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Po mexeompany G INTRODUCTION HITLER'S WAR recreates the European theatre of operations on a grand-sratgic lve Each player is responsible fr the direction ofthe cenlie war effort of one of the three great alliances, the Western Allies, the Axis, of the Soviet Union, He must plan his coaliton’s pro- duction strategy and research directions as wells the actual fighting of his forces on the battlefield ‘The ultimate objective isto force your opponent to surrender. This is best accomplished by captur ing teritory and destroying enemy industry Much ofthe game's appeal drives from the great ‘ately of ways this conquest canbe accomplished ach sides seasonal operations canbe broken down into four basie decisions. The player first frranges his forces ashe wishes within hisown er Fitory. He has no distance restrictions to limit his moves provided his units don’t venture into nemy terrain, This move allows the player to treate large assault columns and build defensive lines, Onee satisfied with his postions, he may launch isattacks. His armies may continue toad ‘vance deep into enemy territory as long as they re= tain successful in combat, In this way large pockets of enemy forces can be isolated. The player must net plan the building of new unis: {dd to his forces He can choose froma variety of ‘weapons and special units avalable. What be ‘esis to build wll determine how he will pros- cute the war in future seasons, Should he bulld large mechanized armies capable of spearheading ‘ack adeno (ih mechanized points ite agaist Adefeme of sv pots) mould provide ale tangs of {20 law ork, He decides, instead, o weaken the lefae by a alt before atemptng Yo advance ‘my Group Centr, as a esl ofthe defensive asa ‘Sint it, hs hai strength ede op nm has ‘repower stegth of ine, When compared witha ie Follor3 onthe Frcpower Table, eres a of three ‘trent points othe defendesin QU. The Soviet ayer ‘hoof remove thee itty stegth pos frm ‘amy West Font ao desing tore hismeshanized Strength The advance temp now Gb mechan ‘trent pins versus tne sength pons. The rans of ‘sss ae Bes improved to 1-5 The Aas lye woud esd orl a Sorles on is advance io sucestuly dhe ita bet Q16, Only deol of 6 would meas 10, Each time an army successfully advance, its chance of continuing do so is reduced. This feflets the great difficulties keeping great ‘mechanized columns rolling without periods of refit. The attacking army must add one tits ‘advance die roll for each hex that it has already ‘advanced that turn. For instance, an army which has already advanced two hexes, i forced to in crease its advance die rll by 2. 11, Oncea player's combat phase begins and un- Uilhis next movement phase, none of his srength Points may be transfered Between his armies, ven if inthe same hex; neither may hs armies be Split up into more numerous armies, 12 Ian advance results in overstacking, the a- tacker must attempt to bring the strengh back down to ten before the Combat Phase ends. If hone of thearmiesareable oadvance out, thehex ‘may remain overstacked unt that player's next ‘Movement Phase EXAMPLE OF EXPLOITATION ATTACK {Soviet 1946 Summer Offense) tn he Soviet inal atack, the White Rusin Front (Gen shane strength pont), Fs Usain Front (ten infantry svength pons) and Second Ukrainian Front (fen infty zenath pins all ate designate 0 tntact hex IS, defended by Army Group Center ith total of even srength pins The Avs player deo, tne strength pont by defensive assault which te Soviet. Pnyer remove from the Sesond Ukranian Front, The Fst Ukranian Front deeoy thee egth pots by ‘ssl an the Ses Usain From detoys four Strenth pois by aut, This jot enough 0 estoy ‘Army Group Center. The Whi Russa Pron nolonget ‘eed to asl an ates an advance tote hex “his automaticly stones ice a mechanized strength often aaa defensive strenght zr gives dierange of 18 Hex QIS reurn to Soviet contol and sain fnendy to thai nation, the production point in the es, nich bad ten repied by te Aspe, fin devastated, The Soviet Payer decides 0110 a {emp fo advance cher ofthe all-fany aris, Fist ln Second Usain From, eventhough hey can 10 ‘vane nto the now fen hex, O15 ‘Starting his exliaton sub-pas, the Sovi player nay lack wth jth Wht Russian From sce on it hd advanced ios iil atch The Soviet payer hoot to advance the amy toe QL witout sng is {Stulcapbiiy, Thebex defended tbeone suena om garison whch canot defensively anal. The Strength comparisons ofeneaharze one defending point seth advancing army aie range fone to Even accounting forthe pus ope moxie 1 his die renling from hit prevous advance, the amy ill ftomatily advances into the be The garni ‘Stop forth rst of he tn The army the attacks hex rd which contain te Axe Fort Ary eta trsenth points) tdfensvely asus, ring 20nd ‘deseoyng wo mechanized stent pons (Whe Rus San Frost has no infantry.) The Sov plier now ‘Chooses asl wih he Whie Rasa Front, reduced {oveet strength points, A de rll of four causes the Fourth Army fo lve