the Axis all ports are open there without the need of counters. 16.2.2 Germans receive | infantry ersatz 8-1V, I of each 9-1, thereafter per the BG or AG OOB, depending ‘on which one continues. ‘They also receive in Reggio | extra infantry and armor ersatz the turn after Allies take Messina 16.2.3 The ongoing game stars the turn afer the Allies take Messina. Example: Allies take Messina 8-IV, BG or AG starts 9-1. If the continuation game starts earlier or later than the usual sar of 9-1-1943, receipt of ports specified for Avalanche (C.2.3) only would be advanced or delayed. Subsequent receipt of ports would not be affected. Germans deploy units not involved in Sicily before the first Allied turn of the continuation game. If HG has not reached any of its 3 possible garrison points, NW/TI may stack with any other German unit, The only German units which may move before the 2nd turn of the BG or AG (in reaction to Avalanche) are those having evacuated from Sicily if ‘ot yet at their garrison points. 16.24 Amphibious transfer for the Germans is the same as for the Allies. Only loss of movement is no SM. Afier recombining, each unit must proceed by the most direct route to its garrison points). The turn after disembarking, German units moving North from Reggio may use $M until the Allies take Reggio or alternative (16.2.5). Example: Allies take Reggio 9-1, evacuating German units in the “toe” (see B.2.1) may use SM that turn, but starting 9-11 and lasting 4 turns, there is no SM in the 'oe” for either side, due to demolitions. 16.2.5 The Allied turn after they take Messina, they may do the Baytown invasion (C.2.1) which historically ‘occurred at Regaio. Only if there are German units West of Rosarno, Baytown may take place at ny invasion port (not zone) inthe “toe”. AS would be the case with Reggio, the port counter provided is immediately functional; no activation turn, It would then substitute for Reggio for all ules references. Reggio could then be opened with another counter like any port. 16.26 If any Germans fail (o reach their BG garrison point(s), the Slapstick invasion (C.2.2) may take place at Taranto, Bari, Brindisi, or Otranto, also with the port counter provided immediately Functional. The opened port would then be treated like Taranto for all rules references, If not opened, Taranto could later be opened like any other port 16.2.7 In the BG there is an Allied reaction to a stronger German force S/SE of the ine marking the limit of initial German deployment. Evacuating units may not be abe to move North ofthat line prior 0 Slapstick. US 1" infantry sil enters ifany alternate port is putin German ZOC, not just Taranto. ‘The alternate port substitutes for Taranto for rues references. US 9" enters if German unit is inthe “ioe when Slapstick occurs, or moves there later. The reference is just to Slapstick, not Baytown, ‘The reinforcement does not apply 0 the AG, which has diferent alternatives. BE 16.2.8 Starting the game-turn after the Allies take Messina, their BG/AG OOB becomes effective. Sicily units not in that OB leave the game, Prior to the start of this game-turn players would choose any BG options desired (Section F) 16.3 THE BASIC GAME - special Sicily rules concerning regiments, Italians, no Automatic Vietory, no Strategic Movement, no mud, capped Breakthrough Movement, ec., do not apply to the BG. Refer to sections B and C of these rules. 164 THE ADVANCED GAME - The first Axis tur after there are no Germans in Sicily, the AG begins. Germans deploy AG OOB, other than units evacuated from Sicily, which may still be in transit. Allies choose the game length, and begin their tarn using AG rules, Players may use 4" edition AG rules, 17, STRATEGY - Starting the mainland game later by holding out longer in Sicily favors the Germ vice-versa, Casualties may also favor either side. Ifthe German Sicily garrison fails to reach its positions, that game may be changed, possibly favoring the Allies, For instance, Terracina or Napoli would be more attractive invasion zones without