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WW2 – The Big One

Copyright 2010 – Michael Raymond

Army Tactical Battle Manual


Addendum to Rules V 4.0
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Introduction:........................................................................................................................3
Moving Around:..............................................................................................................3
Tactics:.................................................................................................................................8
Doing Battle:........................................................................................................................9
Ground War:......................................................................................................................12
Planning:........................................................................................................................12
Air-Ground Support:......................................................................................................13
Phase One:.....................................................................................................................13
Phase Two:.....................................................................................................................13
Improved Defensive Positions:..................................................................................14
Army Recon Patrols:......................................................................................................15
Tactical Ground Combat:..............................................................................................16
Land Tactics:.....................................................................................................................17
Land Combat Form:...........................................................................................................18
Experience & Training:.....................................................................................................19
Training Air Units:........................................................................................................19
Training Army Units:....................................................................................................20
Amphibious Assault:.........................................................................................................21
Airborne Assault:...............................................................................................................23
Weather:.............................................................................................................................25
Command & Control.........................................................................................................27
Casualties:..........................................................................................................................29
Aces:..................................................................................................................................32
Multiple Tactical Commands:...........................................................................................33
Ranks:................................................................................................................................35
Chain of Command:...........................................................................................................36
Communications Discipline:.............................................................................................37
Backups:............................................................................................................................38
Player’s Agreement:..........................................................................................................39
The Advantage Table:........................................................................................................40
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Introduction:
This manual contains details needed by players working at the TACTICAL Army
Level of the game. All ground action in the game takes place at this level.
To understand the game at the Tactical level one must have a general overview of
the game to start with. Every player in the game is on either the Axis side or that of the
Allies. They take part in battles for their side regardless of nationality.
Entry level players are on standby to be assigned combat for resolution. They do
not command units until or beyond such engagements. Senior TAC players are those who
have combat experience during six game turns and have successfully completed the
appropriate Tactical Training Exercise.
At Game Start there is no Operational Level; that being handled by the game
master until players can qualify for promotion to High Command. There will be a
Strategic Leader who will guide the national war effort.
The Strategic Leader can be replaced each game year; at the discretion of the
game master. Leaders that have not come up from Operational Level must complete a
regimen of study that would qualify them for promotions through the ranks.
Until they have completed the studies, they are not considered permanent in the
Strategic role.

Moving Around:

Actual movement is ordered by the Operational Commanders and executed by the


Game Master or senior tactical officers up to the point where contact with the enemy
happens. It is up to the Tactical Level players to resolve the fighting.

1> Except at game start, every player is a Tactical Officer in addition to any other
roles played. Game start requires Strategic Leaders as well.
2> Players are assigned land, sea, or air TAC roles but can be cross-trained and
called upon to fulfil the needs of the game. Their first assigned type will remain
their most assigned role. Game needs override personal preferences.
3> OP Level or the GM can assign numbered Corps groups of units to senior TAC
players to command as persistent units, spanning turns.
4> Multiple TAC players can be assigned to a Corps group equal to the number of
divisions present with one player being the Corps commander.
5> Corps commanders are the single email contact for the enemy.
6> All TAC players involved in a Corps group share the Command Points won or
lost in battle, losing one or gaining one from their personal totals.
7> OP Land Commanders are not permitted to command Corps groups.
8> A Corps or single unit can be given waypoints to follow by an OP Commander.
9> Each waypoint will be a city from the activated cities in the game. Holding and
Blocking position rules are still in effect along the waypoint route.
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10> At each waypoint, position of halt, and after battle the TAC player
commanding will report his situation to the OP Commander and copy GM.

A formation of army units can be anything from a single regiment to any number of
divisions. When two or more divisions make up a formation it is called a Corps and they
are numbered sequentially by nationality. Smaller formations are just refered to by the
regiment ID, as in 3rd Engineer Regiment.
A formation can have one or more air squadrons assigned to it for support. These
units can have TAC players assigned to each squadron with preference being given to
players who are listed as ‘air’ TAC players. The air units remain attached to the army
formation until Air Operations Command or the GM reassigns them.
When a final waypoint is reached the TAC player commanding will halt and proceed
no further without orders from OP Level or the game master.

The position of army units can be:


 In a city (defending)
 At a city (outside)
 At a holding position
 At a blocking position
 Being transported.
A holding position is a move interrupted by defensive line, weather or terrain. It is
temporary. A blocking position is to halt enemy movement or supplies between
cities. Land units can be moved by sea or air transport.
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Air units can be:


 At a city (landed at airbase)
 On a patrol (defending a city, position, or naval force at
sea)
 At a city or position (attacking ground targets)
 Attacking enemy naval units
 Escorting other air units on a mission
 Intercepting enemy air missions
 Transporting land units
 Doing Recon flights
Naval units can be:
 In port
 In dry-dock repairing
 On blockade duty
 On patrol hunting enemy units
 In transit relocating to a new port
 Transporting land/air units
 Escorting other missions or a convoy
 Providing gunfire support to coastal battles

Movement in the game is from city to city or to temporary Holding or Blocking


Positions between cities. The cities used must be ‘activated’ cities from a list supplied by
the game master. (cities.doc) Positions are named after nearby towns and cities but those
do not have to be on the cities list. Position names can be picked from a map of the area
and are just reference points. They do not become activated and cease to exist when the
formation moves on.
Cities become activated by the Strategic Leader building a factory or shipyard in a
city of his choice within the nation or occupied territories. Once the facility is built the
city is added to the list in cities.doc. A new file is sent out each turn if changes are made.
References to army formations must always use the Nationality, ID of the group,
and present named location.
For instance: German 3rd Corps, Stuttgart
It is also highly recommended to include the name and rank of the player
commanding the formation.
A six game-turn probation period for new players is in effect. That, plus
satisfactory completion of the Tactical Training Exercise and combat experience,
qualifies them for more. Once qualified, a specific formation of units of their chosen
TAC type can be assigned to them, with a promotion in rank. Alternately, they can be
assigned a geographic section of a front, a mission type (ie. air defense or anti-
submarine), or even a group of formations by type.
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Units in defensive positions do not need player commanders but remain in the
Operational reserve until engaged or ordered into movement that might lead to combat.
Army units in transit aboard air or naval units are do not require player commanders but
if already have them, do not relinquish the commanders during the move.

Battle:
Because we don’t use die rolls to determine outcomes, battle in this game is based
on strength and type of forces involved, player choices, and the conditions of the battle
area.
To win battles it is not always a requirement to have the bigger fighting force.
Battles are won by having more advantages. Advantages could be weather, experience,
support, terrain, training, research, or tactics used by the opposing players. One other
advantage is possible through the use of player Command & Control points.
The simplest concept of a battle is a comparison of the two sides. The first check
is for types of units, for instance, which has the most Fighter planes. The side with the
most earns an advantage. Each type is compared to the same type on the other side.
It gets a little more complex as we go deeper into the battle analysis. If, for
instance, the Fighter planes on one side were escorting bombers, the other side would be
trying to attack the bombers. We negate or cancel out Fighters to see if any are left on the
attacking side. Suppose 3 squadrons of escorting Fighters were attacked by 5 squadrons
of intercepting Fighters. Cancelling out the units one-to-one, two attacking squadrons
could not be negated. They get to attack the bombers.
The reader can see that battle starts with a simple concept and then adds details to
reflect the type of battle that is unfolding. The simple step of negating units of the same
type is a good overall concept to understand. The units negated are not destroyed, but are
‘occupied’ with each other and so are considered ‘out of the picture’ for the rest of the
battle determination.
In the example, we have a bombing mission under way. For that mission to
succeed, at least one bomber squadron has to reach the target without being negated.
Those two ‘extra’ interceptor squadrons got through the escorting Fighters and now will
negate an equal number of bomber squadrons. If there were only two of them, the
mission fails.
The concept of advantages could alter the outcome of a battle in favor of either
side. In the above example, if the defending side had invested just one more Command &
Control point than the attacker, having any bombing squadrons over the target would not
make a success. The advantage of higher CC points would make the bombs miss.
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Points to note:

 Regardless of the type of units doing battle, and regardless of whether attacker or
defender, the side with the higher advantages is considered the winner of the
engagement.

