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The Gamers, Inc.

Operational Combat Series


Series Rules, v4.3
©2018. Multi-Man Publishing, Inc. All Rights Reserved.

Series Design: Dean N. Essig


Table of Contents Playtesting and Proofreading: Perry
Introduction
Page Item Andrus, Marty Arnsdorf, Matt Bace, Operational Combat Series (OCS)
1 Introduction Ranier Bastian, Dave Benjamin, John games simulate campaign-level combat
Best, Dirk Blennemann, Doug Burrell, from 1900 to the mid-1950s. The series
1 Game Components
Stephen Campbell, Tom Cannon, Don goal is to allow a sophisticated study
2 1.0 Scale Charuk, Carl Chatto, Brenden Clark, of historical events while maintaining
2 2.0 Sequence of Play Bob Cloyd, Dav Combs, Dave Demko, mechanical simplicity.
4 3.0 Units and Markers Chris Dodd, Karsten Droste, Sara
6 4.0 General Concepts Essig, Anders Fager, Andrew Fischer,
Christophe Foley, Dave Friedrichs,
9 5.0 Modes
Owen Fuller, Tom Gallinger, Don
11 6.0 Ground Movement
13 7.0 Reaction Phase
Gilbertson, Mike Haggett, Dirk Heinz, Version 4.3 Rules
Paul Herkes, Nolan Hudgens, Roger
13 8.0 Overrun Hyman, Michael Junkin, John Kisner, The v4.3 rulebook is a minor revision.
13 9.0 Ground Combat Tom Klubi, Roland LeBlanc, John Some rules have been clarified and errata
20 10.0 Barrage Leggat, Christoph Ludwig, Charles has been corrected. Small changes are
McCallum, Ethan McKinney, Dave marked with a √. Note the chart booklet
21 11.0 Exploitation Phase
Mignerey, Rod Miller, Bill Moody, was given a complete makeover, but is
22 12.0 Supply Maurício Moutinho, Don Nesbitt, functionally the same as the previous
27 13.0 Specialized Units Brian Niffin, Elias Nordling, Mark versions (so feel free to continue using
31 14.0 Air Power Pitcavage, Steve Poitinger, Barrie them). Enjoy!
37 15.0 Air Bases Pollock, Dave Powell, Dave Reynolds, Note that some terms were changed in
Henk Roelant, Ernesto Sassot, Boyd the move from v3 to v4. Strategic Move
38 16.0 Hedgehogs
Schorzman, Bernard Sperling, James Mode was shortened to Strat Mode,
38 17.0 Weather Sterrett, Russell Stewart, Jim Stravers,
38 18.0 Naval Power Combined Arms Effects was replaced by
John Strycharz, Michael-Peter Sturz, the more descriptive Anti-Tank Effects,
41 19.0 Ports & Shipping Roger Taylor, Giovanni Toletti, Kevin and the old Railroad Interdiction and
42 20.0 Breakdown Regiments Valerien, Ric Walters, Al Wambold, Interdiction effects were combined into
42 21.0 Optional Rules Bruce Webb, Jim Wise, and Tony the new Trainbusting mission. Keep
Zbaraschuk these changes in mind when playing
44 House Rules
45 Terms and Abbreviations v4.0 Rewrite Team: Perry Andrus, Jim older games in the series.
Daniels, Dave Demko, Dean Essig,
47 Notes
Andrew Fischer, Michael Junkin, John
51 Index Kisner, Hans Korting, Roland LeBlanc,
55 Summaries and Rod Miller.
v4.0 Final Editor: Dave Demko Game Components
v4.0 to v4.3 Honcho: John Kisner, who I The Game Map
coordinated all the efforts and did much
of the heavy lifting. Thanks, John! The map depicts the area in which the
campaign was fought. Laminate the map
v4.3 Special Thanks: Gary Wright (for or cover it with 1/8” Plexiglas to help
charts) and Mathew Hinkle (for edits). protect your gaming investment.
Special Assistance: The Burrito as Big as A. The Hex Numbering System. Each
Your Head, without which this system hex is identified by a unique four-digit
wouldn’t be what it is today.

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© 2018 All Rights Reserved. Page 1
OCS Series Rules v4.3

number in the form “column.row.” If H) When the notation “(inclusive)”