wo stength pois. The stent ‘ompainon for advance & eight mechanized to thee Sefending strength pois. The range or sucess fom net ve ut Because two mus be added the deol forthe tw previous advanced hes, ony adie ll of tone to thee would alow iw advane, A rol of four {os ean allie, andthe White Rusa Front would hase to end it atch othe tra ‘Advance Into Friendly Hexes 4 Amarmy may advance nto iendy hexes dur ing its turn. There isa special column provided in the Advance Table for just this kind of advance. ‘There are many reasons to attempt it, Here are just two. Because exploitation must be conducted ‘onearmy at atime, a successfully advancing army an reat «path of friendly hexes behind it as it penetrates into enemy territory. Armies advanc- ingafteitcan then fllow at an improved chance ‘of success, Also, advance into friendly heres “allows armies to move alons their own lines once ‘combat begins. 2, Friendly armies can never assault one anothe. Tndeed, there should be no reason todoso but if ‘mad inclination ever does rise, thisrule prohibits Itonce and for ll. Advancing into fiendy heres does no damage (0 production. They remain ‘unscathed, Friendly armies cannot retreat. ‘Mouataln Combat 1. Mechanized strength points may not assault targets in mountain heres 2. Mechanized stength points ina mountain hex fre permitted to defensively assault. 4. An army attempting to advance into a moun: {ain hex must add two ots deroll in adtion to any other modifies. Sea And Crossing Combat ‘Armies may attack acros crossing hexsdes bout may not attack across Fullseshexsdes, Russian Winter Combat Histrially, the Axis armies were totally un- prepated forthe severity of Rusian winters when, Without any winter protection, both men and tanks froze to a standstill. The Fllowing restric: tions reproduce this unforseen situation. 1. Axis armies, while occupying hexes in the Soviet Union in winter, have all of their atack and all their defensive assault de ols increased 2. During the first such winter turn, the modifier is plus four; during the second such winter urn, the modifier is lesened to plus two; and, forall following winters, the modifier drops to a final plus one. OFF-Map Combat Off:map boxes represent very large areas away from the mapboatd. Theyare of enough sig- nificance to watrant incusion, Siberia isthe only accessible off-map box in the Barbarossa scenario, The others can be reached ony by sea. 1, For purposes of the game, each off-map box sould be thought of as one greatly over-sized hex ‘wth n imitations to stacking. Siberia canbe at- tacked by armies from any of the heres adjacent tt, Siberia canals be the base for attacks ut into-any of the adjacent hens. 2. A successful advance into an off-map box cap tures the entire box and devasats all fis pro duction, 3, Siberia isthe only off2map box from which ‘efending armies may retreat. Armies displaced inthe other off-map boxes must be eliminated SUPPLY Line of Supply 1. To be in supply, cach army and friendly hex must beable to trace a supply route through an tunbroken chain of friendly hexes toa friendly, lundevastated production point. Thissupply route ca be of any length, 2. Asa corollary, @ hex containing atleast one tundevastated production point must always be in sup. 4A supply route may passthrough any number of crossing hexsdes. They may not ross full-ea hers EXAMPLE OF SUPPLY “The shaded hens ae fen 1 the Axis while the nha hens are renly fo the Soil. The Soviet ewes Pt and PIs ate completly srrounded by As exes which have Broken all posible soppy routes to 6 them fom a frenly production poi. Testo hess tlic tothe Aang he Whe Russa rot willbe Uminaed ules aroutecan berecstabiiedy another ‘Soviet army before the ed ofthe Sot Comba Phase Nove tha fects he White Rusan From is uesappled ‘sentry eis tosave ell rust rely on ude forces to e-talish the ply ie “The Soviet ens NI andNISthouph abo surounded by Ans heves arin supply because oth cones 10 he ‘rduton point in Bee NIS ‘Unsupplied Hexes 1. A hex which cannot trace a supply route to at least one friendly production point at the end of any one ofits side's combat phases is unsuppled 2. Unsupplic heres are immediately captured by the opponent. Any armies in these unsupplied hexes are climinated atthe same time. 3, Anarmy that cannot iravea supply routeat the beginning of its side's turm may not move or at- tack that ura, It may defensively assault. PRODUCTION Production Points 1. tthe start of each of his production phases, player counts all the undevastaed production points he controls. He ean count every unde ‘astated point he has in his hexes even those sur- ounded by unfriendly hexes. The total represents his side's production output for that season, 2. Itis recommended thatthe starting amount be recorded on the Record Sheet In this way, each player can maintain a running total making a justments only when gains or losses oceut. He is then freed ofthe burden of recounting his total capacity each tur, 4, This production budeet