 The winner will take fewer casualties than the loser.

 The terms ‘cancels’ and ‘negates’ can be used interchangeably but do not mean
destroyed or depleted.

 In air-to-air fights, the losing side depletes one squadron.

 In air bombing missions all bombs miss their target, all torpedoes miss, if the
attacking side does not have the higher advantage total.

 In naval battles a system of target priority determines which ship types will
deplete when attacking the core units and multiple targets exist.

 Carrier planes are flexible and change load out depending on the nature of the
enemy threat. If enemy air is involved, the defending FB units can fly as fighters.
If no enemy air is present, but subs are, FB and Torpedo planes can carry anti-sub
depth bombs to defend the task force. If the enemy being attacked is a land target,
torpedo planes can carry bombs.

 In land combat, the losing side withdraws from the site of the battle or is captured
when no withdrawal is possible. It is possible to withdraw to a neutral nation, if
that border is within 100 miles of the battle site.

 The losing side in land combat depletes two divisions, one a tank division. If no
tanks are available but the enemy did have tanks, deplete three infantry divisions.
If no tanks were present on either side, deplete two infantry divisions.

 The winning side in multi-division land battle depletes one infantry division
unless only tanks were present, in which case a tank division is depleted.
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Tactics:
Tactical Options:

The TAC level players have some battle options that are individual choices of the
TAC player and cannot be dictated by higher command.
The intent here is to give the TAC player some ways to influence outcomes
beyond the fairly static methods of advantage comparison.
The TAC choices mentioned here are by unit type and all similar units
commanded by the same player use the same tactics. It doesn’t matter if a player
commands similar units in different allied national forces; they share the same tactic
because they share the same player.
Each player can have a chosen tactic for each type of unit that he commands or
may command during a turn.
 Land Units
 Fighter aircraft
 Fighter-bombers
 Heavy bombers
 Submarines
 Surface Battle
 Surface Air
 Escorts & Destroyers

The owning player can change the choice of tactic once each turn, at the
announcement of the date change. He has until the announced start of the first battle of
the turn to submit his change to OP command and copy the GM. If he doesn’t, the same
tactic that was in use during the previous turn will be used again.
When a group of TAC officers are combined in one combat, the appointed leader
of the group will not be able to change or dictate the tactics used by the rest of the group.
In battle, if any advantage comes from any of the tactics in use – they are allowed. Be
certain to list all the tactics being used when submitting the battle resolution listing to the
enemy.
The tactic choice cannot be made after the commencement any battles of the turn.
Failure to mention one or more tactics in a battle resolution does not result in a re-
calculation of the results. The tactics just were not used in that action.
Tactics by type will be explained in each section for land, sea, and air battle.
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Doing Battle:
Tactical Battle could be on land, sea, or in the air. There are some aspects that are
the same for all of them. The TAC Officer will take the same preliminary steps in
resolving any type of battle. The sequence of events for resolution is air, sea, land.
The first thing is to determine the weather for any battle. The weather rules are
discussed later in detail, but we will discuss the main points now.
Battle location and time of year might indicate an automatic advantage for the
defender in any battle. Fighting in Norway in winter game-months is an example of that.
Local weather is usually decided by the players in alternating real-time months.
During the odd numbered months the defender calls the weather and the attacker does it
for even months. So attacking in Norwegian winter would be best done in even numbered
real-time months. The OP Commanders choose the weather for naval detection.
Battles also have a time-of-day, which is decided by the players. The alternating
choices are opposite to the weather. If the defender gets to choose local weather, the
attacker gets to choose time of day.
Both sides do these same determinations and include the information in their first
email to begin the battle. The OP Commanders may choose these details and inform the
TAC officers or let the TAC players take care of the weather and time.
For information about the effects of weather and time, refer to those sections later
in the manual or consult the Advantages Table at the end.
Next we will consider the Command & Control points that can be so important in
winning battles.
Each role begins the game with 5 CC points to use to influence outcomes in
battle. The Strat leaders can ‘lend’ points to OP commanders to spend. National leaders
cannot lend directly to players at the TAC level, but the OP commanders can lend points
that they have received downwards to the TAC level.
The Strat and Op level players actually have 2 sets of points. They also have a
TAC level set for when they do battle personally. They cannot borrow their own upper
level points to add into their tactical battles. They are considered to be separate and
different persona in the game. Full details are later in this manual.
In battle, the side having more C&C points gets an advantage in the resolution of
the battle. The winner of a tactical battle wins a C&C point while the loser must give up
one point. Points can be used only once per turn and are adjusted at each turn end.
So the TAC player, having decided the time and weather of his battle, now
decides how many, if any, of his personal C&C points he wishes to invest in this battle.
He will likely have multiple TAC battles in a turn but only one set of points to spend.
Terrain, for land battle, is next to be determined by the players. Air and Sea
battles skip this step.
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Most terrain in the game will be clear/open and have no effect. Some areas of the
world are quite clearly not that clear or open. Taken from the Advantage Table:

City terrain Defender advantage on land extra if attacker has no Inf


Mountains Defender advantage on land extra if attacker has no Inf
Wilderness Defender advantage on land extra if attacker has no Inf
Arctic Defender advantage on land (in addition to weather zone)
Desert Attacker on land if defender has no tanks.
River Crossing Defender advantage on land Double if bridges destroyed.

This is enough information to understand the basic concept. All city battles,
regardless of the surrounding terrain type, use the City terrain line in the Advantage
Table, with one exception; rivers.
Some cities (Paris) have a big river running right through them or sit on one side
of a large river. The defender gets one or more advantage for a river crossing. Part of the
task of the TAC Officer is to research the city of battle to find if a river is part of the
terrain. If it is, the defender gets an extra advantage.
Full details of a land battle for cities appear in a later section. It is sufficient now
to understand that most terrain in the game is generic open/clear or city type.
The TAC battle we are developing now has:

 Time
 Weather
 Command Points
 Terrain

Both sides, so far, have done the same work. Any discussion about terrain will come after
the first email exchange, if there is disagreement. That hasn’t happened yet. Up to the
terrain detail, the same steps are done for air or naval battle.
Before we consider the unit types and quantities of each, there are some other
aspects of battle that are examined first. These won’t apply to all combat, but must be
mentioned.

 Ace or Elite Status of players


 First combat for units (experience)
 Amphibious Assault or Air Drops
 Invasion of a neutral nation
 Personal Tactics choices of players

Players who win three battles of land or sea type earn the status of Elite. For three
air victories, they earn the Ace status. These are an advantage in battle against players
without the status.
All units in the game are at a disadvantage in their first battle. If both sides are
inexperienced, the advantages cancel out.
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Amphibious landings and Airdrops are special types of combat with rules and
advantages that don’t apply to regular combat. More on those later.
The first battle after invading a nation is an advantage to the attacking side for
surprise. This is true even if war has been declared.
Each player can choose Special Tactics for his TAC units to use in battle.
Separate tactics exist for land, naval, and air type units. The advantages come in
comparing the tactics chosen by each player in a battle.
Finally, we are ready to consider the units involved in the battle. Regardless of the
type of battle, having more units of each type is an advantage. There are some details that
are different among land, sea, and air battles and those will become obvious.
Because of the differences between land, sea, and air battle it is necessary to split
up at this point. Everything above is common to all types of battle. What follows will
explain the specifics for air, land, and naval action. The above, in combination with one
of the following sections, completes the resolution of a battle.
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Ground War:
As already pointed out, many aspects of land battle are the same as air or sea
battle. This section will deal with those items that are unique to army fights. The reader
will realize that air support and, in coastal cities, even naval gun support could be part of
the mix of things to consider.
Army combat consists of:
 Planning
 Air Support arrangements
 Naval Gun Support arrangements
 Air Combat
 Phase One Attack
 City facilities demolished
 Flank Attacks resolved
 Middle Attack resolved
 Reinforcements
 Phase Two Counter-Attack
 Air Combat/Support resolved
 Flank Attacks resolved
 Middle Attack resolved
 Withdrawal