their usual garrisons. sand 18, ACKNOWLEDGEMENTS - Without the help of Mark Bayliss, Nick Frydas, Jack Greene, Brian Knipple, Erik Lawaetz, Bill Scott, Mike Scott, and Dan Tierney, this scenario would not have possible. Thank yout 24 F, BASIC GAME OPTIONAL RULES 1. INTRODUCTION: there are changes too numerous to list from this section in the 4" edition of the rules. Options from the Advanced Game have been added. Rules beginning with “A” favor the Allies, “G* the Germans; no indication, neutral. Select options by rolling a die to determine who goes first. He would choose one aption, then his opponent another, and so on, to the maximum mutually agreed. 1,1 SECRET OPTIONS add a great deal to the game, A convenient way to record them is by a timed and ated e-mail which you send to yourself, demonstrable later as proof. 2. -A- SUPPORTING FIRE (NAVAL & AIR) 2.1 IN GENERAL - There are 7 counters with a “I” on them which are used for supporting fire (SF), 4 Allied, 3 German. Place a counter in the location suitable to indicate its use. SF is only usable once per player-turn whether for combat or interdiction 2.2 AIR SF - A/SF is only usable in fair weather. Except for interdiction (F.2.5.2), Allied A/SR are only usable in the area they have air superiority (C.3). Axis may use their factors anywhere. Alles get 3 AUSF per fair weather Allied player-turn starting September Il, 1943, Axis A/SF allocation below: 1-SEPTEMBER 1, 1943 for use defensively in Allied September IL turn 3- SEPTEMBER Ul, 1943 - reaction to Avalanche®, for attacking, or defending in next Allied turn | -each fair weather turn other than the above 2-- reaction to Shingle, if in fair weather May be later if F.14 is used, Would not be usable in mud 2.2.1 OPEN CITY - A/SF may not be used in the 3 Rome city hexes. Rome was bombed, but very carefully 2.3 NAVAL GUNS - Allies have I naval SF (N/SF) each (urn September HII*-December IV, 1943, except if invading. N/SF then is reflected by units invading at full-strength, N/SF may be added to the attack factor of any unit attacking a defender on the coast, regardless of attacker's location. NISF may also be audded to the defense factor of Allied unit(s) next to the coastline, regardless of attacker's location "May also be affected in F.14 is used. 2.4 COMBAT - SF ackds only 1 attack or defense factor to the unit(s) assisted only for | combat per player- turn regardless of the number of SF available, A unit could use SF attacking, then another SF defending. ‘SF does not affect nor is affected by terrain effects. Exception: SF may be saved for use in a second or subsequent comba even if already used against that defender in an earlier combat, 2.4.1 ATTACKING - SF may be added just before resolving any combat, including second or subsequent combats, attacker's choice. At least one attacker must have an attack factor. SF unused attacking may be used defending (below), but not saved for next-tumn attacks. SF is wasted if not used attacking in your turn, or defending in the next enemy turn, or for interdiction. 2.4.2. DEFENDING - At the end of your turn, unused SF may be added to the defense factor of units, effective during the next enemy turn, if itis not mad when TA/SF are unusable. At Teast | defender assisted: must have a defense factor. SF always adds just | defense factor even ifthe unit assisted is doubled or tripled. Ifthe assisted unit is not attacked, the factor would be wasted. 2.5 INTERDICTION - 25.1 AXIS- 2.5.1.1 AISF may be used to reduce Allied IL or BU by one. Place atthe end of the Axis turn, takes effect following Allied turn. IF in area of Axis air superiority, succeeds on roll of 1-4. IF not, on roll of I~ 2. Roll atthe start ofthe Allied turn, before IL or BU would be used. Not applicable if mud, 2.5.1.2 VON RICHTHOFEN’s Ju88 RAID - Axis may attempt one tine to attack any one Allied air base, including Corsica/Sardinia considered as one base (Sicily is excluded), or port city, or BH zone port. At the end of any 1943 good weather turn October Il-December IV, Axis rol the table below. with one dic. Note: +2 surcharge if raid outside Axis air superiority 1-4 Doring the next game-tur, the BU of the target por is los, including any saved, ofthe air base does not provide the superiority it would otherwise (Axis temporarily regain superiority) 5-8 raid fails, 2.5.1.2.1 Axis lose J tac air factor if they do this raid, = zero except in reaction to Shingle, =1 (F.2.2). 