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Clash of Arms Game Company

Edelweiss
Exclusive Rules v 3.01r

1 INTRODUCTION...................1
1.1 GAME COMPONENTS...........1

1.2 UNIT COLOR IDENTIFICATION 1

2 EXCLUSIVE WEATHER RULES 2

3 IRREGULAR UNIT OPERATIONS 2


3.1 PARTISAN UNIT LIMITS.......2

3.2 PARTISAN OPERATIONS.......2

3.2.1 Provincial Control.......2

4 ULTIMATE SUPPLY SOURCES 2


4.1 SOVIET SUPPLY SOURCES...2

4.2 GERMAN SUPPLY SOURCES.2

5 EXCLUSIVE RAIL AND NAVAL OPERATIONS RULES 3

6 EXCLUSIVE GERMAN ARMY RULES 3


6.1 SUPPLY SHORTAGES............3

6.2 AIR ASSAULT......................3

6.3 PROVINCIAL CONTROL.......3

6.4 THE OIL BRIGADES.............3

6.5 OIL WELL REPAIR...............3

7 EXCLUSIVE SOVIET ARMY RULES 3


7.1 ARTILLERY RESTRICTIONS..3

7.2 NEW PLAYING PIECES.........3

7.2.1 NKVD Political Units..3

7.3 SOVIET ARTILLERY.............4


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Clash of Arms Game Company

7.3.1 Coastal Artillery .........4

7.3.2 Mountain Troops.........4

7.3.3 Armored Trains...........4

7.4 REMNANTS..........................4

7.5 SOVIET SPECIAL OPERATIONS 4

7.5.1 Provincial Control.......4

7.5.2 Demolitions.................4

8 COMMAND GAME EXCLUSIVE RULES 4


8.1 SOVIET PREVAILING ORDERS4

8.2 GENERAL INSTRUCTIONS....4

8.3 BERIA'S MEDDLING............5

8.4 GERMAN PREVAILING ORDERS 5

8.4.1 General Instructions. . .5

8.5 RELIEF OF LIST...................5

8.5.1 Fuhrer Directives........5

9 SCENARIO RULES................5

2 INTRODUCTION press for operations aimed at securing Stalingrad. By the time the Soviets
unconquered areas to the east and south. launched their winter counteroffensive in
Edelweiss was the German code On the military side, the Germans hoped November, the German position in the
name for the third phase of their "Case to destroy the retreating Soviet divisions, Caucasus had become a major liability.
Blue" summer offensive, and the secure all of the Black Sea ports to By early January they were in full retreat
operational plan for the invasion of the neutralize Soviet naval operations there, to the north, in a race against time for
Caucasus in late July of 1942. The and persuade Turkey to join the Axis survival itself.
German objectives were dictated by troth alliance. These goals were never
military and economic imperatives. achieved. In Edelweiss Players will represent
Hitler's obsession with oil to fuel his commanding officers in control of the
expanding Reich made the petroleum A combination of terrain, supply campaign for either side. Scenarios
works at Maykop, Gmznyy arid distant problems and tough Soviet resistance covering small portions of the battle, as
Baku the primary targets of the German brought the German offensive to a well as a variable length campaign game,
advance. Only one of the major standstill like a wave breaking against the will focus on the German offensive
production targets was ever taken, and no rugged mountains of the Caucasus range. operations undertaken in the Caucasus.
significant economic benefit was realized Further, the German adventure in the Campaign game options will allow
due to the massive damage there. Still, Caucasus tied down two entire armies Players to experiment by altering the
Hitler saw a virtue in denying the Soviets which might have intervened decisively historical order of battle to determine just
the use of the fields, and continued to in the fighting to the north around what the German possibilities for a
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Clash of Arms Game Company