a game has more than one map, a letter
III The Rules follows set-up boundaries, those
identifies each, and the hex numbers for An OCS game contains both Series rules units can set up anywhere within
hexes on a given map are prefixed with and Game rules. The Series booklet has the zone including the boundary
the map’s letter. So “B10.10” identifies the rules that apply to all OCS games. lines.
hex 10.10 on Map B. The digits before The Game booklet includes special rules,
I) Units can never set up in a hex that
the decimal point identify the hex row, scenarios, and set-up information for the
they could not enter using regular
reading along the horizontal dimension specific game.
movement.
from left to right. The digits after the A. Organization. Rules are numbered
decimal identify the exact hex in that J) Units, Formation markers, and
by section and case. Each major rules
particular row, reading along the vertical HQs always set up “unfueled.”
grouping is a section; each paragraph
dimension from bottom to top. Only within a section is a case. The number K) Use index cards to create off-map
every fifth hex has a printed number 6.2 would, for example, refer to section areas for each side’s Dead Pile and
(xx.05, xx.10, xx.15) to create grid lines. 6, case 2. A specific case may contain a to organize reinforcements.
For example, to find hex 29.17, follow number of statements that are lettered,
the grid line for xx.15 until you find as in 6.2a and 6.2b.
the 29.xx hexrow, then count up two
hexes to 29.17. B. Repetition. Once stated, a rule is
repeated in another section only when
B. Map Edge Hexes. A hex is playable needed for clarification in that section. 1.0 Scale
only if at least half of the hex is showing.
OCS games can include combat units
C. Off Map Movement. Unless it is from company to division in size. The
specifically allowed in a game, units can IV Set Up Notes ground scale is usually 5 miles per
neither exit the map to re-enter later In the Game rules is set-up information hex, but can drop as low as 2.5 miles
nor conduct any off-map movement. for the scenarios. Unless amended by per hex (based on theater, operational
Destroy units forced off the map. special instructions in that booklet, the density, and so on). A game turn usually
D. Turn Record. A turn record track is following are always true: represents a half-week of time, but can
printed on the map or play aids. Each drop as low as 1/4 week (given 2.5 miles
A) “w/i X” means to set up a given
box represents one game turn. (See 2.1) per hex ground scale).
unit or stack at or within X hexes
E. Weather Record. Mark the current of the location given. A stack can
weather on this track. “spread out” into multiple hexes
within this radius (and possibly
F. Holding Boxes. There are two types
deploy breakdown regiments).
of holding boxes, those corresponding 2.0 Sequence of Play
to a specific hex and those showing an B) Ground units can be set up in any
abstract off-map location. desired mode. (Exception: ground 2.1 The Game Turn
units adjacent to enemy Attack-
• Specific-hex holding boxes are used A Game Turn is a series of
Capable units cannot be set up in
to relieve congestion on the map. events, the order of which is
Reserve or Strat Mode.)
The units are considered still in the called the Sequence of Play.
hex associated with the box. C) Transport Points that are stacked Each Game Turn consists of
with Supply Points (SP) can set two Player Turns, one for each player.
• Off-map holding boxes can hold an
up loaded or unloaded. Transport For reference, we call a player taking
unlimited number of units. Game-
Points that are not stacked with SP action in his own turn the “phasing”
specific rules will restrict these boxes
always set up unloaded (unless the player; the one taking action during his
to one side or the other, and describe
scenario rules specify otherwise). opponent’s turn is the “non-phasing”
how units move between them and
the map. No combat is allowed. D) Organic Trucks start “full” only if player.
a scenario explicitly states that they A Player Turn consists of the sequence
do. (But they can take advantage of steps listed below. Each step involves
II The Counters of C above if they set up stacked one player or the other—either phasing
with SP). or non-phasing—taking action. At the
Carefully cut or punch the cardboard
counters from the sheets and keep them E) Aircraft always begin Active. end of the second Player Turn, advance
organized (baggies work nicely) by side, the turn marker and begin the process
F) Units cannot set up over-stacked.
type, and identification. This will make again. The sequence of play must be
setup easier. The various kinds of units G) Units generally begin the game at strictly followed in the order given.
and markers are described in 3.0. full strength.

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© 2018 All Rights Reserved.
The Gamers, Inc.

• 1st Player, Player Turn ◊ Reaction Phase


2.2 Outline Sequence of Play
◊ Aircraft Refit Phase The non-phasing player can move his
• Pre-Turn Phase
ships and aircraft and released Reserves.
◊ Weather Determination The phasing player refits his Inactive He can destroy supply dumps, but no
air units. Pay 1T per base at which the other destruction or construction-type
◊ First Player Determination
player desires to refit. At these bases, activities are allowed. Released units can
• 1st Player, Player Turn the player can refit up to two aircraft move half their Movement Allowance
◊ Aircraft Refit Phase per base Level. An air base cannot refit (or MA) and overrun. The non-phasing
aircraft if in an un-negated enemy Zone player’s Active air units can perform
◊ Reinforcement Phase of Control (ZOC). missions throughout the phase: Fighter
◊ Movement Phase Sweep, Hip Shoot, and Air Transport
◊ Reinforcement Phase
Breakout Segment in the movement segment; Barrage in
The phasing player places any new units the barrage segment (when ships and
Movement Segment in their entry points according to the artillery also execute their barrages). This
Air/Naval Barrage Segment Arrival Schedules. He rolls on his Supply phase does not have a Combat Segment.
(No Artillery Barrages) Table to determine the number of new
Supply Points available and places them ◊ Combat Phase
◊ Supply Phase on the map. He rolls on his Variable The phasing player first resolves artillery
◊ Reaction Phase Reinforcement Table (sometimes called barrages. Then his combat units make
the Repl Table) and places any resulting attacks, with restrictions imposed by
(Non-Phasing Player)
reinforcements on the map. The phasing mode, supply, and terrain. A combat
Movement Segment player conducts Unit Rebuilds and/or result might cause retreat, advance, or
Barrage Segment Unit Consolidations as desired. mode change.
◊ Combat Phase ◊ Movement Phase ◊ Exploitation Phase
Artillery Barrage Segment The phasing player may Breakout any The phasing player can move and fight
(No Air or Naval Barrages) combat units not in trace supply. He with released Reserves (full MA) and
then moves his ships and ground units, with units in Exploitation Mode (half
Combat Segment individually or in stacks, making any MA). He can destroy supply dumps, but
◊ Exploitation Phase voluntary mode changes as each unit no other construction-type activity is
Movement Segment starts to move. Restrictions are imposed allowed. The phasing player’s Active air
by mode, supply, terrain, and enemy units can perform missions throughout
Barrage Segment units. As they move, combat units can the phase: Fighter Sweep, Hip Shoot,
Combat Segment conduct overruns, a form of attack made and Air Transport in the movement
on the move. They can also destroy or segment, and Barrage in the barrage
◊ Clean Up Phase
damage supply dumps and facilities, as segment (when ships and artillery units
• 2nd Player, Player Turn well as build or improve air bases and also execute their barrages). Finally there
◊ Repeat for other player. hedgehogs. Units and supplies can move is a Combat Segment, when eligible
by rail or sea transport. The phasing combat units can attack.
• Turn End player’s Active air units can perform
missions throughout the phase: Fighter ◊ Clean Up Phase
Sweep, Hip Shoot, and Air Transport/ The phasing player removes all DG and
2.3 Narrative Sequence of Play Drop during the movement segment; Exploitation markers from his units and
• Pre-Turn Phase Barrage in the barrage segment (which is removes (or flips) all his Fuel markers.
also when naval units execute barrages). Remove Trainbusting markers generated
◊ Weather Determination Segment
◊ Supply Phase by the non-Phasing Player.
One player, it is irrelevant which, rolls
to determine the weather. The weather The phasing player must replenish units
affects the entire Game Turn. with Low or Exhausted internal stocks, • 2nd Player, Player Turn
if possible. He then determines which Repeat the above steps for the second
◊ First Player Determination Segment of his combat units are in trace supply. player with the roles reversed.
Each player rolls two dice. The player Those out of trace must either expend
with the higher roll elects to be first on-map supply or be marked Out of • Turn End
or second in the Game Turn. Re-roll Supply and be checked for attrition.
any ties. Advance the Turn Record marker and
begin the above sequence again.