Planning:
The email from the OP Commander assigning a combat will include the email
address of the opponent TAC Officer. The message will indicate if the OP Commander is
lending any Command & Control points to the battle. It will also indicate any air or naval
units that will be providing support, and include the email address for players
commanding those units.
In multi-player battles one TAC officer will be appointed as the senior. This gives
a single point of contact for the other side to deal with. The TAC officer can request
additional support, but should not delay his message to the other side. He can indicate to
them that additional support has been requested.
The defender in a land battle sends an email first, detailing what units and types
are present and, if he gets the choice, what the weather will be for the battle. In a land
battle, he also indicates which units are in the left, right, centre, and rear areas of
the battlefield. The opponent responds with his deployment and support details.
Unless there is disagreement on some point, both sides have all the necessary
information to begin determination of advantages and the winner of the fight.
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Air-Ground Support:
Before any army fighting, the air portion of the battle is resolved first. This might
include air-to-air and/or air-to-ground strikes. The land battle will wait to see if an
advantage is earned by the air engagement.
Air squadrons can be assigned to support attacks or defences. They can be
assigned to support or attack a flank. Fighter planes match fighter-bombers or heavy
bombers on a one-to-one basis. Having an extra fighter squadron is an advantage for air
superiority (local). Having an extra bomber squadron is an advantage for close air
support. Those advantages are for the land battle below. Air casualties are depleted as per
air rules.

Phase One:

At the owning player’s discretion, factories, shipyards, dry-docks, Supply Head or


Depot, port facilities, and the airport can be destroyed to keep them out of enemy hands.
It takes one Engineer regiment to destroy each. If you don’t have enough Engineers, an
artillery regiment or a successful bomber attack can each do one facility. The Operational
Commander must order the air action. This destruction is advised to the GM and the other
side and should not delay the battle. Units engaged in the tasks are not counted in the
battle forces.
Ground war is fought in two phases the initial attack and the counter-attack. Every
land battle has each side dividing forces among left, right, middle, and reserve allotments.
Units assigned, for instance, to the left flank are either attacking the left or defending
against a flanking move. Flank actions are optional.

Phase Two:

If Phase Two isn’t cancelled by conditions, both sides can be reinforced from
within the same Front. This can include air or naval support. Only Movement to Contact
may be used to move land reinforcements up. Phase Two is conducted exactly as Phase
One, except the former defender is now the attacker. Players commanding may be
switched with email notice to the opposing OP Command and the GM.
Units depleted in the first phase can be involved in the second. A second round of
air combat happens when air units are present. No units are removed but may be placed
in the reserve area for the second phase.
Both phases of battle are resolved the same way. The side with the higher total
advantages will win a battle or counter-attack. Advantages come from support, weather,
terrain, Command points, flanking, experience, supply, special tactics, and National
pride. The weather and the Command Points allotted can change for a counter-attack.
Having more infantry in the battle for left, right, centre, or reserve action is an advantage.
The same is true for tank units. Even one more unit than the enemy can earn the
advantage.
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Improved Defensive Positions:

A unit that is or contains an Engineer Regiment and remains in place, without


being attacked by land for one turn, can be considered in improved positions. This is an
advantage when attacked. If they move the positions vaporize. If they are driven from the
position by the enemy, the improved positions are taken over and become an advantage
during any counter-attack in phase two of the same battle.
This rule is for nations at war and under attack. If a nation at war is not invaded,
not under attack, it cannot use this rule. Cities in those nations can contain units but they
are not "diggin in" and cannot be ordered to do so.
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Army Recon Patrols:

For army reconnaissance patrols, a completely new rule is needed. When an side
is creating either holding or blocking positions it is not known to the enemy. This can
result in wasted time ordering moves that must be cancelled due to running into enemy
positions.
An army formation, of at least division size, can send out recon patrols from city
locations, holding and blocking positions. For each infantry division a patrol can be sent
towards a named location on a typical map of the area. For ease of use, the location
should be a fairly large city that would be on any map.  The patrol is not going to the city,
just in that direction. Smaller units do not get to patrol, since they are defensive.
Holding locations are offensive in nature and are created where an advancing
force meets a defensive line. The location of the holding position is reported to the
defending side – no need to patrol.
A Blocking Position is created between a defending city and an enemy held city
or position. The defensive line then is pushed forward and runs from a defending city
through the position to another defending city.  There can never be two Blocking
Positions side-by-side on the same defensive line.
The advancing side would not know if the defenders had created Blocking
Positions and so would need to patrol to find out. The concept works this way. The
defending side is informed that a patrol is moving from a named location towards another
named location.
A defensive line runs between every pair of defending cities or from a defending
city to a Blocking Position and on to a second defending city. A defending city is defined
as a city not owned by the advancing side.
A patrol that would encounter a defensive line without a Blocking position will be
told it has found a defensive line. If the patrol direction would encounter a defensive line
that had one end anchored by a Blocking Position, the patrol will be told of the position
by name. The details about the unit(s) defending the location are not given.
There is never any combat with patrols. It is just a tool to get information and
save time for players moving units.
Example:
 
City A - - - - - - - - - - - - - - -defensive line  - - - - - - - - - - - City B
 
                - - - - - - - - - - - - BP - - - - - - - - - - - - - - - - - - - \
              /                                                                                 \
City A /                                                                                     \   City B
 
  Line pushed out to BP in direction of the enemy.  A patrol advancing towards
either city or between them would be told of the BP.
This gives the advancing army commander a named location and an indication of
where the defending line runs. He cannot cross a defensive line but must attack City A,
the BP, or City B in order to pass.
Each pair of defending cities can have only one Blocking Position between them.
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Tactical Ground Combat:

Actual combat procedure:

This is what follows the Air portion of the battle, if any. This is what happens
while engineers within a city are carrying out demolition work. If not doing that,
engineers fight as Infantry and can be included in that engagement.

If any flanking attempt is being made, settle the left flank first, from the attacker point of
view. The same steps are followed for each flank and then the middle battle. (Centre)

Artillery vs Artillery:
Side with more artillery regiments scores 1 advantage.
Each type of warship supporting counts as 1 artillery regiment.
Tank vs Tank:
Side with more tank divisions scores 1 advantage.
Infantry vs Infantry:
Side with more infantry divisions scores 1 advantage.
If Engineers fighting – side with more scores 1 advantage.
Anti-Tank vs Anti-Tank:
Side with more AT regiments scores 1 advantage.

Add up advantages, add in Command Points for side = total combat value.

If resolving a flank attack and attacker had higher value, scores 1 advantage for
middle battle. If defender was higher there is no adjustment – flank denied.
If resolving the middle (Centre) battle and attacker has higher combat value,
defenders withdraw. If Phase One – both sides prepare for Counter-Attack Phase.
If defender had higher combat value, attacker withdraws and battle is over.

Phase Two Counter-Attack is the same except the former defender is now the
attacker.

Withdrawal:
Retreat from a battle must be to the closest friendly held city; friendly occupied
blocking position, or a neutral nation. A neutral nation will intern (POW) the units. The
withdrawing units cannot set up new blocking or holding positions. The retreating units
cannot split up and go different ways. The path of retreat cannot, measured in a straight
line, pass through or within 100 miles of an enemy position. If no retreat is possible, the
unit is captured.
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Land Tactics:
‘Long Range Recon Patrols’ tactic is an advantage except against an enemy using
‘Combat Patrols’.

‘In-Depth Defence’ is an advantage unless the enemy is using ‘LRRP’ tactics.

‘Combat Patrols’ are an advantage unless the enemy uses ‘In-Depth Defence’.

‘Prep-Fire Artillery’ tactic is an advantage unless the enemy is also using ‘Prep-Fire’.

‘Massive Minefield Use’ tactic for defence is an advantage in defending a location.


You need an Engineer Regiment and a game turn (month) to install.
To move away, an Engineer Regiment must remain for 1 month to remove.
If attacked while implementing the tactic, but not driven from the site, the mines
are successfully placed with no delay or penalty. If driven away, the mines don’t
exist. This tactic is not an offensive one. The user of this tactic cannot launch a
main attack until the minefields are removed. Counter-attacks are OK.