victory were. Was the offensive doomed Unit Type Color 5 Partisan Unit Limits
from the start, or could the right The maximum number of Partisan
combination of planning and military German
units the Soviet Player may have at any
force have secured the objectives? In one time is limited. The Soviet Player
Edelweiss both Players will put that Combat Black on Grey*
may add 1 new Partisan beyond the initial
question to the test as they struggle to limits for every 5 City, Town or Village
HQ White on Grey
outperform their historical counterparts. hexes he Controls (even if he voluntarily
Transport Black on White destroys units to obtain new Partisans as
2.1 Game Components in Cases 4.111 and 4.112 above. Control
Your copy of Edelweiss should Irregular Grey on Black is determined by the degree of success in
include the following parts: the Provincial Control Special Operation
Aircraft Units Grey on White (see Rule 4.47 below). The Provincial
1. One Standard Rules Booklet Control Total is assessed every
* SS units are White on Black Reinforcement Phase and the Soviet
2. One Exclusive Rules and Player must adjust his total Partisan mix
Scenarios Booklet containing charts and on the board. New cadres may be
tables needed to play the game. Rumanian deployed in any controlled hex.

3. Three different counter sheets Combat Black on Brown 5.1 Partisan Operations
representing the playing pieces and
markers needed to play the game Active Partisan units may conduct
HQ White on Brown
the following Special Operations:
4. Two Army Display Sheets Provincial Control.

5. Two differently colored dice Soviet

6. Four 22" x 34" maps covering the Combat Black on Red* 5.1.1 Provincial Control
area of the battle. The fourth map must be Both Players can attempt to assert
cut apart to place the Taman, Sochi and HQ White on Red control over Village, Town or City
Batum extensions accurately. A field of (populated) hexes. The Soviet Player
hexagons is superimposed over the map Transport Red on White derives an advantage in doing so, and the
to regulate movement. German Player denies the Soviet Player
Irregular Black on Pink
this benefit by doing so. Place Soviet
If any of these parts are damaged or Control Markers in hexes that are
missing, write to: Aircraft Units Red on Pink
Controlled (see below). For every five
Naval Units Red on Black Controlled hexes the Soviet Player has
Clash of Arms Games
established, he may deploy one additional
*Marines are Red on Black cadre beyond the scenario starting limits
P.O.. Box 668
up to the counter mix limit in one of the
King of Prussia, PA. 19406 controlled hexes. Choose randomly from
those available. Use the Soviet Control
Game Scale 3 EXCLUSIVE markers to mark which hexes are
WEATHER RULES controlled and the two Provincial Control
Each hexagon on the map represents Markers on the numbered track on the
Forces operating in the Caucasus had
5 miles from side to side. Each turn is two Soviet Army Display Chart to keep track
to cope with wide extremes of
days of real time. Units represent of the current total.
temperature and weather conditions, from
battalions, regiments, brigades, and
the sweltering heat of the summer to the
divisions. Soviet Control. The Soviet Player may
icy frost of the high mountain passes.
assert control over a Village, Town or
2.2 Unit Color Identification City hex through any of the following
methods
The following color schemes are
used to help Players identify the playing 4 IRREGULAR UNIT 1) By moving an Operational or
pieces: Superior HQ or NKVD Political unit into
OPERATIONS the hex and remaining there the rest of the

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Clash of Arms Game Company

turn. Place a Soviet Control marker there.