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OCS Series Rules v4.3

2.4 Simulcast Turns


Some games contain periods where the
major activity is logistical buildup on
both sides. These periods can run much
faster if both players declare the turn to
be a “simulcast” turn and follow these
rules:
1) Players execute the turn sequence
at the same time.
2) No combat or barrage is allowed.
3) Neither player executes anything
which could be construed as an
offensive, raid, or any other such
activity on land, water, or air.

Design Note: The goal of the simulcast


turn is to speed up the down periods—
don’t screw up that goal by attempting to
gain some sort of advantage. If you have
some operations in mind, don’t agree to the
simulcast turn in the first place. However,
don’t waste time playing a regular turn for
minor reasons.

3.0 Units and Markers


The terms used to describe classes of
units have precise meanings that are
important to understanding these rules.
For instance, “ground units” describes
a broader range of units than “combat
units” (which are a subset of ground
units), and “Attack-Capable units” are
a further subdivision of combat units.
Use of the word “units” by itself (not
modified as in “independent units” or
“DG Mode units”) refers collectively to
all units—ground, naval, and air—when
a narrower context is not obvious.

3.1 Ground Units


Ground units are divided into a pair
of large sub-categories: combat units
(3.2) and non-combat units (3.3). Each
has some or all of the following printed
on the counter: unit designation; size
and type symbols; Combat, Barrage,
Action Rating, and Movement values;
and supply-throw or barrage ranges.

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The Gamers, Inc.

3.1a Mobility Types. Color indicates a 3.2b A unit with a combat value in
ground unit’s mobility type: Leg, Truck, parenthesis is not Attack-Capable (see
or Tracked. This can be different from 4.4). It can only defend.
one side of the counter to the other. 3.2c The Action Rating grades a unit’s
Note that if the Movement Allowance leadership, training, equipment, and
(MA) is in an outline font, use the color cohesion. Printed values range from 0
inside the outline. to 5, with higher numbers being better.
• Leg units have a White MA. (Some modes reduce these ratings, so a
• Truck units have a Black MA. -1 AR is possible.)

• Tracked units have a Red MA in a 3.2d Multi-step combat units (usually


yellow box. infantry divisions) have a Regimental
Equivalent (RE) number printed on
3.1b A type symbol has one “wheel” for the counter. This RE value is used for
semi-motorized; two “wheels” for fully- a number of purposes (such as stacking
motorized. This notation is for historical and transportation) and is in a colored
interest only. dot for easy identification. Step losses
3.1c A Multi-Unit Formation (13.7) is reduce the strength and size (9.11d) of
a group of ground units with the same these units.
higher-level designation (such as “1st 3.2e Specialized units covered by the
Armor Division” or “6th Tank Corps”). series rules are listed below (individual
Colored stripes mark these formations games may add other types):
in newer games.
• HQ units (13.1)
3.1d Some ground units have a yellow
dot behind their Action Rating. These • Rail Repair units (13.3g)
cannot be rebuilt (13.5c). • Artillery units (13.4)
• Replacement units (13.5)

3.2 Combat Units • Engineer units (13.8)

Combat units are any ground units with • Breakdown units (20.0)
a Combat Strength. Each side of the 3.2f Independent Units. Any unit that
counter shows the unit in a different is neither part of a multi-unit formation
mode (see 5.0). Note that HQs (13.1c) (3.1c) nor a multi-step unit (3.2d) is
and artillery (13.4b) are combat units, “independent.” This is important mostly
even though their Combat Strengths are for Fuel Supply (12.5e).
not printed on the counter.
3.2a Combat Categories. Color inside
the unit symbol rectangle indicates a 3.3 Non-Combat Units
ground unit’s Combat Category (see Non-combat units come in five types:
9.4e): ports, air bases, hedgehogs, Transport
• Armor has a yellow background. Points, and Supply Points (SP). These
are ground units, but not combat units.
• Mech has a red background. They have no Combat Strength and
• Other has any color other than red cannot be used to absorb step losses. An
or yellow. Organic Truck has the same Transport
Points value on both front and back of
Design Note: A unit with an armor unit the counter; other non-combat units flip
symbol can have a red background. Such to show a different number of generic
a unit has a tank force with an infantry “points” or “levels.”
Size Abbreviations component. Other such combinations are
possible. The combination of color and 3.3a Supply Points (SP) are supplies in
Company = Co a specific location. A single SP roughly
Battalion = Bn symbol depict the functional as well as the
nominal organization of a unit. equates to 1,500 tons of consumable
Regiment = Rgt
Brigade = Bde
supply (an ideal mix of fuel, ammo, and
Division = Div stores is assumed). An SP can be divided
into four smaller amounts called Tokens