is used to build new ‘rength points and repair devastated production points, All of the armies and countries ofa side ‘may share alike in what is bul 4. Those production points that are not spent fannot be saved for use in later tuens. They are irretrievably ost. Building Strength Points 1 Each ype of strength has a speific cost a5 shown nthe Basic Games Unit Costs Chart onthe ‘mapboard. For this scenario, only infantry and ‘mechanized strength pints may be built 2. A player may bulld any numberof infantry land mechanized strength points within his budget. For instance, with fifteen points of pro ution, a player can build three mechanized strength points of seven infantry strength points {the one production point remaining is lost), or five infantry poin’s and one mechanized point of any other combination he ean imagine so long as his cost doesnot exceed fifteen production points ‘3. Newly-buill Axisstrengh poins may be placed ‘only in those hexes in Germany with atleast one ‘undevastated production point Soviet strength points may be placed only in um ‘devastated production heres inthe Soviet Union. Each new siength point can be placed with an esting army of with a new army created 10 hold ik, Although the intial placement of a strength point is limited fo one country, they can be {tansferred anywhere in fiendy territory in thet. 4, Strength points cannot be placed in ahex that ay holds ten stength points. 5, Because production cannot be hoarded, the ‘cost for bilding a strength pont cannot be divided ‘over several turns, A strength point must be bull ina single ur, Repairing Devastated Production 1. Whenever an army advances into an unfiendly hex, all production therein becomes completly devastated, A devastation marker of the ap propriate strength is placed there t0 show its 2. A player is able to repair devastated produc- tionin friendly hexes in is production phases, He ‘may repair as many devastated pointsas he wishes land can afford. The cost is three production points from the turn's budget to repair one pro- duction point 3. Repair is allowed in captured hexes in enemy ‘counties sine they now have become friendly. 4. To be able to repair a devasiated production point it mus be in supply. Those without supply route ta friendly undevastated production point ‘must remain devastated, ', Production cannot be used on the turn of repair. They canbe ved beginning onthe follow ing turn, 6, Several hexes hold more than one production point. A player is not required 0 repair all at ‘once. He may repair omen one turn andthe rest. Tater, of not at al BARBAROSSA SCENARIO SET-UP AND SPECIAL RULES Location AXIS FRIENDLY ARFAS AT START Germany Morocco Greece Italy Algeria Crete Poland Western Libya Rumania Denmask (ober DI2)- Hungary Norway Tunis Bulgaria Low Countries Corsica Finland France Yugoslavia “Thre production pots in France are permanently devastated and cannot be repaired (Axis player chooses which), Allproduction in Yugoslavia and Greece are devastated but may be repaired AXIS PRODUCTION AT START 34 points SOVIET-FRIENDLY AREAS AT START Soviet Union SOVIET PRODUCTION AT START 16 Points FIRST TURN—FINAL TURN ‘Summer 1941—Winter 1943 ‘Axis player moves first each tra [AXIS ARMIES IN PLAY ty Mechanized SOVIET ARMIES INPLAY [em Group South UNIS SD NW Fron Qa " ‘Siberia ‘VICTORY CONDITIONS. 1 The Anis player wins immediately at the moment he simultaneously controls all three capital hexes in the Soviet Union (Leningrad hex TIS, Moscow-—hex Q1?, and Stalingrad hex MIS). 2, The Sovet payer win if he has prevented the Axe player from fuliling his victory conditions by the end of the game. He wins immediately at ‘the moment he gains control of the German capital (Berlin—hex P10, SPECIAL RULES FOR THE BARBAROSSA SCENARIO 1. All hexes not controlled by ether sie atthe beginning ofthe scenario cannot be attacked by either side. They remain neutral for the entire Location Infantry sibera 2 ez 2, To reflect the amount of the Axis Production ‘devoted to the North Aftican and Wester Fronts, the total Axis production every turn must be reduced by 17. For example, ifthe Axis player controls 34 undevastated production points, only 17 points can be spent i a turn. 3. The strength points that start in Siberia may ‘not moveon the first turn. On the second turn and thereafter, they are fee to leave 4, The production points in Siberia are not available to the Soviet side until the second tra, ‘Winter 1941. At this timeit has a capacity of eight production points that are added into the Soviet Production, Beginning withthe Spring 1943 turn, this production automatically increases to twelve production points for the est of the game but nly if Siberia i stil renal to the Sovie side 5. Only Siberia notes and 7 forthe Time Record apply tothe BARBAROSSA Scenario. Theoters felate tothe upcoming scenarios. ‘THE FAL SCENARIO ‘OF GERMANY ‘This section adds to the rules already presented forthe Barbarossa scenario, Only the Set-up wil need to be changed to adapt