SOURCES to Superior HQs. In scenarios where the
The unit is free to leave the next turn Rostov map is not used, Supply Columns
The following information on (not Caravans) may exit the indicated
2) Any time an active Partisan enters Ultimate Supply Sources is applicable in roads leading to Rostov and may return 3
an unoccupied Village, Town or City hex all the scenarios and the campaign game. turns later (exit Turn I, return Turn 5)
it may attempt to bring the hex under loaded with up to 4 SPs each (they are
control. Make an EC for the Partisan and 6.1 Soviet Supply Sources presumed to be in transit for a week).
if passed, multiply the PCF by the ER.
There are three Soviet Ultimate
For a failed EC multiply the SCF by the 2) Should the German Player capture
Supply Sources in the game. These are:
ER. This total is the Control Number. any port hexes on the Sea of Azov or
Roll two dice, and if the sum is less than 1) The major road or railroad hexes Black Sea coast, he may place an
or equal to the Control Number, the hex is exiting the eastern edge of maps 6 and 7, additional 2 SPs per Strategic Supply
successfully controlled. Add + I to the or the major road hexes exiting the Segment over what he rolls on the SST
dice roll if the hex in question is a Town, southern edge of map 7. Specifically, into that port. He may bring only 2 SPs
and + 3 if the hex is a City. If the target these hexes represent connections to no mater how many ports he controls (this
hex is within the Patrol Radius of a Astrakhan, Baku and Tiflis.. 2) The town represents limited shipping capabilities
German Outpost the German Player may of Batum on Map 8c and all major road from the Crimea). He may form a Supply
conduct an anti-Partisan "sweep" prior to and railroad hexes leading to Batum when Dump in the port hex even if no unit
the Soviet control attempt to try and the Batum map is not in use. capable of forming one is present.
deactivate the Partisan (even if the
Partisan did not move prior to the control
attempt). Similarly, any active Patrols
3) The town of Elista on Map 3 may 7 EXCLUSIVE RAIL
serve as a limited Ultimate Supply
adjacent to the hex may first attempt Source. Until occupied by the German AND NAVAL
Irregular Combat against the Partisan. Player, the Soviet Player may bring up to
Surviving active Partisans may then 2 SPs per Strategic Supply Segment on
OPERATIONS
attempt Provincial Control. the map at Elista (The road connections RULES
back to the Volga and As' trakhan were
German Control. The German This game uses all of the rules found
very bad). A Supply Dump may be
Player may reassert control over in the Standard Rules Book concerning
formed automatically in Elista, even if no
Soviet-controlled hexes as follows: Rail and Naval Operations.
unit capable of forming one is present.

1) By moving any Assault-capable The Soviet Black Sea fleet


SPs may be assigned via rail
Combat unit with a printed ER of four or maintained a limited transport capacity,
connections to Superior HQs as normal.
more into the hex and remaining there the along with several destroyers, patrol
To use a major road as a USS, Transport
rest of the turn. boats, and a few cruisers.
units must exit the map via the indicated
major roads and spend I full turn off the
2) By conducting a Provincial
map (exit Turn 1, return Turn 3) hefore 8 EXCLUSIVE
Control operation with a Patrol (use the
reentering fully loaded with SPs.
above procedure for Partisan units). The GERMAN ARMY
Soviet Player may attempt Irregular
Combat with any adjacent active Partisan 6.2 German Supply Sources RULES
units first. There are two German Ultimate 9 Supply Shortages
Supply Sources in the game. These are:
3) By establishing an Outpost in the To reflect the tremendous logistical
hex. 1) The city of Rostov on Map I, or difficulties the Germans faced the
the major road and railroad hexes leading German Player may only deploy one
4) By moving an Operational or to Rostov when the Rostov map is not in Supply Column and two Caravans per
Superior HQ into the hex and remaining use. The German Player may wish to Superior HQ in the game. These penalties
there the rest of the turn. briefly align the Rostov map with the may be waived in the campaign game if
playing area to deter mine which major the German Player selects the Increased
Remove the Soviet Control marker roads and railroads make a direct Supply Option.
from the hex. The unit is free to leave the connection with Rostov. German Con' trol
hex next turn. markers can be used to indicate these 10 Air Assault
specific roads and railroads. All SPs In this case the Air Assault is
6 ULTIMATE SUPPLY rolled for on the SST appear at Rostov assumed to be flying in from bases in the
and may be assigned via rail connections
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Clash of Arms Game Company