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OCS Series Rules v4.3

(T); each token is 1/4 SP. The SP and cargo (combat units, Transport Points,
Ts can break down and recombine as and SP) to coastal hexes and ports. 4.0 General Concepts
needed. SP have no inherent movement
ability. They can be moved via the side’s Design Note: Individual ships (such as 4.1 Rounding Rule
abstract rail/sea capacity and by units carriers) are named and will be “slow” on
Players will often be required to round
with a transport capability: Transport their damaged side. Naval units without a
decimals to whole numbers. When the
Points, certain ship types, and certain “slow” side represent multiple ships: gener-
fractional part is less than .5, round
aircraft types. The term for SP in a hex, ally two Cruisers or four Destroyers. Each
down. When the fractional part is .5 or
whether loaded on a Transport Point “point” of Landing Craft represents many
more, round up.
or unloaded on the ground, is supply small craft (usually “slow”).
dump. SP are “generic” units and can be
captured (and recaptured) when control 4.2 Fractions
of a hex changes. 3.5 Aircraft Round the final odds in combat, but
3.3b Transport Points have a point Air units—called aircraft or planes or do not round fractional strengths prior
value that shows both their size and how by their specific type (such as Fighter to determining odds. Fractional barrage
many SP they can carry. (Thus a 1-point or Transport)—represent roughly 20 factors are combined and then rounded
truck’s full load is 1 SP.) Transport Points to 45 aircraft. These are marked with to determine the barrage column. Never
can represent just about any kind of an Aircraft Silhouette, Aircraft Type, round fractional Movement Allowances.
vehicle or animal pressed into service Air Combat Rating, Barrage Strength,
(from trucks to elephants). Transport and Range. Some aircraft also have a Design Note: Players should take note of
Points with a unit ID on their counter Transport Capacity. The front of the the important effect of this rounding rule
are “Organic Trucks” that belong to a counter represents a full-strength unit; on odds calculation. In this series, a 15 to
specific multi-unit formation. the back is the same unit but at reduced 6 attack rounds to 3:1.
3.3c Ports, Air Bases, and Hedgehogs strength.
of various sizes can begin the game in Example: Three units attack with modi-
place or be constructed. These cannot fied combat strengths of 2.5, 3.25, and
be moved. Ports can be damaged, which 3.6 Game Markers 4 (for a total strength of 9.75) against
reduces their capacity until repaired. Air the defender’s strength of 2. Combat odds
3.6a Supply Markers. These indicate
Bases can be reduced to a smaller size. would be figured as 4.875 to 1, which is
supply states such as Out of Supply,
Hedgehogs can be reduced in level by rounded to 5:1.
Low or Exhausted internal stocks, and
friendly (not enemy) action. References Fuel status.
to “air bases” in these rules generally
3.6b Mode Markers. These designate
include air strips and aircraft carriers
Reserve, Disorganized, Exploitation, and 4.3 Cumulative Effects
as well; references to “ports” include
Strat Mode. In all cases where a value is subject to
printed ports and converted LSTs.
3.6c Weather Markers. These show multiple modifiers, the effects are cumu-
Important Note: Ports and hedgehogs lative. For instance, quarter the strength
the current weather, flight, and ground
are often printed on the map. A non- of a combat unit halved for terrain and
conditions.
combat unit is considered to be in each halved for supply.
such hex. 3.6d Turn and Phase Markers. These
keep track of the game turn and phase.
3.6e Step Loss Markers. These show 4.4 Attack-Capable Units
3.4 Ships the losses to multi-step units. Combat units with printed Combat
Naval units—also called ships or by 3.6f Formation Markers. Use these Strengths are Attack-Capable, unless the
their specific type, such as ‘Cruiser’ or to represent a group of counters kept strength is parenthesized or the unit is in
‘Destroyer’—can represent one or many off-map. This reduces on-map counter Strat Mode or Reserve Mode. A printed
vessels, depending on type. Most naval density and can add to fog of war (13.7). Combat Strength of zero still makes a
units are marked with Barrage Strength, unit Attack-Capable (9.14a).
Range, Flak, and Protection Values. The
4.4a Attacking units (in both combat
front of most naval counters represents
and overrun) must be Attack-Capable.
the full-strength ship, while the back is
the same ship but at reduced strength 4.4b Attack-Capable units in Combat
due to damage. Landing Craft (18.4) are Mode and not currently marked Out of
different: they are presented as generic Supply have a Zone of Control (4.5).
“points” of capacity capable of delivering 4.4c Ground movement into a hex with
an enemy non-combat unit (a port, air

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Example: Movement in Zones of Control


In this diagram, the German units in Hex A are moving.
The panzer battalion is using Tracked MPs and the infantry
regiment is using Truck MPs. The stack will move along the
path shown with the dashed line.
The 44th Infantry Division either began the phase in the hex
shown, or has already ceased its move for the turn there. As a
result, all ZOC effects in its hex are negated, allowing both of
the moving units to pass through it without any movement
restrictions.
Because the motorized infantry is using Truck MPs, it must
stop when it enters the un-negated EZOC in Hex 1.
The panzer battalion, with its Tracked MPs, does not worry
about EZOCs. Its movement is neither slowed nor otherwise
affected by the enemy units adjacent to Hex 1 and 2. Therefore
it can continue moving to Hex 3 (and beyond).