o a new Sarting situation. A third side, the Allis, i in troduced in this scenario. If only two are to play ‘one will control the combined Alied—Soviet side SEQUENCE OF PLAY ‘The Fall of Germany expands the previous Player-Turn Sequence to include Amphibious In- Player Turn Sequence 1. Movement 2. Combat Phase 1, Inia Attack Sub-Phase 1. Announce all jtial attacks 2. Conduct amphibious invasions 3. Resolve defensive assaults ‘4. Resolve attacker's assaults 5. Make advances ». Exploitation Attack Sub-Phase conducted fone army a time) 3, Production Phase SEA MOVEMENT In Barbarossa, strength points were denied movement across the sea except at a crossing, ‘This prohibition will now be lifted but with restrictions. Movement across seas may oceur in three distinct activities: normal strength point movement, supply routing, and amphibious inva sons, Allsea movement must conform othe con ditions set down in Sea Route 7 Sea Route 1, Eachsearoute raced most ravelalong seaand coastal hexes, Itmay also traveloff-mapalong the Sea arrows. The route may be of any length 2, The Sea route may cross a partially land— partially sea erside only if both adjacent hexes fre friendly. The route may ross a hessde with a frossing atrow only if both adjacent hexes are friendly. '3. Thesea route cannot cross an allland hese. 4. Ifthe sea route is passing from one sea to another it may do so only ifthe dark blve line dividing the seas is friendly. The sea border ine is friendly only If its controling hex is friendly These controling hexes ae located as follows; Gibraltar (hex H4), North Denmark (hex $10), Istanbul (hex S14), Suez (hex DIS) and British [Africa Box (guards movement between the Atlan tie and the Persian Gulf—Red Sea comple) 5. Allother sea hexsides cannot be Blocked 10sea 6, Searoutesmay travel to and from themap and the off-map boxes along the sa arrows, EXAMPLES OF SEA ROUTES ‘The following istration show legal sea oues or the Alles, Shad ese are Axio wag and the ded ees te Alle). Strength Point Movement Across Seas 1. A strength point may oF may not be able to move through certain seas depending upon isside And transpor limitations BALTIC SEA: The Axis player may transport, fone strength point through the Baltic Sea each tur, The Soviet player and the Allied player may rot move any sirength points through the Baltic BLACK AND CASPIAN SEAS: The Soviet player, but not the Axis or Allied players, may {transport one strength point per turn through cach ofthese areas, ATLANTIC OCEAN: The Alled player may transport an united numberof strength points through the Atlantic, However, no more than three strength points may travel to oF from the U.S, of Canada each turn. The Axis and Soviet players are prohibited from moving any strength points through the Alani. PERSIAN GULF—RED SEA COMPLEX: The Allied player may move one siength point per turn from a hex or offmap box onthe Atlantic (including both French and British AMrica) to a coastal hex on the Red Sea or Persian Gulf or 10 India or vice versa. WHITE SEA AND SOVIET LAKES: No strength points may move ito these areas. MEDITERRANEAN SEA: The Allied player ‘may move an unlimited numberof strength points ‘through the Mediterranean. The Axis and Soviet player are prohibited from moving any sength points through the Mediterranean. 2. A strength point inthe same move can com: bine both sea and land movement. It can teavel across as many seas at may legally enter. ‘Supply Route 1. A hex or army tracing a supply route may in- clude sea routes through any numberof friendly east its production point. A sea i friendly to supply if the side can transport at least one strength point through it. As examples, the Axis player can trace supply routes only through the Baltic Sea, and no where else; the Soviet player may trace supply routes only through the Black land Caspian Seas (and the Soviet lakes; the Allied may trace supply routes only through the Atlantic, the Mediterranean, and the Persian GGulf-—Rea Sea complex. 2. Any number of supply routes may pass the same friendly sa, 4, The Soviet player, though he may not move SHrength points through the Soviet lakes, may trace supply routes through them. AMPHIBIOUS INVASIONS Amphibious Strength Points 1 Amphibious strength points now become aval- abl for use. They are built at acost of sx produc tion points), assigned 10 armies, and moved just like infantry and mechanized sirength points They count foward the ten point stacking per hex limit. During combat, though, they have the special ability to conduct amphibious invasions. 