2,5,2.2.2 Axis attacks using air superiority benefit are not affected. 25F 2.5.2 ALLIED - IN GENERAL - At the end of the Allied player-turn, any SF (air or naval) not allocated defensively for the next German turn may be used to try t0 interdict German units or interrupt their ‘movement. N/SF is only effective against units or locations on the coastline. Because they are long- ange bombers, interdicting A/SF is usable anywhere, unaffected by air superiority. A/SF and N/SF ‘may combine against the same unit ONLY for interdiction, but not against target hexcs. Interdiction ‘may only be attempted once per Allied turn per target, regardless of number of S/F available. The coffects last 1 German turn. 2.5.2.1 AGAINST UNITS - The number of Allied SF needed to interdict a German unit is the same as the Iauer’s stacking factor. This is the only instance when SF factors may combine. Interdiction is per individual unit, even if stacked. Other unit(s) in the stack would not be affected. At the end of their turn, the Allies roll this table: 1-2 - No SM, % normal MP (still enough to cross 1 HA side) 4 No SM, no other effect 5-6- Noeffect 2.8.2.2 AGAINST TERRAIN? - At the end of their turn, the Allies roll this table: 1.3 All units in the target hex, or passing through it the next German (urn lose SM. No other penalty. 4-6 No effect * Open city - may not be used against any of the 3 Rome hexes. 3. ARMOR - the following rules apply only to “pure” Axis armor as shown by the counter symbol, not to panzer grenadiers; and also to Allied armor, armored infantry, and armored engineers 3.1 If even | hex side through which armor attacks has no plain terrain, armor unit(s) involved cach Jose 1 attack factor even if not at full strength, When attacking through High Apennine, first subtract 1 from armor altack factors, then halve the remainder. Example: 5- 3.2 If armor has BTM, after using as much of it as desired, the units may move | extra hex. IMPORTANT = this | hex movement MAY be from | enemy ZOC to another. THIS 1S A CHANGE. 3.2.1 In good weather, the 1 extra hex-side (raversed must contain either a road, or some plain terrain 3.2.2 In mud, it would have (0 be along a major or minor road, 4, -A- COMMANDOS - are only in the Allied OOB: British 2SS, US/Canadian ISSE, US 6615, and 504 paratroops, indicated by the letter C on the counter. Commandos do not need supplies nor count vs. Cap, and are unatiected by isolation. They may land on any seacoast terrain, but only on hexes entirely South of D42 or V34. Their evacuation is governed by the usual rules. They may sea-attack (B12.6), ‘See Movement Order (F.18) - commando raids and paradrops come after other movement, either fist 4, INVADING - Only as part of the Avalanche or Shingle invasions commandos may land on any type terrain on the same coast (West or East) as the main invasion. C88 is the dividing bex, and is om the ‘West coast, Although they need not invade in the zone chosen, they count against IL. Ia commando invades within the chosen invasion zone, it makes hexes friendly. A port may be activated there. But if a cominando invades elsewhere, the Allies would have to use a separate port counter to open that hex, if suitable, Allies could use } counter to open their invasion zone, and another to open another suitable location made friendly by a commando, not necessarily in the same zone. 4.2 ONLY if invading outside the chosen zone, or if raiding (F.4.3) anywhere, commandos roll this table with one die: Roll - Result 1-3 Disembarkation succeeds. Unit may move normally per P44. 