Crimea and may drop in any hex on or die for every repaired oil well where he threatening to remove army commanders
adjacent to an unoccupied Black Sea has stacked an Oil Brigade. On a roll of who where not showing appropriate
coastal hex. "6" he may place 1 SP on the hex in a revolutionary zeal.
Supply Dump (even if no unit capable of
form- a Supply Dump is present! NKVD Political units are leg Combat
11 Provincial Control
representing the week's production. units. NKVD Political units are
German Assault-capable Combat and doublesided, representing either a cadre
HQ units may attempt Provincial Control. or a battlegroup, with an infantry unit
Refer to Rule 4.47 for details of this 14 EXCLUSIVE symbol and a single number printed on
Special Operation. HQ units conduct the
operation in their respective phases, and
SOVIET ARMY both sides. This number serves as the PCF
for the unit. Like all such units with a
Assault-capable Combat units do so RULES single PCF, these units have no ZOC
during the Operations Phase. Rating but project a ZOC equal to their
As the war continued, the Red Army
evolved after early disasters into a tough PCF in the hex they are in. NKVD
12 The Oil Brigades professional fighting force. The rules Political units have no ER or MR - they
These were essentially industrial below outline some of the Red Army's will never fail a MC and never suffer any
engineer units following behind the capabilities as well as special units that penalties associated with morale failure!
armies sent in to restore the wells and get made an appearance during the campaign. Groups have either a named officer
production going. They have several printed on top of the unit symbol
unique features. Oil Brigades are leg representing a cadre, or a BG (for
15 Artillery Restrictions
Non-Assault-capable Combat units and Battlegroup). NKVD Political units never
Certain deviations from the Standard require Command Control or Supply
are governed by all Standard Rules except
Rules are required to simulate Soviet Modes and possess 4 EPs when operating
where noted below. Oil Brigades do not
artillery practices during the campaign. In alone. Any Assault-capable Combat units
require Command Control or Supply
Edelweiss, Soviet Operational HQ stacked with them may be declared IND,
Modes, and like all such units possess 4
possess only short range Heavy AFs even if not normally eligible. NKVD
EPs for Engagement Operations. They
which have a range of one hex. Soviet Political units do not count against a hex's
may not attack or Support other units but
Naval units may only conduct Barrage stacking limits. NKVD Political units
may be attacked by enemy units. They are
Missions against coastal hexes (not any may not Force March or conduct General
treated as leg units for movement
hex in range). They may not Retreat, but may be declared part of a
purposes. Oil Brigades may conduct the
Counterbarrage, Close Support or FPF. rearguard above the one division limit).
Repair Special Operation as described in
the Oil Well Repair rule. NKVD Political units may not be carried
NOTE: These restrictions are
by Transport or Naval units. Disrupted
deliberate, and simulate the inferior
Soviet units stacked with NKVD Political
coordination and control of artillery
units in City or Town hexes may conduct
exhibited by the Soviets throughout the
13 Oil Well Repair the Holding Operation in an enemy ZOC.
campaign.
At the end of his Operations Phase When deployed, NKVD Political units
the German Player may attempt to repair 16 New Playing Pieces always start as cadres. They will
damaged oil well hexes with his Oil automatically flip to the stronger
The Soviet order of battle included
Brigades. They must have been stacked battlegroup side if they are stacked with
an unusual assortment of formations that
with the oil well at the start of his any unit that fails its precombat EC.
directly in fluenced the campaign. All
Operations Phase and remained there NKVD Political units will not alter the
units described below follow all of the
throughout the rest of the turn to attempt ER of units they are stacked with, but do
Standard Rules except where noted
repair. At the start of his next Operations increase their MR by +2. NKVD
below.
Phase roll one die, and if the number is battlegroups will revert back to cadres if
less than or equal to the number of Oil they are stacked with any unit which fails
16.1.1 NKVD Political Units
Brigade units stacked on the oil well hex, a MC.
Beria and his confederates played a
the Damage Level is reduced by one
major role in controlling the population,
level. The Oil Brigade is free to continue NKVD cadres and battlegroups
as well as stiffening the Soviet defense.
repairing or conduct some other contribute their PCF to the attack and
They were ruthless in oppressing
operation. Oil wells which have been defense total of any units they are stacked
wayward or disaffected locals. NKVD
reduced to Damage Level zero are with. They may never alone conduct an
operatives also exerted a considerable
considered repaired. During any Strategic Assault Option unless stacked with a
influence on the military, taking charge of
Supply Phase the German may roll one friendly Assault-capable Combat unit.
divisions on a moment's notice and even
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Clash of Arms Game Company