2. In ordinary combat, amphibious strength points ean defend only against advances. They fan neither attack nor defensively ass 3. A player may convert amphibious strength points to infantry strength points on a one-for~ ‘ne bass a any time during his movement phase, This is a one-way street only. Infantry stength units can ever be converted. back into am phibious strength points, Invasion Procedure 1. A player includes al of the amphibious inva sions he wishes to make (naming each invading Army and it target hex) when announcing his tacks fo the Initial Attack, 2, Only armies whose strength are composed of a least half amphibious strength points may am phibiously invade, ‘3. Legal target heres for an invading army are those to which it can trace a direct sea route, The sea route can travel theough any sea. It cannot pass through an all-land hessde. Those sea ansport restrictions just described inthe previous ection donot apply to amphibiousinva sions, They affect only normal strength point ‘movement. Any number of armies may invade through any body of water in the same turn 4. The invading army does not have 10 end its ‘movemeat phase positioned adjacent tits arget, hex. At that time, it need only occupy a coastal ‘hex from which it intends to begin its sea journey to the target ex inthe upcoming combat phase The Sea route may be of any length ‘8, Amphibious invasions must all be resolved Fist before any other attacks 6, More than one army may be designated to ‘mphibiously invade the same target hex Invasion Resolution 1. There is a specific series of steps that must be followed inorder to complete the amphibious in ‘Step 1. The attacking player describes the sea route from each of his invading armies ots target hes. ‘Step 2. All naval fre is resolved, ‘Step 3. All coastal air strikes are resolved. Step, Armies inthe target exes may defensively assault their invaders Step S. The invading armies may assault thei et hexes, Step 6, Each invading army must attempt toad vance into ts target hes 2. Am invading army does not have to physically leaveits coastal hex unt it actually advances into the target hex. 3, Theattacker determines the order of wasionatacks is Naval Fire 1. Axis armies which trace thee invasion routes through the Atlantic or Persian Gulf—Red Sea complex are vulnerable to Aled naval ire. There fare no fect counters tobe placed on the map in this scenario. Naval fite is resolved using the Firepower Table. Naval power cannot be used in any other sea, 2, Foreach fullsea (ot partial sea— partial land) hase thatthe invasion route crosses in these seas, the Allied player fires once onthe Firepower “Table. The firepower total fr each naval fires always counted as six. When an invasion is directed against an off-map box, the number of hexsides the army travels along a seaarrow is shown by the number next 101. So, for example, an Axis invasion of India from captuted British [Africa would cross 65 hexsdes: an invasion in- stead tothe Suez (uex DIS) would cross $0 off- ‘map hexsides and four on-map hexsdes in the Red Sea(A18, B17, C17, DI6, DIS) Theoff-map distance from the Allantic 0 the Red Sea is 85 hexsdes. 3. Losses are removed immediately, Atleast hal the losses of each fire must be amphibious strength points 4, The Allied Navy may also support Allied inva- sions. Against each invasion target hex on an [Atlantic coast, the Allied navy ma fire once with the same firepower strength of six. Losses are removed immediately. 5. The Allied player never runs out of naval fie. ‘An Axis invasion from Kiel (hex QUO) directly 10 India would permit well over 100 naval firs. 6, Naval fire is subject to one restriction. When the Allied navy fies a a invading semy passing through a particular heside,itmay not Fireatany ‘other invading armies passing though the same ‘xsi the rest ofthe turn. Only one naval ire is availble per hexsie per tur, Coastal Airpower 1. Whenever a selected invasion target hex i not adjacent to @ hex friendly to the atacker, the Gefender pets one coastal ar fre atone army in wading tere. Like naval fire, the coastal a Strength is valued at a constant six firepower points 2. For an adjacent hex to count as friendly, it must have been 30 before the combat phase began, This means that another invasion can't be Used to-make an adjacent hex friendly. 3, If the target is an off-map box, the air fe power strength is increased to ten. This applies ‘only if the invader is Axis, 4. Each loss must be composed of at least one half amphibious strength points '. Only one coastal air fire is allowed ina single hex each player-ura 6. Unaligned countries don't have any coastal airpower. EXAMPLE OF AN INVASION ROUTE Two Axis armies Have been deemed (0 an bial lvade the same hex, 87- The Aled player ‘makes tre naval epower attacks, once for ech all ‘Sexe (beled 1,2 and 3) tha the Army Group C ‘seen owed through. He, then, coaducts is coastal {Sr fie the tart hex also aint Ary Group C Because Army Group Brose a these heal en ewer as Army Coupe Cin ts out, be Aled sys’ ie a Inthe ame wa, because the costal {ifr heat hecha fied om Army Group C can't fteat Army Group Bf the Aled pajer ha se desired ‘ihe conld ine eserved some ral he natal rand Defensive Assault Each army in the target hexes may use its one defensive assault capability for the turn against the invading armies, 2, Defensive assault against invading armiesisre Solved in the same way as ordinary defensive saul ‘3. Losses may be divided between all armies that fate to invade the hes, AL last half of the losses ‘st be amphibious strength points. Invasion Ass 1. An invading army may use the one assault, available ot that turn against the invasion target hex. 2, Invasion assaultisconductedjustlike ordinary assaults except that only amphibious strength points can be counted toward the fiepower strength, The infantry and mechanized strength Points are nt involved. Invasion Advance 1. Invasion advance Is resolved just lke the ‘ordinary advances. 