base, supply dump, Transport Point, or can exit that hex using Truck MP, 4.5b Negating ZOC. Per 4.5a, some
hedgehog) requires an Attack-Capable and that movement using Leg or ZOC effects can be negated. An enemy
unit. This may result in destruction or Track MP is unaffected by ZOCs. ZOC in a hex is negated if that hex
capture, per 9.14. B) Supply Lines. <Negation> An contains a friendly combat unit at that
enemy ZOC blocks all kinds of moment and, further, the unit doing
Player Note: Attack-Capable units are no the negating will not spend MP later
longer required for movement into “empty” supply paths (e.g., draw, throw,
Extenders) traced with Truck MP in the current phase. (It is allowed to
enemy villages or cities. leave the hex via actions such as advance
in or out of a hex. Note an HQ
or Extender with Leg or Track after combat or Breakout, which do not
mobility is unaffected by ZOCs. require expenditure of MP.) The friendly
4.5 Zone of Control combat unit doing the negation need
C) Rail Transport - Literal. Units not have a ZOC itself. Note that when a
Attack-Capable units in Combat Mode using Rail Cap. unit starts the phase in an enemy ZOC,
have a Zone of Control (ZOC) unless
D) Rail Transport - Trace Supply. negation is not needed to exit that hex.
currently marked Out of Supply. Units
<Negation>
in other modes do not have a ZOC. Example: Aircraft refit can still be done
(Exception: Exploitation Mode, 5.9c.) E) Rail Conversion operations. even if a Combat Mode enemy unit is
A unit’s ZOC limits enemy actions in F) Port Operations - Trace Supply. adjacent to the base, provided a friendly
the six hexes adjacent to the unit. This <Negation> combat unit (of any mode) is in the hex.
is true regardless of the terrain in those
Specific Game Note: In either edition 4.5c ZOCs and Retreats. See 9.12e.
hexes or the hexsides between them.
of DAK, units do not negate EZOCs for
4.5a The following actions cannot be Port Operations (F). Design Note: The lack of ZOC effects
taken in an enemy ZOC. An action on Leg and Track movement can cause
marked <Negation>, however, is allowed G) Port Operations-Literal, Using anomalous events until a player masters the
if the ZOC has been negated (4.5b); Sea Cap. implications of this feature. Players need to
negation is not possible for the others. think carefully about unit placement, both
H) Aircraft Refit. <Negation>
along the front lines and in the rear area!
A) Truck Movement. <Negation>
I) Reserve Mode. Units cannot enter
A unit with Truck MP (mobility
Reserve Mode in an enemy ZOC
types are explained in 3.1a) that
(5.7c). Once in Reserve Mode,
enters an enemy ZOC must either
they can enter/exit ZOC normally.
end its movement or else conduct
an overrun. One overrun might J) Strat Mode. Units cannot change
lead to another, thus allowing the to Strat Mode in an enemy ZOC
unit to continue through more (5.8a), nor can they ever enter a
than one ZOC. Note that units ZOC while in Strat Mode.
starting a phase in an enemy ZOC K) Repl Rebuilds.

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OCS Series Rules v4.3

unit is not allowed to move by rail to A) Mode and Out of Supply markers
4.6 Regimental Equivalents an airbase, and then immediately use air should always be placed on top of
The concept of Regimental Equivalents transport. Furthermore, ground units all such units in the hex. Except
(RE) is used to figure the size of a unit cannot spend any movement points in where another such marker comes
(important for things like stacking and the phase they make Air Drops (14.10) between them, the markers imply
transport). Only ground combat units or Beach Assaults (18.6), or when they that all units beneath them in the
have RE sizes, as only they need them. move by Shipping (19.0f ). Sometimes, stack are in that mode (or Out of
• Multi-step units have their RE size however, half MA can be spent by units Supply). Some units can never be
shown on the counter. being transported: in a certain mode or status, and
• before when using rail cap (13.3c). those units simply ignore any such
• Battalions are 1/2 RE. marker above them in the stack.
• Repl units and company-sized units • before and/or after when using Air For example, SP and Inactive air
are 1/4 RE. Transport (14.9d). units under a DG marker are not
• All other sizes count as 1 RE. (There • after an ALT landing (18.5h) that in Disorganized Mode.
may be game-specific exceptions.) requires a roll (but never in cases B) Put Low, Exhausted, or Step Loss
where no ALT roll is made). markers beneath each and every
A multi-step unit’s RE size is reduced by
one for each step loss (9.11). All other affected unit.
combat units are 1 step for loss purposes, C) If a unit with a ZOC is in a hex,
4.8 Stacking
regardless of RE size. (Some games have it should be the top combat unit
exceptions to this rule.) Stacking is having more than one unit (to make ZOCs obvious).
in a hex. The maximum number of
Design Note: The RE concept has its roots D) An HQ can be the top combat
combat units allowed to stack in a
in the GDW Europa games. unit in the hex when no enemy
hex is 10 RE. Any number of SP or
ground units are adjacent (to help
Transport Points can stack together in a
the owning player see his logistical
hex, but never more than one port, one
net). The enemy player must be
4.7 Transportation Equivalents air base, and one hedgehog. Stacking in
told if the hex has a ZOC.
Off-Map Holding Boxes is unlimited.
Combat units, Transport Points, and Air and naval stacking is described in E) Active planes are put on top of any
SP can be transported by rail (13.3), 14.2a and 18.1b. There is no movement ground units, but on request the
air (14.9), Landing Craft (18.4), and cost for stacking or unstacking. enemy player can also see the top
abstract shipping (19.0f). A Transport combat unit and any hedgehog. If
Point (13.2) can only carry SP. Usually only one side’s units can be
an Active fighter is in the stack, it
in a given hex, but on rare occasions
4.7a RE and SP are interchangeable should be the top air unit (to make
friendly and enemy units are allowed
transportation equivalents. One point Patrol Zones obvious).
to stack together (see 4.8c). Nationality
of rail capacity can move either 1 SP or differences among friendly units has no F) If a hedgehog is present, it should
1 RE (or a combination, such as 2T of effect on stacking (unless game-specific be the top ground unit (to make
supply and 1/2 RE of units). rules contain restrictions). Hogs obvious). Again, the enemy
4.7b If a unit’s printed MA in Move player can see the top combat unit
4.8a Overstacking is having more than
Mode is from 1 to 6 Leg MP, inclusive, on request.
10 RE of combat units in a given hex at
its transportation equivalent is halved. the end of any segment or phase. There 4.8c Enemy Stacks. Friendly units can
For all other units, the transportation is one exception: stacking is not enforced move or retreat into hexes with enemy
cost is the same as the RE size. in the Reinforcement Phase (see 13.6). units in the following cases only. There
4.7c Transport Points can load (and The owning player is required to reduce is no extra MP cost. If an unlisted type
carry) a number of SP equal to their any overstacked hexes by eliminating the of enemy unit is in the hex, friendly
point value. Transport Points can be units of his choice. units cannot enter.
carried by landing craft, rail, or shipping Units can temporarily overstack during A) Attack-Capable units can enter
(but not by air). Count only the size movement except when conducting an hexes with enemy ships, planes,
of the Transport Points when figuring overrun, when the overrunning units and non-combat units. Resolve
the transportation equivalent—whether and any other friendly units in the hex the Specialized Combat per 9.14.
loaded with SP or not, it always takes cannot exceed the 10 RE limit.
1 point of capacity to ship 1 Transport B) Ships can enter hexes with enemy
Point. 4.8b Order of Stacking. The player can non-combat units and air units.
to a certain degree arrange his stacks in (They coexist.)
4.7d Movement and Transport. A unit any order that makes sense to him, but
cannot be moved by more than one type C) Planes conducting a mission can
there are some requirements related to enter hexes containing all kinds of
of transport in a phase—for instance, a fog of war and ease of play. enemy units.