4.5. Disembarkation succeeds, but unit may move only one hex beyond landing site, not into enemy ZOC. May move next to a unit without a ZOC. Ifin enemy ZOC, destroyed if unable to move away or evacuate, 6-8 Disembarkation succeeds but unit can not move nor attack. Destroyed ifin enemy ZOC unless able 10 evacuate 9-11 Disemnbarkation succeeds but unit becomes an IC which can evacuate (B.11.6) but only if permissible, Otherwise would be destroyed if in enemy ZOC. 12-14 Failure, Unit destroyed. Does not make hex friendly, 14=6+maximum surcharge. 26F Surcharges to the rol. All are cumulative +2 I disembarkation hex has no Plain Terrain, Major cities are considered plain fertain. Minor cities, roads, and rivers are not plain terrain - use the other terrain inthe hex 42 Ifhex has any High Apennine 42 Ithex isin enemy Z0C. 42 If hex isin area of enemy air superiority 4.2.1 ICs ereated by aiding may evacuate if able, but do not have the option to retreat voluntarily as would be the cae if ereated by combat (see B.14.6). 43 RAIDS - on any noa-invasion trn ater September I, 1943, just 1 commando unit may land on any permitted hex (see F.4). This process may be repeated as often as the Allies wish, Raiders must start as though invading. They may make friendly a potential port hex which Allies may activate under the usual rules if they have a counter. In this instance, since a raid is not invasion reaction, but do get the reaction in rule F.18, 4.4 MOVEMENT - On their frst ture ashore, commandos have 4 MP instead of the usual 3 ‘Terrain costs (mul has no elfect on 4 MP initia) movement. It does affect any BTM - see B. 12.82) invasion, the Germans do not get their MP first hex- 1 some plain terrain 2 no plain terrain (rivers crossing hex-sides are ignored to determine this) 4 (all) all HA or swamp 1 ‘once ashore, hex side traversed by a major or minor road 5.-G- FORTS are usable only by the Axis, Unoccupied, they do not impede movement. They have 10, stacking value. They do not affect ZOC. 5.1 CONSTRUCTION - At the start of every turn from September Hl (9 December II, 1943, Germans roll a die. On a roll of 1-4, during their movement phase, they may build a fort for a maximum of 9. Forts destrayed count against this maximum allowable total; unlike replacements, they do not return. ‘They ‘may be built on any hex friendly and in supply to them, except for major cities, provided there is no Allied unit within 2 hexes. There was almost no combat in major cities. There must be 2 intervening hhexes from the fort to the nearest Allied unit, Presence of a German unit is not required. Forts become. usable immediately, and can not be moved. 5.2 DESTRUCTION - To destroy a fort, an Allied unit with an attack factor must pass through its hex. ‘There is no loss of movement. Other Allied units have no effect on forts, 5.3. AXIS COMBAT - Axis units are never obliged (o retreat attacking or defending even when called for by the SRT. They may choose to, but only if the SRT indicates, or for ICs. 5.3.1 DEFENDING IN FORTS - Any terrain advantage remains. It is not affected by the fort 5.3.2 ATTACKING FROM FORTS - Defending Allied units do not get any terrain advantage, nor do Axis attackers suffer any terrain disadvantage, such as halving when attacking through High Apennine. Axis casualties are never doubled. Attacks worse than I-4 are permitted, using the 1-4 column, If an attack from a fortis assisted by other units from a non-fort hex, all fort benefits are lost. 6. -G- ALLIED UNITS NOT US OR BRITISH - the logistical problems of the polyglot Allied army are reflected in 2 ways: 6.1 Allied stacking limit reduced to 7 for stacks with more than one nationality, Each Commonwealth nation isa different nationality. The US/Canadian ISSF may be considered either nationality and may invade. 