They may not conduct Support or Limited Novorossiysk. It is treated as a Heavy conducting a Refit Operation with 3 of
Assault Options at all (even if stacked Artillery unit in all respects except it is them during the Operations Phase and
with friendly units). considered immobile; it may not assume declaring this intention. All Standard
March Mode to Maneuver. Rules concerning Refit apply (see Rule
EXAMPLE: Assume two Soviet 13.81). Brigades may not break down into
infantry divisions rated 4-2-1 are stacked The Heavy Artillery unit may only remnants.
with a NKVD cadre and pass their assume the Supply Mode of its parent
pre-combat EC. The stack has a total of 9 Operational HQ when it is stacked with or
18 Soviet Special Operations
PCFs (8 for the divisions and 1 for the adjacent to the HQ. The unit may also
independently be placed into Offensive The Soviet Player has a number of
cadre). If the divisions had failed their
Mode by expending I SP (which must be Special Operations that only he can
EC, the stack would then have a total of
stacked with it) but it must be in perform. All Special Operations listed
8 SCFs (4 for the two divisions and 4 for
Command Control (6 MP here occur at the end of the Operations
the now flipped NKVD battlegroup.
Communications Radius) under its parent Phase and follow the Standard Rules (see
NKVD Political units ignore Section 13.9) concerning such except
HQ to Barrage or Counterbarrage
Disruption and MC results. Those which where noted below.
are alone in a hex and forced to Retreat As the gun positions were somewhat
flip back into cadres at the end of the fortified, German units are -1 ER when
Retreat, or may be Eliminated at the attacking the unit. The unit has one Step, 18.1.1 Provincial Control
Soviet Player's option. If stacked with and may be Disrupted. If Disrupted, it NKVD Political units and HQ units
other units, the NKVD Political unit will may Regroup (but not in an enemy ZOC may attempt Provincial Control. Refer to
be the last unit to suffer a Step Loss. If forced to Retreat, either by the CRT or Exclusive Rule 4.47 for details of this
NKVD Political units suffering Step by the fact a Disrupted unit may not hold Special Operation. HQ units conduct the
Losses alone in a hex are Eliminated. in an enemy ZOC the unit is eliminated operation in their respective phases, and
instead. NKVD Political units do so during the
NKVD Political units may undertake
the Sabotage, HQ Attack and Irregular Operations Phase.
Combat Special Operations, but do so in 16.2.2 Mountain Troops
the Operations Phase. They use a fixed The Soviets fielded a number of mountain 18.1.2 Demolitions
combat total of I for all these operations. divisions during the campaign. Though Soviet Operational HQs may
Refer to Module 4.0 for rules governing not all of the components of these conduct Demolition Special Operations
these operations. NKVD Political units divisions were trained or equipped for against oil well Installations as in the
may also conduct Provincial Control (see mountain warfare, these units receive a Standard Rules (see Demolitions).
Rule 4.41). By conducting a Holding favorable CRT die roll modifier when
attacking or defending on Elevation Level
Operation, an NKVD Political unit may
3 or higher. They enjoy the mountain leg 19 COMMAND GAME
construct a Field Works marker (see Rule
8.91) in any City or Town (not village) unit movement advantages in high EXCLUSIVE
hex. Elevations as listed on the TEC.
RULES
NOTE: The NKVD were expert street 16.2.3 Armored Trains Use the following Exclusive Rules
fighters and were often used to buttress The Soviets used several armored when playing Edelweiss with the optional
the defense of key towns. trains as a stopgap defense measure and Command Game.
for escorting what little rolling stock they
The two NKVD Divisions, 11th and had in the Caucasus.
20 Soviet Prevailing Orders
"Makhachkala", are treated as elite
Assault-capable Combat units. They may The use of the Command Game in
17 Remnants
be declared IND and conduct the Edelweiss is complicated by the fact that
Scenarios may call for a specified Strategic Withdrawal is a major Soviet
Sustained Assault Option but do not
number of remnants to be deployed at tactic, and at times a "must" if the Soviet
possess any of the abilities of NKVD
start. Also, whenever a Soviet rifle or Player is to have any chance of winning
Political units.
Guards brigade is eliminated in combat, it the game. In spite of the fact that Stalin's
may form a remnant. famous "not a backward step" order was
16.2 Soviet Artillery
issued after the fall of Rostov, the Soviets
16.2.1 Coastal Artillery . The Soviet Player may form a rifle proceeded to retreat some 400 miles into
This unit represents the gun brigade (or Guards brigade) from the Caucasus. They were, in fact,
emplacements around the port area of remnants (Guards remnants) by pursuing a deliberate elastic defense