As in all tactics, there can be different ones chosen by a group of players who share the
same location. All advantages are still valid when compared to enemy tactics in use.
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Land Combat Form:


Battle Location:
Terrain Type:
Weather Zone: (Y/N)
Weather:
Time:
Command & Control points:
Tactics in use: (Mark One)
Long-range Recon Patrol
In-depth Defence
Combat Patrols
Prep-Fire Artillery
Massive Minefield Use

Elite Status: (Y/N)


First Combat: (Y/N)
Air Support Units:
Artillery Fire:
Naval Gun Units:

Deployed left:

Deployed right:

Deployed centre:

Deployed rear:

Unit List:

Comments:
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Experience & Training:


If one of two units involved in combat were in their first action of the game, they
would be at a disadvantage due to lack of experience. The side with the fewer
inexperienced units will have an advantage.

Training Air Units:

Air squadrons can go through 6 game months of special training to gain


advantage in combat. The training type must match the missions available to the
squadrons by type of aircraft. Neutral nations cannot train until they enter the war.
The OP level commanders decide when and what training is done. The training
squadrons cannot do combat missions, offence or defensive, unless attacked. Being
attacked extends the training period by one month each time.
If a training unit is attacked, it is considered to be on the ground at its base. When
the base takes any damage, the squadron will become depleted, just as any squadron
caught on the ground by an air strike. Depleted squadrons can continue to train.
For Heavens Sake, all players, if you have units with completed training indicate
so in any email beginning combat that involves your unit. You CANNOT have battle
results re-calculated after the fact because you failed to indicate the training.
Examples of air training topics include:

 High-altitude pursuit
 Low-level combat
 Level bombing
 Dive bombing
 Bomber evasive tactics
 Dogfighting
 Night flying
 Air-naval tactics

Players can come up with more provided they are realistic and the GM approves.
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Training Army Units:

Army training projects:

 Amphibious landings
 Parachuting
 Mountain combat
 Jungle combat
 High altitude AA combat
 Night fighting

Regiments are trained in topics that make sense for their type. It doesn’t make
sense to train an anti-tank unit to parachute, or an artillery unit to fly night intercepts.
When preparing to resolve a combat, TAC commanders should let it be known if
any of the units involved have completed special training – that applies to the combat
about to happen.
An example would be combat for terrain between two cities in Malaysia. Jungle
fighting would be a valuable asset in such circumstances. Likewise, arctic combat
training makes sense up in Norway in winter.
A division must all train for the same topic, not including attached regiments.
They can train for their own type of service at the same time as the division trains.
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Amphibious Assault:
This type of attack is the attempt to put troops ashore at other than a port. There
are special Amphib groups of ships that can transport and land a division of infantry or
tanks without suffering the disadvantage that comes from using ordinary convoy units.
An advantage is earned when the landing division(s) has had special Amphib
landing training. See the Training Section.
Amphib units cannot carry the attached regiments for a division, which must
come ashore after a successful attack by the division(s) proper. The attached units are
carried in a normal convoy unit. Only one convoy unit is required per Amphib assault,
regardless of how many attached regiments need transport.
In the absence of dedicated Amphib ships, any convoy unit can be diverted from
supply movement to carry army units to an assault landing. Each convoy unit can carry
one infantry or one tank division plus the attached regiments. The landing force suffers a
disadvantage for not having actual Amphib ships. The attached regiments still land in the
second stage of battle, once the beachhead has been won.
The actual assault must be against a non-city location along a coastline. The
objective is, of course, to put troops ashore and capture a seaport. The battle is carried out
as a normal land battle against enemy forces that can be moved to the landing point.
Enemy troops for repelling the landing must come from the three closest cities or
blocking positions to the landing point within 200 miles. This can be arranged once an
assault is announced, and may cancel other planned movement or battle for the TAC
level of the turn.
The naval interception of a beach assault is done, if at all, during the naval patrols
portion of the turn. Any warships sailing with the assault force may provide naval gun
support to the landing.
The landing point must be described as a given distance in miles and a compass
direction from a named port city, such as 200 miles South of New York City. The
defending forces can then come from cities up to 200 miles West (inland) from either
NYC or the landing place. They can also come from 200 miles South of the beachhead
and from New York City itself.
In all, defending forces cannot come from more than 3 local positions. Forces
cannot be ‘stationed’ in between cities at likely spots for an invasion. All troops are either
in cities, in a blocking position, moving between them, or battling get into a city.
The assault must be a success, meaning the attackers force a retreat on the
defending forces and defeat any counter-attacks. Otherwise the entire landing force is
captured. Attached regiments and any second wave divisions waiting offshore to land are
withdrawn and do not get captured.
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Once the assault has succeeded, the force will move to battle for entry into a
nearby city or split up and move towards several. Remember that defenders may have
come from a city up to 200 miles inland. The successful attack cannot move inland more
than 100 miles in the landing game turn.
A second wave of the attached regiments and even more divisions landing from
regular convoy units can land without a fight. The second wave units must have travelled
to the assault along with the first wave troops. They join the attack units immediately.
Defending air units that are based in any cities within air range of the landing can
be used as support for the defence. For fighters and fighter-bombers, the range is 500
miles. For heavy bombers it is 1000 miles. Note that the air units cannot have taken part
in Air Superiority, Strategic bombing, or any other offensive air mission in the same game
turn. If they defended against air attack on their own base, they could still take part in the
defence of the beach area, provided their base was not damaged in the air attack.
Attacking air units can be used from a Surf Air naval unit that has sailed with the
Amphib assault force as escort and support. Air units from friendly bases that are in range
of the beachhead may participate. They may only do so if they have not been involved in
offensive air missions already. They may have defended their bases just as in the above
rule explaining beachhead defence.
If air units are present for both sides, use the air-to-air combat rules, comparing
advantages and unit types to arrive at a clear advantage for one side or the other. The air
component of the assault is done before the land portion.
If naval warships, except submarines, are in support of the landings, resolve these
as artillery units. Submarines cannot take part.
In the artillery support role, naval gunnery from each type of group counts as one
artillery regiment in the coming land battle. Give an advantage by sector; left, right,
middle of the beachhead, to the side with more gun support assigned.
If the defenders are driven back from the left, right, and centre of the beach area,
counter attack as in normal battle is done next. Reinforcements are allowed. The counter
attack has to succeed or the landing assault is a success and all defenders are beaten.
The attacking side planned the beach assault, which included the assignment of
any Command & Control points. Since the defending side had no idea where or if an
Amphib assault would take place, NO C&C points can be assigned once a landing is
announced. The defending team might consider the likely-hood of an assault coming and
where, dishing out points and support to TAC commanders in cities likely to get involved
in expected attacks.