62.Only AFTER Baytown and Slapstick, Allied units other than US or British count double against BU on their initial urn of entry, unless entering at Reggio or Taranto port., or equivalent (see F.16), 7, MOUNTAIN UNITS are indicated by a horizontal line at the bottom of the counter. German units are SMu and 3+4, Allied are the French units and the US/Canadian ISSF, They have special capabilities, 7.1 MOVEMENT - MP to cross terrain hex-side indicated 1 any plain or any rough terrain; both are identical for mountain units 2 - ditto, during mud ¥4--all HA (regardless of whether MP is increased by SM or halved by interdiction ar 7.2 COMBAT - 7.2.1 Mountain units attack at full strength through all HA bex-sides. 7.2.1 BTM - 7.2.1.1 Even in mud mountain units pay only #4 of all BTM to cross an all High Apennine side, minimum 4MP. With at least SMP, they could eross 2 such sides, or 1, with 4MP left 7.2.1.2 If mountain units have BTM, after using as much of it as desired, the unit(s) may move I extra hex, provided it contains some or all HA, or a mountain. IMPORTANT - this extra hex. MAY traverse 20C. THIS IS A CHANGE, 7.2.3 RETREATING mountain units treat HA sides as though they were rough terrain, ignoring the usual restrictions. Inall other respects their retreats are governed by the usual rues 8.-A- PARATROOPS - See movement onder (F.20) - drops and/or commando raids come after other movement, either first. 8.1 APPLICABLE TO BOTH SIDES - Paradrops only occur in good weather on alex which does not have ‘an enemy unit of ANY type. Subject to stacking, the drop hex may contain friendly units. Result determined individually before proceeding. Except for the US82/504, which ithe commando rule (4) is used does not need supplies, paratroops do need supply the turn AFTER they drop. Paradraps must Sturt fromm a friendly, supplied ar base hex, notin enemy ZOC. In scenarios (not the Basic Game) where Sicily is Axis, Allied paratrops are considered to start from Africa. Once they have a base on the map, they must stat from ther. 8.1.1 Roll this table with one die to determine the outcome: Roll - Result - (destroyed units do not make drop hex friendly nor exert a ZOC before destruction). 1-3 Drop succeeds. Unit may move 1 hex, and attack if desired. Must attack if enters enemy Z0C, stibject tothe usual rules. Movement ray not be from one enemy ZOC to another 4-5. Drop succeeds. Unit may move | hex, but not into enemy ZOC, May move next t0 a unit without ZOC. If in enemy ZOC, destroyed if unable to leave: 68 Drop succeeds. Unit ean neither move nor atack. Destroyed if in enemy ZOC, 9-11. As above, but unit becomes an IC. 12-19 Drop fails; unit destroyed. 19=6+ maximum surcharge, ‘Ada these surcharges to the roll. All are cumulative. 42 If hex has no Plain Terrain. Major cities are considered plain terrain. Minor ities, roads, and rivers are not considered - use other terran in the hex. 42 Ihex has any High Apennine 42 Ifdrop hex is in enemy ZOC 43 drop hex isin area of enemy air superiority. +2 Germans in certain other scenarios +4 Allies only. First turn paratroops are dropped. Early Allied drops were disastrous. Applies only to games beginning in July 1943, not to games starting later +42 Allies only. Second drop. No surcharge thereafter. Applic to all games. Would be first drop for sgames starting later than July 1943, Just one unit dropping meets requirement; not individual +40 Forts - consider other terain, Successful Allied drop on an empty fort destroys it 8.1.2 ICs created by dropping may evacuate if able, but do not have the option to retreat voluntarily as ‘would be the case had they been created by combst. See B.14.6. 8.2 GERMANS have only one unit capable of peradropping, the 1" Paratroop division, although other units hhave the symbol. This unit may only drop once, anywhere except Sicily (ok in that scenario). If inerdicted (25.2.1, roll 14), it may not drop. 8.2.1 Only on the turn when it paradrops, the ZOC of the German paratroop unit (oF units in other scenarios), does NOT destroy a port on its turn of activation. Dropping on a port hex would always destroy the port. See B.11.3.2.1-2. There is no other effect on the unit(s)” ZOC. 8.3 ALLIES - 3 regiments of 82" airborne, British I" Parstroop division, and 2" Paratroop brigade. Allies

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