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D) Rail transport and supply paths Reserve Mode units can be “released”
can be traced through enemy non-
5.2 General Mode Restrictions during the Reaction and Exploitation
combat units, planes, and ships A unit affected by mode can only be Phases (see 5.7b). No other voluntary
(but cargo cannot detrain in these in one mode at any given time. mode changes are allowed outside of
hexes). Ground units without a mode marker the Movement Phase.
Reminder: Non-combat units are SP, are in either Combat or Move Mode, Mode change does not cost MP.
Transport Points, hedgehogs, air bases, depending on the side of the counter
Involuntary modes are not chosen, they
and ports. See 3.3. showing. Markers are placed on top of
just “happen” as a result of combat,
a unit to show the other four modes:
retreat, and barrage. The involuntary
Reserve, Strat, Disorganized (DG), and
mode replaces the existing mode. An
4.9 Fog of War Exploitation. When a mode marker is
involuntary mode marker can only be
removed, a unit returns to Combat or
4.9a A player can never look through removed during the player’s Clean Up
Move Mode (depending on its existing
an enemy stack. However, the enemy Phase. Note that during the Movement
orientation).
player may always see the hedgehog, Phase a unit in DG Mode can change
top Combat Mode Attack-Capable Units will move and fight according to its orientation between the Combat and
unit (or top combat unit if none have the values on the side of the counter Move sides of the counter.
a ZOC), and top Active plane in any that is showing (either Move Mode or
5.4a Marker Limits. The game-specific
hex. While the player will know if the Combat Mode). Some modes modify
rules place strict limits on the number of
top unit is Strat Mode, DG, or Out of these values. A unit with a mode marker
Reserve markers available to each side.
Supply, he is not entitled to know about uses the base values of Combat or Move
To conserve these valuable markers, a
internal stocks status or steps lost. Mode (it is said to be “oriented toward”
player can show the entire portion of a
the mode whose side is showing), but
4.9b During combat (both regular and stack that is in Reserve Mode with one
is only in the mode indicated by the
overrun), both players must reveal their marker (4.8b), and the marker need not
marker. This means, for example, that
Action Rating, AT Effects (9.4e), and be placed until after units have finished
a unit in DG Mode could never move
total Combat Strength. Neither side moving their 25%. There are no limits
by rail, which requires Move Mode,
is required to show actual units (other on using the other mode markers, but
regardless of its counter orientation.
than per 4.9a). players should still conserve markers to
Units of differing modes can stack, and keep stacks manageable. (They should
4.9c During a barrage, the barraging
one unit’s mode has no effect on the not attempt to deceive their opponent
player should reveal his total Barrage
mode of other units in the stack. by piling in extra, unneeded markers!)
Strength, and be informed of all relevant
table shifts or Flak Points. Design Note: The implications of these
4.9d During Air Combat, both players various modes with respect to the turn
5.5 Combat Mode
should reveal all aircraft present and sequence and each other will be apparent
which are involved in each round. only after repeated play. Suffice it to say Combat Mode is the side of
they are many and subtle. Good players the counter with the greater
4.9e Players normally make die rolls strength and lesser movement
will orchestrate the differences between
in the open, after stating their purpose values. These units anticipate
these modes to their advantage.
(such as “this is my Variable Repl roll”). contact with the enemy.
If players agree, they can make certain
rolls in secret to increase the fog of war. 5.5a Combat Mode units are unable
5.3 Voluntary vs. Involuntary to use rail, air, and shipping transport.
(Exception: Rail Repair units, 13.3g.)
Voluntary Modes are Combat, Move,
Strat, and Reserve. Involuntary Modes 5.5b Units must be in Combat Mode
are DG and Exploitation. to convert railroad gauge (13.3f) and
5.0 Modes perform Engineering functions (13.8a).
5.5c Repl units and Transport Points
5.1 Units Affected by Mode 5.4 Mode Change cannot enter Combat Mode.
Ground units use the modes described Units in Combat, Move, Reserve, and 5.5d Units must be in Combat or Move
in this section. Not all ground units can Strat Mode can change to a different Mode when landing via the Amphibious
use all six modes; SP, ports, air bases, air voluntary mode in the Movement Phase. Landing Table (see 18.5c).
units, and hedgehogs do not use any This is done as each individual unit or
modes at all. 5.5e A unit must be in Combat Mode
stack begins to move. For example, a
to exert a ZOC per 4.5. (Exception:
Ships make limited use of Disorganized unit in Combat Mode could be changed
Exploitation Mode, 5.9c.)
Mode (18.1d). to Reserve Mode (with either the Move
or Combat side up).