2. The strength used for an invasion advance is ‘omposed of all the amphibious strength points plus an equal numberof infantry and mechanized Srength points, For example, an army with four Amphibious, wo mechanized, and three infantry Strength points can attempt to advance with a strength of eight. 2. I the attempt succeeds, the invading army is placed in the target hex and any defending armies fetreaed as normal, Ifthe attempy falls, the in- vading army remains on its coastal hex. The Allied navy can’t fire on the returning armies 4, Invading armies that successfully advanced ‘an continue attacking during the Exploitation ‘Attack Sub-Phase. They cannot attempt another jnvasion that tue EXAMPLE OF INVASION RESOLUTION (Operation Avalanche) The Allod Fifth Army (ou afaty, one mech nized, and five amphibiow seth pst) invades hex 11, Naval support ite ot allowed in the Meditrs: ean As coat spor for hex Ii unable Sins an adjcent hex HIO Is Alle. The Axe paver ‘sides to deennivey asl with Army Group (our Infaoty and two mechanized strength points) casing fone szegthpolt casualty. One amphibious sength Dont mst be removal fom the Fifth Any. The Ale apr chores townetbe Fit Army's agaist hex Tit andthe four remaining amphibious strength pons ‘cause aati, The Fh Army now ms temp ‘dvance. Aol gh pois canbe counted ou am Dhitiow pons pls an equal umber of mechanized ana Intany), When compare othe defending seat of six onlyadierollof on or wo willow aicenel a Invading Friendly Cos ‘An army directed to invade 2 friendly hex (including one just made friendly bya previousin ‘vasion) does so automatically without need to re- solve an advance attempt. However, the invasion oute of an Axis aemy could still be subject to Allied naval ie. FORTIFICATIONS. Production Fort strength points are built lke other types of strength points. Each costs five production points. They do count toward the ten strength Point stacking limit 2 When bul, fot strength points canbe assigned only to Fors 3. Fort strength points may be asigned 0 any ‘Wendy exin or out of supply. If there is no fort ‘counter already inthe hex, one must be placed there. Once assigned 10 a fort, they can't be transferred, They don’t have o be placed ina hex with a production pont. 4, No more than seven fort counters of aside may bein play at time, though a fort may be volun tarily dismantled tobe placed elsewhere. In that cate ll abandoned strength must be eliminated §, Forts and their strength points cannot move. Fort Strength Under Construction 1. Fort stength points cannot function for one fullseason-turn aftr thee production. To signify this under-construction state, place the point ‘markers representing the newly-built strength points face down in their for squares on the Record Sheet Intheside’s next production phase the markers are lipped face-up to show that they are now operational. 2, While inthe under-construction state, forts strength points count neither in battle nor toward ‘the hex stacking limit fect OF Forts On Combat 1. Completed fort strength points cannot attack. They can defensively assault and they count toward any defense against advance. 2, Fort strength poins can be selected as losses ‘enemy assaults (not defensive asauls) and naval fire 3. Forts reduce the number of losses inflicted on ther hex. Whatever the total numberof losses in Flicted in a turn may be, they are reduced by the number of fort strength poins. In effect, each fort strength point can absorb one point loss pet tur without penalty, For example, when losses of five strength points are demanded of a hex with three fort strength points, only two strength points need be removed from that hex. 4. successful enemy advance into a fort hex destroys the fort and al oF its strength points ALLIED-SOVIET CO-OPERATION Movement and Combat 1, The Soviet and Allied player may not attack cone another 2, Soviet armies may not enter Allied-rendly theres and Allied armies may not enter Soviet friendly hers, '3. Soviet and Allied armies may not combine in ‘the same atack (highly dificult considering that they attack at different times) Allied armies, in thelr turn, may attack Axis hexes previously a tacked by Soviet armies. Lend-Lease 1. The Allied player may choose 0 give up to four production poins from his Budget each urn to the Soviet player. This can be done only in the Allied Production Phase 2, Each friendly Soviet lend Lease depot (in hexes ‘Un8 and M20) can restive up to two production