This reflects the real-life quandary that the Germans faced in Normandy. They
expected an attack, but didn’t know quite when or where. Many units were moved around
and positioned for an anticipated attack on or near Calais. Much effort was made by the
Allies to make the Germans think and believe Calais was the target.
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Airborne Assault:
In the Second World War the armies of the world were still experimenting with
the concept. Prior to that war, there were no airborne divisions and there had never been
an airborne attack.
As in WW2, the airdrop has a limited number of sensible applications and is very
high-risk. We will allow this type of activity for infantry regiments or divisions. Special
training makes them an airborne division. The airborne division is stripped of any
attached regiments. The whole unit goes into action at once.
If a regular infantry division makes a drop, any attached regiments are left behind.
There is an advantage to have the parachute training, but it isn’t required.
To do a drop there must be a minimum of three air transport squadrons available,
more are recommended. Three would be enough to drop one regiment at a time, in four
waves of aircraft. To be successful, every regiment of the division must get delivered. If
enemy action depletes even one squadron, the attack will have a disadvantage.
If a squadron is depleted during the drop, the regiment it is delivering gets
depleted and is on the ground. The next regiment will need one of those extra squadrons
for their ride.
The range of transport aircraft is 500 miles from the closest friendly airbase to the
target. The ground troops, like the planes, don’t have to be based there as the transport is
picking them up from where they are. There is a whole month turn to do this.
There are four infantry regiments to be delivered, hence the four waves. Having
more aircraft assigned will not speed up or increase the amount delivered. The extras are
there to fill in if one squadron gets depleted during the action.
Note that an air transport mission can be intercepted by Air Superiority fighters,
so escort them. If intercepted and depleted the mission didn’t get to the target at all. The
depleted troops are returned to their starting city, as are the planes. The interception
happened before the airdrop.
A dedicated airborne unit must go through parachute training for six months as
with any training topic. Once trained, it can be used for a small number of special
missions. These men are not intended to join battle with full regular divisions, at least not
for long. It is intended that they get in and secure a target area, hold it for a short time,
and then are relieved by regular forces. They get an advantage in battle for training.
For the one-time full airdrop battle an airborne assault has an advantage for
surprise. If it has parachute training, it has a second advantage.
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In air assault, there are no left, right, centre, and rear areas for the enemy to
defend. It is all one battle and it gets resolved in the normal manner for land battles. If the
enemy has even one more advantage than the attacker, the airborne unit is depleted and
the battle lost. If they cannot retreat, the unit is captured.
If there is any counter-attack, the airborne lose their advantage for surprise.
Another mission where using airborne assault makes sense is in support of an
amphibious assault. The airdrop could take place behind the beach to interdict troops
coming from inland. They could also drop on either side of the beach for the same
purpose. It could even be ordered that the drop falls on the rear area of the main battle.
That would take place in the counter-attack phase and add the airborne to the invading
side – plus an advantage for surprise.
The amphibious assault must succeed or the airborne unit is in trouble. While the
amphibious assault was going on, their blocking position is sufficient to stop any
reinforcements from that direction. If the beach isn’t taken, the enemy at the beach and
those coming down the road can both attack the airborne force.
Airborne troops can leap across water by plane to take an island, best when an
amphibious assault is also planned. They could also be dropped on cities known or
suspected of having no enemy troops present. They just can’t hold against regular forces
attacking them. That is, not without an advantage.
An airborne assault can span an area of wilderness or mountains, capturing a city
to ensure the mountain pass or roadway is available for troops to follow them.
An airdrop can defeat and destroy a fort that is alone in a city. The fort is
considered a facility of the city where it is. Units defend it just as any facility, but the
centre of the battle is considered to be the fort. A fort is an advantage to the defenders,
nothing more. When a city is not garrisoned, treat a fort like an infantry regiment in
battle.
Whenever planning a mission involving an airdrop make sure regular units will
join the troops as soon as possible.
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Weather:
The areas at or North of the 40th Parallel in the Northern hemisphere and at or
below the 50th Parallel in the Southern hemisphere are considered in the weather effect
zones.
The Northern zone has a severe weather season of November to April. The
Southern zone has the timeframe of May to October. (Game months not real months)
In addition to that, December-January in the SW Atlantic is hurricane season
while June-July in the SW Pacific is monsoon season. All land in or bordering those Sea
Fronts have, during weather effects, weather that give defenders an extra advantage. The
weather effects go inland 100 miles from the coastlines, and effect TAC battles regardless
of the weather in the Land Front where the battle takes place.
During the weather timeframe, all defenders have an advantage in combat, in
either north or south hemisphere. That is in addition to the following rules.
In the extreme weather zones during their bad weather months, transit moves are
limited to 300 miles in good terrain and 100 miles in mountains, wilderness, or arctic
conditions. Transit Moves are limited to 500 miles in good terrain and 300 miles in
mountains, wilderness, or arctic conditions.
A limitation to strategic movement is weather in the extreme weather areas during
bad weather months. During those periods strategic movement is limited to 1000 miles
overland in good terrain or 300 miles in bad terrain. Sea movement can be made only
from one sea front to an adjacent sea front and must end in a friendly or conquered port
city. If a port city is not available, the move cannot be made.
To reflect varied local conditions, TAC level battles use a special weather rule. In
odd numbered real-time months (not game-turn months), the defender in any combat can
choose to call the weather conditions for the first phase of battle. The attacker calls it for
the second phase.
For even numbered real-time months, Feb, Apr, Jun, Aug, etc., the attacker calls
the weather for the first phase of most combat, the defender calls second. . For naval
blockades and patrol missions the Naval OP Commander sets the weather.
Local weather conditions do not alter the advantage given to a defender by the
seasonal weather rules above. Instead, they alter the types of units that can take part in an
action and/or the combat results.
The choices are storm, fog, clear, rain/snow, and rough (windy).
If the local weather is stormy, only strategic bombing missions can fly – negating
other types of air missions completely. This includes fighter interceptors.
Note that except storm, none of the weather choices will negate air detection and
contact. They give advantages and limitations, no more.
Clear weather is an advantage for a defender unless he is Heavy Bombers without
fighter escort.
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Fog allows just one attack and cancels the second phase of battle. What this
means is, if multiple units are intercepting in air or naval action. The intercepting side
must always indicate in his list to the defender what units are doing the interception. In
fog, only the first one on the list can actually make contact and attack. The rest lose sight
due to the fog. The use of radar by the intercepting force (air or naval type) cancels the
effect of fog. The use of radar by one side gives them a choice to avoid contact at sea.
Fog is an advantage to the land defender too, but if the attacker is also land, the
only effect is to cancel the second phase of battle. All attacking land units count in the
battle. Radar has no effect on fog conditions in land battles.