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OCS Series Rules v4.3

during the regular Movement Phase. with other released Reserves or


5.6 Move Mode They can also move when “released” Exploitation Mode units in the
Move Mode is the side of the per 5.7b. subsequent Combat Segment, and
counter with lesser strength can overrun.
and greater movement. These Play Note: The 25% movement allowed
for Reserves during the Movement Phase B) Reaction Phase. Released reserves
units sacrifice some combat
can be useful for shifting units in bad move with half their MA, but have
capability to enhance speed.
terrain (per 6.1c they can ‘always move full combat values in overruns.
5.6a Move Mode is required for rail, air, Regular combat is not allowed in
one hex’) such as in Mountains or Jungle,
and shipping transport. (Exception: Rail the Reaction Phase, but released
and also to squeeze an additional 25%
Repair units, 13.3g.) artillery can barrage in the Barrage
movement out of key units.
5.6b Repl units and Transport Points Segment.
have no Combat Mode side to their 5.7a Orientation. A unit that enters 5.7c Enemy ZOC. A unit cannot switch
counters, so they are always oriented Reserve Mode can be flipped to have into Reserve Mode when in an enemy
toward Move Mode. either side of its counter facing up. This ZOC. Units already in Reserve Mode
orientation (toward Combat Mode or can enter/exit ZOC normally.
5.6c Units must be in Move or Combat
Move Mode) cannot be changed until
Mode when landing via the Amphibious 5.7d Enemy Contact. Remove Reserve
the player’s next Movement Phase.
Landing Table (see 18.5c). markers from stacks that receive any
5.7b Releasing Reserves. Reserve Mode kind of result (even an ignored Do1)
units that are “released” by a player can when defending in overrun or regular
5.7 Reserve Mode be used during his Reaction Phase or combat. The units are now in Combat
Exploitation Phase. To release a unit, or Move Mode, as determined by their
Units in Reserve Mode can
simply remove the Reserve marker: the orientation (5.7a).
react quickly to events. Mark
unit is now in Combat or Move Mode,
them with a Reserve marker. 5.7e Reserve Mode units cannot use
depending on its orientation (5.7a). A
Reserve Mode units cannot rail, air, and shipping transport.
player can release a unit and have it
attack, overrun, or barrage until released.
move and overrun before deciding to 5.7f Transport Points are not allowed
The pool of Reserve Mode markers is
release other Reserves. to enter Reserve Mode. (Exception:
limited, per 5.4a.
A) Exploitation Phase. The released Organic Trucks can do so.)
Units attacked while in Reserve Mode
reserves have their full movement, 5.7g No unit in Reserve Mode can be
defend at half Combat Strength. Units
barrage, and combat capabilities. stacked with a hedgehog at the end of
in Reserve Mode can move 1/4 MA
They are able to attack or barrage any Movement Segment.

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The Gamers, Inc.