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strategy, avoiding engagement, and Over Maykop Aug 11 9


extricating troops from dangerous
situations to survive and fight again under 22 Beria's Meddling Krasnograd Aug 11 9
better circumstances. Use the following
Beria threw the entire threatre out of Pyatigorsk Aug 17 12
rules to simulate the Soviet dilemmma.
sync by shuttling from one HQ to another
and throwing the weight of his murderous Mozdok Aug 27 17
reputation and connections with STAVKA
around. To simulate this, the Soviet Novorossiysk Sept 4 21
21 General Instructions
Player should roll 1 die each Strategic
The following City and Town hexes Overphase and equally divide the chances Tuapse Sept 10 24
must be garrisoned at all times by an among the available Superior HQs. Then
Assault-capable Combat unit: place the Beria NKVD Political unit with Sochi Sept 22 30
Novorossiysk, Krasnodar, Tuapse, the afflicted Superior HQ (the unit may
Sukhumi, Batum, Groznyy, Ordzhonikdze move from any where to do this) and Sukhumi Oct 4 36
and Mozdok (rifle brigades fill this place the Beria Commander Chit in the
assignment well). Each time the German Groznyy Oct 4 36
Superior HQ's Command Box along with
Player captures one of these towns or the regular commander. Beria will
cities, the Soviet Player's marker on the Ordzhonikidze Oct 16 42
subtract - 4 from the total reached for all
High Command Disposition Track is command decisions involving the Batum Oct 28 48
moved one box to the right (making it afflicted HQ. Naturally, he may not be
more difficult to get Stalin's permission to "Relieved" of command. NOTE The dates are calculated from a
do anything). Should the Soviet Player
July 26th TURN 1. In some cases these
re-capture the objective, he may shift the
23 German Prevailing Orders timetable objectives are scheduled a bit
marker one box to the left in his favor.
In contrast to the Soviet Player, the after the historical fall, and in some cases
burden of the attack falls on the German they are scheduled before the historical
Player, who was being driven by an fall.
In July and August: To simulate the impatient Hitler. List was relieved of his
elastic defense strategy initiated by command when Hitler suspected his lack 24 Relief of List
Timoshenko and Zhukov, the Soviet of initiative in the field to be the reason If the Disposition Track ever exceeds
Player is granted automatic permission behind the German failures. These List's Decision Rating, he will be
for General Retreats of any size or considerations form the basis for the considered "relieved of command" by a
number during the months of July and prevailing orders in Edelweiss. Though direct order of the Fuhrer (as List is rated
August. From September on, he must roll the victory conditions for the scenarios 5, he would be relieved the moment
for permission as normal. have been set up to more or less force the Hitler's Disposition Marker enters the first
German Player to be aggressive, the box in the "Outraged" Section of the
Command Game adds the additional track. If List is relieved, Hitler will
irrita- tion of Hitler's impatience. assume personal control of Army Group
In September: Starting in September
A. If this happens the German Command
all Soviet units must "Stand Fast". All
Game is more less over. The only
Assault-capable Combat units must
question the German Player may ask of
remain within 5 hexes of the front line at 23.1.1 General Instructions the High Command is to Transfer Units.
all times. The front is defined as any A timetable for the advance will be In this instance, the CO will not be
enemy ZOC. imposed on the German Player. The consulted, but the German Player may
following objectives must be taken by the add the Decision Ratings of both
indicated dates or the German Player commanders controlling the HQs
must move his marker on the High involved in the transfer.
In October and November: In games
Command Disposition Track one box to
lasting through these months, the Soviet
the right for each failure.
Player must place at least 3 Operational
HQs in Offensive Mode and conduct
Objective Date Game EXAMPLE: Assume the 57th Panzer
offensive operations with them. This
Turn Corps (normally under 1st Panzer Army)
requirement is considered met if the HQ's
has been operating under Ruoff's 17th
Supply Mode has been reduced to Voroshilovsk Aug 3 5 Army and Kleist wants it back. The
Depleted Mode before the next Strategic
German Player may add the ratings of
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Clash of Arms Game Company

