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ACHTUNG-ETO VETERANS!
Changes in Advanced European Theater of Operations
The following brief list are the more prominent changes to the original
WWII: European Theater of Operations (ETO) rules, and is provided as a reference
for veteran ETO players. Though preferences and opinions will vary, all of the
following changes are intended to rectify, correct or just improve the existing
game mechanics to better portray warfare during WW II. Individually each change
is the result of numerous historical considerations and game mechanic
judgements, but collectively they impact the game significantly.
In addition to the actual changes of the existing ETO rules, AETO includes
a wealth of new special and optional rules, all of which are designed and
intended to simulate historical considerations and events. Moreover, AETO also
includes a variety of new and modified game units to accurately simulate the
historical aspects of warfare in Europe during World War II. Accordingly, the
new and modified game units usually entail specific stipulations, and thus
constitute a significant change to ETO in their own right.
[1.5] Differentiated weather effects upon air units can exist in each affected
weather zone.
[1.6] Some additional ports become "frozen" during winter weather turns.
[2.0] Strategic bombing had been revamped. Bombers and interceptors are launched
much in the same way as during the naval and air phase. Individual targets must
be selected, and different targets are more vulnerable than other targets, and
vice versa.
[2.6] The bombing of rail capacity must be targeted upon specified rail line
hexes.
[2.8] Night strategic bombing is possible.
[2.10] Convoy routes exist throughout the Atlantic (where the U-boat silhouette
depictions are printed), and interdiction by U-boats has been entirely revamped
to recreate historic results.
[2.12] The arctic route is expanded, but will vary in scope depending on the
weather.
[2.17] Allied bombers can contribute "escort value" in convoy routes.
[2.22] German auxiliary cruisers have been added to AETO.
[2.26] Interdiction of the German iron ore route has been clarified.
[3.2] Naval movement during the naval and air phase is "alternated" among
players, much like offensives are alternated during the offensive phase.
[3.6] Naval interception includes several additional modifiers, including those
that apply to the distance that a naval unit, stack or task force travels to
attempt a naval interception.
[3.7] Intercepting naval units that are exiting a port are not automatic
(although it is very likely, nonetheless).
[3.9] Aircraft carrier and naval-air operations are much more fluid and dynamic,
although one-step naval-air units cannot ever participate in the second round of
air combat.
[3.10] A naval unit, stack or task force that attempts, but fails a naval
interception has the option of remaining in the interception hex, or returning
to the starting hex (from where the interception was declared).
[3.12] Naval units, stack or task forces can be activated during the offensive
phase.
[3.14] Under some circumstances, naval units can be intercepted by enemy air
units during the End Phase.
[3.17] Naval combat includes a "torpedo round" in which some naval units
(particularly destroyers) may launch their torpedoes upon named naval units.
[3.21] CL/DD combinations cannot be used to conduct amphibious assaults.
[3.28] Coastal installations can be "bombarded" by naval units off the coast.
[3.29] Submarine operations have been reworked.
[4.3] Grass airfields have been added to AETO, which-though of limited capacity-
can be built quickly and inexpensively.
[4.4] Aircraft carriers are assigned a finite air capacity, and may be used to
"ferry" some normal air units.
[4.10] Reconnaissance rules have been expanded and are an integral aspect of the
game.
[4.13] Air units have a limited interception "range" of four hexes, or half of
the printed range (whichever is greater).
[4.14] Airbases and airfields can be strafed.
[4.16] In air combat, a die roll of "1" is never an automatic hit, although it
is an automatic "abort."
[4.17] Half-step naval-air units cannot engage in the second round of air
combat.
[4.19] Heavy bombers (B-17s), when attacked, can possibly hit enemy air units
during air combat.
[4.21] Naval anti-aircraft rules have been revamped.
[4.22] Heavy bombers are halved when performing ground support.
[4.24] Paradrops can involve gliders and even certain generals.
[5.2] HQs can-under some circumstances-be attacked and eliminated during combat.
[5.14] Land combat (particularly with regard to the CRT and the applicable land
combat modifiers) is completely reworked (and uses an 8 sided die, for example),
and is designed to create historical land combat results.
[6.1] Rail lines and rail movement has been incorporated into the game system.
[7.3] Emergency supply drops/debarkation (including by submarine) is a new
feature of the supply rules.
[7.10] Out-of-supply units are subject to depletion, not automatic elimination.
[8.0] Minor nation activations are now based upon historic considerations, and
the strategic status of the current game, not the expenditure of EPs.
[8.1] The economic system (and the EP cost of units) has been completely
reworked and represents a much more diverse range of construction options.
[8.6] All damaged naval units are subject to "repair times," not just named
ships.
[9.1] The effect of invasions and politics have been tailored to each individual
nation represented in AETO.
[9.12] Vichy France is automatically set-up according to historical
dispositions.
[10.6] Partisan rules have been revamped.