Additional Fog Effects:


Fog will cancel a recon mission. No losses.
Fog will halve the effect of AA fire, requiring four AA units or eight equivalent
units for an advantage.
Fog will cancel an airborne landing. (Airdrop)
Fog will halve the effect of attacks by Fighter-Bombers, naval Dive-bombers, and
Torpedo-Planes. It will require two undepleted squadrons or four depleted ones to deplete
or damage a target.
Rain or snow cancels the second phase due to lost contact. This second phase is
the reaction of the defending player. Rough weather cancels all ‘tactics’ related
advantages for both sides.
So, to recap, battle in the weather effect zones, during certain months, gives the
defender an advantage in combat. This is in addition to the choice of local conditions
alternately decided by defender or attacker.

Special Rule: Naval detection rules use weather choices that do not include stormy. To
reflect real possibilities, beginning with turn one and for the side that wins Command of
the Seas, the sides alternate being able to call stormy weather for a whole Sea Front. The
first naval OP commander for a side to send the message to the GM is the deciding one;
when multiple nations have interests in a front. The weather can be for one front per turn
and negates all naval contact and cancels Amphib Assaults. The same weather applies
inland for 100 miles from all coasts bordering that Sea Front. Announce during 48-hr OP
segment.
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Command & Control


This rule is intended to simulate the focus of upper command on the actions going
on at the Tactical level.
Each role begins play with 5 CC points to use to influence outcomes in battle. The
Strat leaders can ‘lend’ points to OP commanders to spend. National leaders cannot lend
directly to players at the TAC level, but the OP commanders can lend points that they
have received downwards to the TAC level.
National leaders cannot lend points to each other, nor to the OP commanders of
other nations. OP commanders cannot lend to other nations either. OP commands of the
same nation can lend to each other. TAC leaders cannot lend points to anyone except
other TAC officers who are involved in the same battle with them. TAC and OP points
cannot be loaned upward to leaders.
In battle, the side having more C&C points gets an advantage in the resolution of
the battle. The winner of a tactical battle wins a C&C point while the loser must give up
one point. In land battles, points are awarded after Counter-Attacks finish or main attack
fails.
When an air squadron is wiped out or captured, an army division wiped out, a
supply convoy is lost, or a city is taken, C&C points are won and lost at the Operational
levels as well as the TAC level. Points are not awarded for depleting units, only
destroying them.
When an amphibious assault or para-drop fails, a capital ship is sunk, a capitol
city falls, an ally capitulates, or a successful strategic air-bombing mission knocks out
production, points are also lost at the Strategic level. The national leader is embarrassed.
Points can be regained by victory or Strategic Leader actions. All level command
points can be used once per game turn.
Just so there is less confusion about this very important part of the game, here are
the rules in detail.
Each player can have three types of point totals being Strategic, Operational, and
Tactical. Except at TAC level, the points are Nation specific. That means that a leader
can lend points downward only to OP commanders of his nation. Operational
commanders can only lend points downward to TAC missions of the same nation.
A player who is the leader of a nation can never lend points to another leader, or
the OP commanders of any other nation. He will never command his own national forces
at the OP level. If he commands his own national forces at TAC level, his OP commander
will be a player from an allied nation or the GM.
OP commanders may or may not be from the same nationality as the leader.
Cross-Nation appointments are good for the game and good for teamwork. A player may
not hold more than one OP command in the same nation but may in allied nations.
OP commanders can only lend their points to TAC missions that involve units of
their command type. Land and Air units may be involved in a large engagement, such as
an amphibious landing or support/intercept of naval forces by land-based air units. OP
Cmd points must be applied from OP Level to the appropriate force type for each
commander.
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An OP player with several commands may not cross-assign points from one OP
command to another under his command. If he has units involved in the same battle from
more than one of his own OP commands, then an exception is made. He may then lend
points to the appropriate TAC units from the correct higher command office.
At the Tactical level each player has just ONE points total regardless of how
many TAC missions or units he commands. This is true even when the units he
commands are from different nationalities. He is free to use his points in any of his
battles regardless of the nation represented. OP Command points loaned to him must be
used in battles of the same nationality as the lending OP command.
A player for the AXIS team may command missions involving German, Italian,
and Japanese forces. His own points can be spent freely, but spent only once. If the
German OP commander lends him points, those points may ONLY be used in support of
the German missions.
TAC level points may never be loaned to any other player except when TAC
officers share one combat, with one being the senior officer. The others share in point
losses, so are permitted to loan points to the officer who is conducting the battle, for that
battle only.
It is unethical and improper for any senior officer to offer to loan points
downward in return for favors or consideration in some other aspect of the game. Players
are expected to honor the spirit of fair play.
If any player quits the game, his points are gone, not shared. Every new player
who joins the game will get 5 Command points for each role that he is assigned. When an
existing player takes another role, even though replacing someone, he gets 5 points for
use in that role.
When a land battle is won all TAC officers who had units participating in the
battle or supporting it win one Command Point. All TAC officers on the losing side, who
participated or supported the battle, will lose one point. No points are lost during the first
six turns of the game or the first six turns of a new player’s involvement.
If a battle is the last battle for a city and it is the national capitol, in addition to the
TAC level points awarded, the Land OP commander wins a point. The losing OP land
commander has a point subtracted. If the city is the final battle for a nation, winning and
losing it adjusts the STRAT level command points.
When an air squadron is wiped out, a strategic bombing mission is successful, or a
capital ship is destroyed by air attack OP Air commanders have a point adjustment on
both sides. The strategic bombing mission affects production and so the STRAT leaders
also have an adjustment. The loss of a capital ship also affects all level points.
If a battle is air-to-air the winning TAC players win 1 point and the losing TAC
players have a point subtracted. The same is true for naval vs naval battles, with the TAC
naval officers involved.

COMMAND POINTS ARE AWARDED AT THE END OF EACH TURN.


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Casualties:
The result of doing battle is that both sides have to deplete units. The losing side in land
fights must deplete one tank division, (if present), plus one infantry division. If no tanks
are present, the loser depletes two infantry divisions.
If the losing force has less than the required units to deplete, deplete all. The
winning force will NEVER deplete more than the losing side. Only ground units actually
present in a land battle can be used. Do not deplete air squadrons or naval units even
though they may have participated.
The winner depletes one infantry division. In the rare case that the loser had more
tanks than the winner, but still lost, the winner must deplete a tank division instead of the
infantry. That is, when tanks existed in the battle. The use of regiments in lieu of a
division is not permitted, unless it is to equal the loss of a smaller enemy force.
Note that no units are normally destroyed in battle. Depleted divisions that suffer
a depletion result are reduced to a single depleted regiment of the same type. A depleted
infantry division would become a depleted infantry regiment.
All attached regiments remain attached to a depleted division. They are depleted
too unless they were not involved in the combat. This might be Engineers off rebuilding
things away from the site of battle, or transport being used to maintain supply or
regiments in the rear area that didn’t counter-attack.
Any depleted unit of any type takes 6 game months of R&R to undeplete itself.
The rest and retraining period cannot be interrupted by combat or there is a month delay
per incident. The R&R reflects the influx of new recruits and the need to train them. The
OP Commander must specifically order the R&R; it isn’t automatic.
A division and the attached regiments can become depleted in battle, win or lose.
The loser just depletes more units. The depleted unit is still a fully capable, battle-ready
unit but it fights at a disadvantage against an undepleted enemy.
When circumstances do not permit the time to rebuild a division, it can still
function and do battle. Any attached regiments are also depleted but still capable.
If a depleted division suffers another depletion in battle, it is reduced to a
regiment of the same type as the division, infantry or armor. Its numeric designation, i.e.
3rd Infantry, is used as its regimental designation. In this case 3rd Infantry Regiment. This
is not a depleted regiment, but a fully reconstituted unit.
A regiment cannot operate on its own except as a garrison force, so it is important
to rebuild this division by combining regiments to recreate it. If the division was reduced
to a regiment then the formerly attached regiments of that division also suffered losses in
the second depletion. They cease to exist! There are no units smaller than regiment.
The regiments that can combine to reform a division must come from other
divisions or be built independently in factories. Three regiments combine into one
depleted Division. It then needs six months of training and rest to be elevated to full
combat readiness. New divisions cannot be created from regiments.
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Thus a reformed infantry or tank regiment can be combined with two other
regiments of any type to recreate a depleted division with the same numeric designation
as the reformed regiment. For instance, the 3rd Infantry Regiment can combine with any
two of Engineer regiments, AAA regiments, Artillery regiments, Transport regiments, or
Anti-tank regiments. The new unit is 3rd Infantry division, depleted.
If the reconstituted regiment were a tank regiment, any two other regiments could
combine to form a depleted tank division. Consider that it receives new tanks but doesn’t
have the training yet to properly use them.
Divisions that are rebuilt from regiments do not automatically get attached
artillery, AAA, anti-tank, engineer, or transport regiments. They can be attached but none
are automatic.
In the air war, a squadron can get depleted in battle but is still able to function. It
does so at a disadvantage against undepleted enemy squadrons. In addition, special
missions that the type of aircraft would normally undertake require two depleted
squadrons to be considered successful.
For instance, a ground or naval strike mission requires two depleted bombing
squadrons to consider the strike a success and have any effect on the target. An ASW air
squadron normally negates two submarine flotillas but a depleted one only accounts for
one.
If battle results call for an air squadron to deplete that is already depleted, it is
destroyed.
Always round down when there are mixed depleted and undepleted units. When
two undepleted heavy bomber squadrons come under fire from one undepleted and one
depleted AAA regiments, ignore the depleted regiment. It takes two depleted ones to
negate an air squadron. Only one bomber squadron gets negated and the strike is a
success.
In air-to-air battle if two depleted fighter squadrons intercept three depleted
fighter-bomber squadrons – two on each side are negated. That leaves one fighter-bomber
squadron to attack the target. It takes two depleted units to equal one so the strike is NOT
successful.
Air squadrons cannot be combined to reconstitute as the army units do.
At sea, depleted naval units are handled the same way as the aircraft. They can
operate normally with a disadvantage when facing undepleted units. It takes two depleted
units of any type to do the work of one undepleted one.
Naval units cannot be combined to reconstitute larger units. If a depleted naval
unit suffers another depletion, it is destroyed.
In all cases remember, the depleted units are a disadvantage to the side owning
them. When in battle against an enemy that has no depleted units, the enemy can add an
advantage to their side for resolution. In the case where depleted units exist on both sides
in battle, advantage goes to the side with fewer depleted units, by type.
If you have fewer depleted infantry units, one advantage. If you have fewer
depleted artillery support, another advantage. For each type of unit engaged in the fight,
check for which side gets the advantage for having MORE undepleted units.
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If side A has a mix of depleted and undepleted units, and side B also has a mix,
compare the depleted by type. The side with fewer depleted units, by type, gets an
advantage. There are also two levels of depletion. A division gets depleted. An already
depleted division becomes a regiment the second time.
If a depleted division attacks a double-depleted one (regiment), it has the fewer
depleted units and an advantage.
One last point about land battle casualties must be clarified. A typical land battle
has four parts, being left, right, centre, and rear. Even though the winner of each segment
is calculated separately, that is all one battle. Even the phase two counter-attacks, if done,
are part of the whole. The casualties of unit depletion need only be paid once per side for
the whole battle, not for each segment.
A defender loss by advantages on a flank results in the defenders retreating to the
rear and a flanking advantage given to the attacker to use in resolving the centre battle.
There may be two flank attacks. If the defender wins a flank battle by advantages, there is
no advantage for either side in the centre. The attack on the flank is over pending the
results of the centre attack.
No units are depleted yet, just moved back if the other side wins a flank. The
centre battle is resolved using advantages too. If the defender loses, he retreats to the rear
area. If the defender wins the centre by advantages, the whole battle is over and the
defender wins.
If the attacker wins the centre the defenders retreat. Conditions determine of a
phase two will take place. That is the counter-attack phase. Again the advantages are
checked, but this time there may be more units, being the ones kept in the rear and any
defenders that retreated earlier from the flanks. The attacker may add in his rear and
successful flank units. Advantages are compared.