Kleist (5) and Ruoff (3) for a total 8 and Marker one box to the left. If, by some
use the 4-9 column on the Weight of miracle, he manages to get the marker
Opinion Table. into the "Uncertain" Section of the track,
the Fuhrer relinquishes command! The
24.1.1 Fuhrer Directives German Player may freely promote
If Hitler assumes control of Army officers as he wishes. One must be named
Group A, the German Player will be to the CO position in Army Group A, and
forced to undertake offensive operations a maximum of three other promotions
by a special order of the Fuhrer A three may be made to fill positions and realign
turn grace period will be allowed after the the command structure. All penalties are
dismissal of the German CO. After this, negated, and the German Player resumes
the German Player must place at least the Command Game normally.
three Operational HQs into Offensive
Mode and attack until the HQ assume
Depleted Mode. If one of the objectives
listed above on the timetable is taken that 25 Scenario Rules
turn, the High Command Disposition
Marker may be moved one box to the left. To facilitate play all scenarios in
If one of the objectives listed above is not Edelweiss will use discretionary setup. A
taken that turn, the Disposition Marker specific location will be listed for each
moves one box to the right and the special HQ, and all units subordinate to that HQ
order to attack is repeated (the German will setup within a specified number of
Player must have at least 3 Operational hexes from the HQ’s position. In some
HQs into Offensive Mode and attack next cases certain restrictions as to the setup
turn and continue burning SPs). If the will be specified in order to tailor the
German Player does not have the SPs to starting dispositions of units to historical
do this, the marker continues to move to research. Unless otherwise indicated, the
the right each turn no objective is taken. following rules apply to all scenarios.
Once the marker reaches the rightmost
1) In all scenarios the Strategic
box in the "Outraged" Section, the
Overphase is already presumed
following penalties apply:
completed at the start of the
scenario. Only the Air
Superiority Step is carried out
1) No questions (including transfers) and then play proceeds with the
may be asked of the High Command. Communications Phase.

2) No commander may undertake 2) All HQ start in Depleted mode,


any operation by initiative. ready to draw on and expand
SPs to assume new Supply
3) No German unit may be Modes (unless otherwise
designated IND and all Combat units indicated). Players will be able
must remain within Command Radius of to roll on the Strategic Supply
their parent HQ. Table during the next Strategic
Overphase.
4) No German Leader may
contribute bonus EPs to Engagement 3) Units indicated as setting up
Groups. reduced will deploy with their
weaker side up.

4) All reinforcements enter the


Once the Fuhrer is totally outraged, he scenarios in Defensive Mode,
will only be pleased by success. Each and all Supply Columns start
time the German Player captures one of the scenarios empty.
the timetable objectives while Hitler is in
control, he may move the Disposition
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