points per turn from the Allied player. When ithe i Tost the Axis, the Soviet player is no Tonger able to ge its share ofthe Lend-Lease. While both are lost tthe Axis, of course, lend-lase is stopped a 2. The lend-lease gift can't be spent until the Soviet player's next turn. A square has been pro- vided alongside the Soviet Curent Production to ‘record the size of the gift untit can be used. 4 The lend-ease gift must be spent inthe first available Soviet production phase avalable oritis Tost, 5. The Soviet player may not sive production points to the Allied player. ALLIED PRODUCTION Newly-built Allied strength points may be placed only in production hexes in Great Britain, France, U.S., of Canada. ‘THE FALL OF GERMANY SET-UP AND SPECIAL RULES: "AXIS FORCES IN PLAY Infantry Fort Strength 'ANIS-FRIENDLY AREAS AT START. Germany France Maly (exes 19, Yugoslavia L10,KI0,KI1) Greece Poland Crete Denmark Rumania Norway Hungary Low Countries Soviet Union (exes Bulgaria SIS, RI, Q14, Q15, Finland Pid, O15, NI4, NIS, Bali States MIS, M16, MI7 and L15) Devastated production hexes: ME, L8, NB, L11, LI2, SI4, Q1S, NIS and LIS. Thice points devastated in hex O10. All may be repaited except those in France. [AXIS PRODUCTION AT START $0points (he seventeen points eduction pe tu no longer applies) SOVIET FRIENDLY AREAS AT START [All hexes ofthe Soviet Union not friendly to the ‘Axis. Allproduction available. No devastation, SOVIET PRODUCTION AT START 23 points Mechanized Location ms ‘SOVIET FORCES IN PLAY Army Infantry Mechanized Fort Strength 2 “ALLIED FORCES IN PLAY "ALLIED-FRIENDLY AREAS AT START us. Sicily Lebanon-Syria Sardinia 08) Morocco Corsica k9) Algeria Ir Hialy (hexes 310,311, Tunisia 111, 112, #11) Libya Ira, {Al British allied nation (colored in brown) ‘All production is available. No devastation. ALLIED PRODUCTION AT START 35 points FIRST TURN—FINAL TURN Spring 1944—Winter 1945 ‘Anis moves fits, then Soves, then Allies. VICTORY CONDITIONS “The game ends immediately upon a Soviet or ‘Allied capture of Berlin (ex P10}; or, if hat fi to occur, at the conclusion of the Winter 1948. 2, The Axis player wins if, by the end of the game, Bevin stl friendly Infantry Mechanized Amphibious ‘3. The Soviet player wins if Berlin is no longer ‘controlled by the Axis and the Soviets haveat least to thirds the seasonal production ofthe Allies, 4, The Allied player wins if neither the Axis or Soviet players have been able o win. ‘5, When checking fr a Soviet victory, ll friendly production points are counted regardless of their Tocation and regardless of whether or not they are devastated. SPECIAL RULES FOR THE FALL OF GERMANY SCENARIO. 1. Ifonly two players can play, one must contol both the Allied and. Soviet sides. The Allied- Soviet player wins only if Berlin s captured from the Axis Before the end of the game, The Axis player wins if Berlin remains friendly. 2, The following countries are neural and may rot be attacked by any player; Portugal, Span, ‘Sweden, Turkey and Saudi Arabia 3. All capitals other than Berlin (hex 10) are ignored. 4, An out-of-supply hex becomes findly tothe ‘opposing side withthe closest undevasated pro: {duction point, Resolve any tes with adie rol fo TIS CAMPAIGN GAME I— ‘THE WAR FOR EUROPE, Allofthe Barbarossa and the Fall of Germany rules except forthe set-up instructions are to be ‘sed with this scenario, These new rules deal with political and economic as well as military aspects (ofthe entre war, 1939-1985. LUNALIGNED COUNTRIES {All counties not of the original beligerens start the game unaligned. Theseare the US. taly And her alles (countries colored in yellow), all Countries colored in orange, and al countries col- ‘red in dark ble. The Soviet Union has been ex ‘ded since itis its own side. The gray areas of, ‘Switzerland and Saudi Arabia are permanently neutral and can never be entered Violation OF Neutrality 1. Unaligned nations are vulnerabletoatackand Anti-Submarine Wartare 1 The Allied player has the opportunity to challenge the U-boat menace a saith Anti-sub- marine Warfare (A.S.W.). He builds A.S.W. strength points like any other strength points, ‘When assigned tothe A'S.W. box on the Record Sheet, the marker is placed at sea 2 The Allied player makes his A.S.W. attack ‘against the U-boat Nest dating the Axis seategie warfare phase before the Axis payer reslves his U-boat attack. The Allied player attacks the U-boat strength at sea on the Firepower Table sing his A.S.W, strength, Losses are removed immediatly from the U-boat at sea strength 3. AS.W. strona accumulate TRANS-ATLANTIC SHIPPING 1. Once the U:S. joins the Allies, the first six strength points built bythe Allied player each turn rst be placed in the United States, Only those strength points assigned to armies are counted The remainder are fee 1 be placed elsewhere 2. Once the USS. joins the Allis, the Allied player can increase his seasonal trans-Atlantic Shipping of thre strength points ata cost of one ‘production point pe strength point transport. A