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mexeompany
GINTRODUCTION
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 strengthoften 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 10sea6, 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 a2. 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