Minimum Casualties:
There is a minimum cost of doing battle. If one or more divisions attack a fort
and/or less than a division, it should not be a bloodless battle for an attacker. The rule
already exists that the winner will never lose more than the loser in a battle. If the loser is
a fortification or a garrison smaller than a division, the result of battle will be a depletion
of one regiment by each side. In the case of a fort, it is depleted in lieu. The regiment
depleted by the attacker would have to be one that was involved in the battle. A second
depletion for a fort destroys it.

Each whole battle, phase one and two, takes a month of game time to complete.
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Aces:
As a bonus and incentive to the hard-working TAC players, repeated success
earns the title ‘Ace’ or ‘Elite’ and gives the owning player an advantage in every battle
afterwards.
Once a player has been involved in any battle, win or lose, he is eligible to begin
counting success towards becoming an Ace or Elite fighter.
To win the title a TAC officer needs to win three consecutive battles of the same
type of land, sea, or air. He can be involved in other battles of other types between
without hurting his streak.
If, for instance, an air officer wins a dogfight intercept and then has an
unsuccessful land battle, it won’t matter. If he wins the next two air engagements that he
gets into, for that country, in the same game turn or later, he is an ACE.
He could have four or any number of land and sea battles, win or lose, and it
won’t affect his air record. He could have an air-winning streak going, and a land
winning streak, and a naval winning streak – all at the same time.
As soon as he loses a battle the streak is over and he must start again.
His status as an ACE doesn’t change by losing battles. Once it is earned, he
retains it even though he loses future battles.
For land or naval TAC officers, the title is ‘ELITE’ instead of Ace. It has the
same meaning and requirements.
If the unit commanded by an ACE or ELITE player is depleted, it doesn’t change
his status. If it is destroyed, it doesn’t change his status. The title belongs to the player,
for the nationality in which he won it.
The title does not cross national boundaries. He can be an ACE or ELITE in more
than one nation but each has to be earned separately.
The OP Commanders will verify the earnings of titles and keep record of the
successes. This can be done simply in a text file or document. The GM will be copied for
reference and will award both the TAC officer winning the title and the OP Commander
– if the proper records have been maintained and verified.
A player can’t earn more than one title for the same type of service in the same
national force. He cannot be twice an air ace or twice an elite in the same country. Once
only.
He can continue to win titles in different national forces.
WW2 – The Big One -- Tactical Battle Manual V2.0 33

Multiple Tactical Commands:


Players usually have one engagement or one group of units (formation) assigned
to them at a time. Occasionally several players can combine in the same battle. This
might happen when formations converge on an enemy city or when air or naval units
support ground forces in an engagement.
If more than one player is engaged in a battle, only one of them will be appointed
as senior officer. The senior TAC player will be appointed by OP Command or the GM
when the action is assigned.
All players whose units participate in a joint battle share in the winning or losing
of Command Points. They can add some or all of their own points towards the resolution
of the battle.
For air combat, multiple squadrons of aircraft may come together for a massive
attack or interception. When this happens, the OP commander/GM will name one TAC
player as senior. It is necessary to have senior officers in any TAC battle so the enemy
has one email address to communicate with. Also, decisions such as time-of-day and
weather have to be made by one person on each side.
At sea, there may be numerous units and types of units that come together for a
mass battle, or to support an amphibious landing or other land operation. Several types of
units may be participating in the blockade of an enemy coastline. All these units will be
assigned a senior TAC officer for resolving that action.
All TAC players who have units involved can contribute points and share in
victory or defeat. What that means is they will each earn a point for a victory or lose one
for a defeat.
As the war expands, there will likely be far more missions than players. TAC
units that have no permanent officer will be assigned to players for the duration of the
mission that they are participating in. Once that mission is over, the unit becomes
available again for assignment to new players who join us.
Such units cannot undergo training, since this is a tactical decision and is made by
a player who is the permanent commander of the unit. OP and TAC players should
consider carefully what training is best for those units that can be trained. Keep in mind
that the training withdraws the units from active duty for six months. That alone is a
serious consideration.
The rules also state that a unit that becomes depleted can withdraw for six months
R&R in order to rebuild. That doesn’t mean it MUST withdraw, but can only rebuild if it
does. When that unit is in a formation assigned to a player, it does get taken away from
him. He may or may not get another unit as replacement for the rebuild.
WW2 – The Big One -- Tactical Battle Manual V2.0 34

If an assigned unit is captured or destroyed in combat, the owning player is also


considered to have been captured or killed. He loses all Tactical Command & Control
points at the end of that game turn. Other actions that he is already involved in may
continue even if he assigned points to them. He may be assigned more TAC missions
during the same turn, but has no TAC points to contribute to them.
A player who is deceased/captured at the TAC level continues his role(s) at OP
and STRAT level, including the owning of points. Each player can have three types of
point totals being Strategic, Operational, and Tactical.
The points that he owned for his OP Command role still exist. So too do the
points he had if he also ran a STRAT role. He just lost his TAC points.
Losing the TAC battle that cost him his life or freedom may cost him an OP
and/or Strat level point if the battle would normally have done so. For instance if the
battle was the last one before a nation is defeated or a capital ship is sunk. Those events
would normally cost the higher commands a point. That would not change.
Similarly, if a STRAT or OP player were captured due to his Headquarters being
taken by enemy action, his TAC role would not be affected if the TAC unit he commands
were in action elsewhere.
A Strat Leader is considered to be present in his headquarters, in his capitol city.
An OP commander is considered to be in his headquarters, which unless he ordered a
move, resides in the city that houses the Supply Head for the Front. Both locations could
be taken by land battle.
To recap then: Players can have a TAC level unit or formation that is considered
their location in the game. If that unit is destroyed or captured, so too is the player
character. The player loses any TAC command points that he owned. The player does not
lose OP or Strat level command points that he might have.
A player should not have multiple TAC units under his command in different
missions or locations.
WW2 – The Big One -- Tactical Battle Manual V2.0 35

Ranks:
The concept of ranks is more than to give an ambiance or sense of reality to the
game. Each OP and TAC role has junior and senior ranks indicating experience. It takes
six game turns of satisfactory participation to earn a promotion. Satisfactory means the
GM has not had any difficulty resulting from a player activity or lack of it.
In keeping with that concept then, here are the various ranks used in game
assignments. Keep in mind that I am using one set of ranks for all nationalities, regardless
of what they were in real life. That is just to avoid confusion.
Leaders:

Germany Fuhrer
England Prime Minister
Commonwealth Prime Minister
Japan Prime Minister
Russia President
USA President
Italy Generalissimo
France President
Others President

Army:

Entry Lt. General


Senior Major General
OP Lvl General
Sen OP Field Marshal

Air:

Entry Squadron Leader


Senior Group Captain
OP Lvl General
Sen OP Air Marshal

Navy:

Entry Captain
Senior Admiral
OP Lvl Fleet Admiral
Sen OP Grand Admiral
WW2 – The Big One -- Tactical Battle Manual V2.0 36

Chain of Command:
As leaders and, in fact, as players at any level it is important to keep the ambiance,
emersion, and realism in the game. This helps with morale and makes players feel the
roles that they are playing. Even when you have multiple roles, a proper way of
addressing others should depend on the role from which you are doing that.