place has been provided on the Allied Record Sheet for this can never be lost, It will only 2. At the end of any Allied movement phase ‘which the Allied player has moved atleast one strenath point between America and Europe, the [Axisplayergetsoneatack wth is U-boats at sea ‘on the Firepower Table, Each loss removes one ansported strength point of the Allied player's choice and one trans-Atlanic shipping point ‘hough the shipping can never be reduced below three, Excess loses ae ignored EXAMPLE OF U-BOAT WARFARE ‘The An ple has even U-bou strength points at ower Tablecnusthelssofonesrength point om the hour fore at sea With a dle roll of tic on the STRATEGIC BOMBING 1. Any player, once he reaches the required tech levels, may begin to produce Bomber and bomber ‘escort strength points, He may begin building air defense strength points anytime. As soon as they rebuilt, they are assigned to their marker which, in turn, i placed in the Strategic Bombing or Ait Defense box. 2, Im his strategic warfare phase, a player may conduct bombing raids against any production points within four hexes ofa friendly hex. 3. Before the bombing is resolved, the defender has a chance t0 destroy bomber strength points vith his ar defense strength using the Firepower Table. Losses are deducted from the attacking bombers immediately 4, The surviving bomber strength points attack the enemy industry using the Fitepower Table. The result isthe number of production points devastated. The attacking player decides which production points willbe devastated 5. Ifthe player so wishes, he may choose t0 ignore production and target his bombers agaist ‘enemy morale instead. This procedure will beex- plained in the National Morale Section, 6. Each time a bomber escort is built tis im: mediately exchanged for one enemy defense strength point. The Axis player picks between the Allied or Soviet ar defense when there isa choice. When a player has excess escort strength, he places the Escort marker in the Air Defense box, tobe exchanged for enemy ar defense strength as soon as is produced. 7. Soviet and Allied bombers may not attack each other's territory. Their bomber escort cinot attack each other's air defense EXAMPLE OF BOMBING RAID ‘The Allied player has seven tombe tength pas nile the Ans opponent has hear dteme sent ois A two ld for ar defense on he Frepomer "Table deoyng one bomber srngth oie. The se sivine bomber stength points then devastate 0 ANS Drodton pont wih deal fone STRATEGIC MISSILES. 1. When the required tech level is reached, -Misile strength points may begin being produced like any other strength point. They may be assigned ‘only to isle counter in hex with atleast one ‘undevastted production point inthe home cour try (Axis) Germany, Alles: Great Britain, Sovies: Soviet Union) Each side may have only three missle counterson the mapboard at any one 2, Misile counters are moved on the map lke armies, However, they cannot fight lke arms, They can only fire mises at enemy industry They cannot retreat but are eliminated instead when their hex is occupied by an enemy army. 3. Mises ar fired during strategie warfare, In his turn, @ player may launch as many of his missile strength points as he wishes. A missile strength point canbe fired just once and then its used up. A new missile strength point will need to be bull to replace i 4. For each misile counter containing missile Strength point, the player rllsa die and consults the Firepower Table. The result indicates the numberof production points devastated They all, ‘must be within to hexes ofthe missle counter. ‘Which production points are 1 be devastated is ecided bythe attacking player 8 5. The player may choose to direct missiles Against morale instead of industry. Attacks ofthis ature are explained in the section ented National Morale ATOMIC BOMBS 41. When a player has succesfully researched ‘through the prohibited tech levels to level sx, he ‘may begin to produce atomic bombs, Each atomic ‘bomb strength point built is immediately assigned to. bomber or mise counter. Number markers ‘can’t double for both Bomb and missile strength Points so devastation markers are substituted to represeat the bombs. 2. Atomic bombs are dropped as part ofa hom ing mission or missile launchings in the srategic ‘warfare phases. To be dropped, anatomic bomb strength point must be carried by one bomber or ‘mise stength point from the same unit. A players fret drop as many ofhisatomic bombs Ashe canna tur, Atomic bomb strength points are eliminated after use, they ae not re-usable 1. The player conducts his bombing raid and missle launchings as normal. If bomber strength points are destroyed by air defense, the player ‘may choose 10 lose those not carrying the atomic bombs. When bomber strength points carving ‘atomic bombs must be lost, the bombs are lst, 10, without detonating. 4, Atomic bomb strength points do not ad into the normal bomber or missle strength. Their

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