Leaders of nations should not be discussing things with their Tactical level officers. That
communication should be one way, downward, usually as a decree or announcement. If
you get email from a player, from his tactical role, you should take note of what he said
and then tell him to communicate with his Operational Commander.

Your downward communications should go to your Op Command officers. Let them do


their job with their own communications to the Tactical level. Forget that those players
are also likely to be OP and Strat level players. Speak to the role they are in respect to the
communications being delivered.

This helps them know their place and respond properly. It also reinforces and aids the OP
commanders, who would otherwise be bypassed and lose touch with what is going on.

All players should try to stay ‘in the game’ and address all communications as though it
were really between ranks. The tone of the email should be appropriate for the difference
in ranks. Respect each other and the game will become more real.

No war was ever fought without hurting someone’s feelings. Disrespect is never OK.
WW2 – The Big One -- Tactical Battle Manual V2.0 37

Communications Discipline:
The real military have their ‘radio discipline’, which governs the correct use and format
of radio comms. There is a very good reason for this, it saves lives and wins battles.

Our game is ALL about communication. We will have to have a formula to keep things
from getting out of hand. With players involved at three levels and multiple countries, not
to mention multiple commands – it can easily get chaotic. I’ve put together some DO’s
and DON’T idea lists along with some requirements for communicating with me.

I will have the toughest time keeping it all sorted out, especially when the war gets busy
with a lot of players and a lot of action. Please TRY to honor these suggestions and the
game will not get bogged down.

DO List

DO keep to one topic per email.


DO one email per role: Strat; OP; or Tactical
DO identify which of your various roles is talking in the message.
DO address email to players using their proper RANK and ROLE for the topic
DO identify the location of the topic, be it a city or a Sea Front/quadrant
DO copy only the necessary players
DO reply to an email within a 72-hour period (from when it was sent)
DO read your email in reverse order if you have a list of them – chronological
DO insist, if you are a leader, that TAC players communicate through their OP Cmd
DO sign email with your proper RANK and ROLE for the topic
DO identify battle results as such IN THE SUBJECT LINE OF THE EMAIL

DON’T List

Don’t use ‘reply to all’ or group messages unless you are senior addressing your men.
Don’t mix questions with orders or results.
Don’t mix game topics with non-game info
Don’t expect the GM to relay info to other players.
Don’t include ENEMY players in email intended for your side.
Don’t address emails to anyone outside of your chain of command, except as per rules.
WW2 – The Big One -- Tactical Battle Manual V2.0 38

Backups:
Record keeping is absolutely vital to the success of our game. Of equal importance is
having a back-up copy of the information. Your computer may fail.

Do not keep your info in your email application alone. Copy it to a word processing
document or even text files. Copy those to disk, often.

This is especially important for Operational Level players, since they maintain the battle
details and unit locations.

As GM, I keep what copies you send me for reference, command points, and so on. I am
not responsible to provide the players with replacements for lost data.

The data war begins.

Finally, TAC level is where ALL the action takes place. If you have joined us after the
war started, and available Operational and Strategic positions are filled, don’t despair!
The war will grow, since it was and is a World War.

New Fronts will open up and more nations will join the fight on either side. Those
nations will need leaders and those Fronts will need commanders.

Hang in there. War can be fun!

Mike Raymond
Author and Game Master
WW2 – The Big One -- Tactical Battle Manual V2.0 39

Player’s Agreement:
In agreeing to join WW2 – The Big One game I confirm that I have fully read and
understand the game rules, version 4.0 and the associated Tactical Battle Manual that I
was sent.

I acknowledge and understand that a response is required to all email messages and that
timely notice of expected absences is expected.

I understand that multiple accounts by the same player are counter-productive and
forbidden.

I commit that I will ensure no player email messages are blocked by my Spam filter. I
agree to ensure through test messages that any new player email that I am given is not
going to be blocked as spam.

I fully understand that I am joining a team that expects me to participate fully and notify
the Game Master if I will be unavailable for game. This will allow other players to fill in
and ensure the continuation of the game.
WW2 – The Big One -- Tactical Battle Manual V2.0 40

The Advantage Table:


Item Advantage/Effect Details

In weather zone? Defender advantage depends on game month.


Stormy weather Attacker on land Grounds all aircraft
Rain/Snow Cancels second phase of battles.
Clear Adv defender except vs subs or if Hvy Bmbr/no escorts
Fog Single intercept attack no 2nd & see weather rules.
Rough (windy) Cancels all Tactics for both sides.
Daytime Defender advantage depends on real month.
Night Attacker advantage depends on real month
City terrain Defender advantage extra if attacker has no Inf
Mountains Defender advantage extra if attacker has no Inf
Wilderness Defender advantage extra if attacker has no Inf
Arctic Defender advantage (in addition to weather zone)
Desert Attacker with tanks if defender has no tanks.
River Crossing Defender advantage Double if bridges destroyed.
First combat Advantage to experienced / more experienced side (mixed)
Command Pts Advantage to higher point side.
Invasion Advantage attacker includes Amphib landing
Amphib Assault Advantage defender if not initial invasion
Air Drop Advantage attacker for surprise
Extra Artillery Advantage higher total
Outflanked Advantage to flanker for centre battle (per flank battle won)
Extra Infantry Advantage higher total
Extra tanks Advantage higher total
Enemy has no tanks Advantage to side with tanks (in addition to extra tanks)
Extra AT Advantage higher total
Extra AAA Advantage higher total
Extra Eng Advantage higher total unless doing engineering
Extra Fighters Advantage higher total
Extra Bombers Advantage higher total in land battle support mission
Ace/Elite status Advantage to player owning status.
Blockade Advantage blockade-runner Blockade is reduced unit.
Extra subs Advantage higher total
Extra escorts Advantage higher total
Extra DD Advantage higher total
Extra Surf Battle Advantage higher total
Extra Surf Air Advantage higher total
Most Depleted Advantage other side. (among those fighting)
Tactics used Various – refer to TAC rules
AS/COS Advantage nation that has Advised by GM per front
WW2 – The Big One -- Tactical Battle Manual V2.0 41

Improved Position Advantage land defender position vanishes if empty

Note: Although each flank is fought as a separate battle, the result is an advantage
for one side or the other in the Centre battle. That is why you are outflanking them!
Also, the above table is for who wins the battles. Casualties are a separate
determination. The battle winner (overall) depletes one division or equivalent. The loser
depletes two. Tank divisions are the priority loss but if only one side has them, the other
side loses double.
Initial contact between Tactical Officers has the attacker notifying the defender
that he is attacking with specific forces at a named location from a direction. He will
indicate the weather choice, if it is his, or the time of day if weather is not his decision.
He will announce his Command Points to be used, including any from higher command.
The defender replies with his defending details which will include his Command
points used, left-right-centre distribution, supporting units and their targets, weather/time
decision, and what he sees as the existing advantages for both sides in the fight. The full
picture. Both sides could use the supplied FORMS for this task.
The unit identities are given (1st Infantry, 3rd Armor, etc.) so that cheating is
avoided. The attacker will identify too in his next email.
The second email from the attacker will indicate units assigned to left, right, and
centre (land attack). Air support, naval gun support, etc.
In this email too will be the identified advantages such as terrain, first combat,
invasion, and so on. The defender will confirm each and indicate if a defender advantage
was missed. He should not indicate if an attacker advantage was missed!
If a side has fighter-bombers or heavy bombers in the front, their missions can
attack the army, before a land battle takes place. Note that these air strikes are not
considered ‘support’ for the land battle, but intercepts as part of the air war.
Since the sequence of events is always air, sea, land newly announced or
discovered army formations can be attacked by available air units at their announced
location before any land battle. In fact, no land battle need take place at all.
If so, both sides adjust their information based on depleted units due to any air
strikes and should now both have the same information about remaining forces. The
battle is decided and both sides should come up with the same result.

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