5.9a Restrictions on gaining an Exploit C) They are unable to overrun or earn


5.8 Strat Mode marker are found in 9.13b. Exploitation Mode.
Strat Mode units don’t expect
5.9b Exploit markers have numbers to 5.10c Transport Points are exempt from
any contact with the enemy.
remind players of the minimum Action DG results and are never in that mode.
Mark this mode with a Strat
Rating (2, 3, or 4) needed for a unit (An Organic Truck in Reserve Mode
marker. Units in Strat Mode
in the stack to take advantage of the does, however, lose its mode marker
must be oriented to their Move Mode
involuntary mode change. when the hex receives a DG result.)
sides.
5.9c Units retain any ZOC they had 5.10d DG Mode units cannot use rail,
The advantage of Strat Mode is that
before gaining the Exploit marker. air, and shipping transport.
units move using twice their MA. The
mode does not confine them to road 5.10e Engineering and Rebuilding.
movement—they may freely leave the Rail Repair units (13.3g) and Engineer-
road net.
5.10 Disorganized Mode (DG) Capable units (13.8a) are still able to
This involuntary mode is an perform their special functions when
Strat Mode has several disadvantages: a
unit cannot attack, overrun, or barrage,
and its Combat Strength and Action
DG adverse result of a combat,
retreat, or barrage. Mark this
DG, assuming they are oriented toward
Combat Mode. This also applies to the
mode with a DG marker and road-building and bridging units found
Rating are both reduced to ZERO.
keep the existing unit orientation toward in some games, and to HQs rebuilding
5.8a Enemy ZOC. Units cannot enter Move or Combat. Remove any other units (13.5a), but not to non-engineer
Strat Mode when in an enemy ZOC. mode markers from the stack. units building hedgehogs.
Units in Strat Mode cannot move or
Remove DG markers from phasing units
retreat into an enemy ZOC. If forced to
during the Clean Up Phase. The units
do so (in a retreat), they are eliminated.
are now in Combat or Move Mode,
(If an enemy unit moves next to them,
depending on their existing orientation.
nothing special occurs.) 6.0 Ground Movement
5.10a Entering DG Mode. Combat
5.8b Supply. Units in Strat Mode can
units enter DG Mode when any of the A player can move as many (or as few)
never “eat off the map” and must end
following happens: of his ground units as he likes during the
their movement in hexes where trace
supply is currently possible. An HQ in A) They suffer a DG result in barrage Movement Segment of his Movement
Strat Mode cannot throw supplies. or combat. Phase. Subject to mode restrictions, a
player can also move them during the
5.8c Transport Points cannot enter Strat B) They retreat two or more hexes Movement Segments of his Reaction
Mode. (apply a DG result the instant the and Exploitation Phases. A unit can
unit retreats into its second hex). move as many hexes as desired, subject
5.8d Strat Mode units cannot use rail,
air, and shipping transport. C) They retreat into an enemy ZOC. to MA, mode, fuel requirements, and
If units that are already in DG terrain.
Mode retreat into an enemy ZOC,
5.9 Exploitation Mode inflict one step loss on those units.
This is an involuntary mode
The owning player decides which 6.1 How to Move Ground Units
unit takes the loss. Move units individually or in stacks.
awarded to attacking units
that achieve great success on At the moment any of the DG triggers Movement must follow a contiguous
the Combat Table. Mark the occurs, all combat units in the hex— path of hexes. A unit can move in any
mode with an Exploit marker (keep the even those not otherwise involved in a direction or series of directions. Finish
existing orientation toward Move or retreat—change to DG Mode. Note a movement of one unit (or stack) before
Combat). Exploitation Mode units (and unit that is already DG suffers no further moving another. Regular combat does
Released Reserves) can move and fight effect, except as noted in “C” above. not occur during movement, but units
during the Exploitation Phase (11.0). can make overruns (a combined form of
5.10b Effects of DG. DG Mode units
movement and combat) while moving.
Exploitation Mode units move using suffer the following effects:
half their MA. Combat and Barrage 6.1a Movement Points (MP). Each
A) They halve their combat, barrage,
Ratings are normal. unit expends MP for each hex entered
and movement values.
and hexside crossed according to the
Remove all Exploit markers during the B) They subtract 1 from their Action Terrain Effects on Movement Chart.
Clean Up Phase. The units are now in Ratings. (Exception: the original/ Keep a running MP total as each unit/
Combat or Move Mode, depending on unmodified Action Rating is used stack moves.
their existing orientation. on the Attrition Table.)
6.1b Movement Allowance (MA). A
unit’s MA is how many MP it can spend

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OCS Series Rules v4.3

in a single phase. Modes can modify a 6.1g Players cannot move units part of any of them—roads and railroads are
unit’s MA. Some units (including SP, their MA, move some others or conduct considered to be linked in a common
ports, air bases, and hedgehogs) have no an air mission, and then return to finish hex even if it is not literally shown as
MA and thus cannot move or retreat. the movement of the earlier (unfinished) such on the map.
6.1c If eligible to move in a phase, a units. Once a unit begins to move, it 6.2b Add the cost of hexside features—
unit without enough MP can always must continue until it is finished. Note these have additive costs (such as ‘+3’)
move a minimum of one hex. Units can the minor exception for Transport Points on the Terrain Chart—crossed to that
never use this rule to overrun, violate in 13.2a. of the hex entered. (Exception: units
restrictions imposed by their mode, or 6.1h The MA of units in certain modes moving along a road ignore hexside
move into or through prohibited terrain. can be doubled, halved, or quartered features.) Note that Bridging (13.8b)
Only units with an MA greater than zero (see 5.7, 5.8, and 5.10). Never round a can be used to reduce the cost of rivers.
can do this. reduced MA (retain the fraction). 6.2c Ground units cannot enter or cross
6.1d A unit can move from hex A to prohibited hexes and hexsides (unless
hex B only if it could also move from using a bridge or road). Destroy units
hex B to hex A. For example, a unit 6.2 Terrain Effects forced to do so. See also 6.1d.
prohibited from entering mountains Per the Terrain Effects on Movement √ 6.2d Multiple Terrain Types. Some
could not move from a mountain hex to Chart, each hex and hexside feature costs hexes contain more than one type of
a clear hex through a non-road hexside. a specific number of MP. To enter a terrain. Use the terrain in the hex which
Note the possible impact on overruns, hex, a moving unit must pay the full is most costly for movement (unless
which cannot make use of roads (8.1c). required cost. (Exception: minimum following a road, per 6.2a). The amount
6.1e The MA of units in a stack are moves, 6.1c.) The hex or hexside MP of symbol in the hex does not matter (so
independent of each other, as are the cost will vary depending on the mobility even a little nub of mountain makes it a
expenditures of stacked units of different type (3.1a) of the unit: Leg, Tracked, mountain hex). Exception: Ignore city
mobility classes. A player cannot transfer or Truck. and village nubs.
MP (even if unused) from unit to unit, In all cases below, the word “road” Water terrain has a few exceptions:
or save them for later use. encompasses every kind of road-like
feature (tracks, railroads, and roads • A moving unit ignores water terrain
6.1f A stack can begin moving together along a shoreline if there is any land
and then split up by dropping units off of various quality):
terrain on the hexside crossed.
as it moves. Once dropped off, a unit 6.2a Roads can be used if moving units
cannot move further, even if some of are following a continuous road path. • A moving unit uses the cheapest
its MA remains unused. A unit then pays the road movement water terrain along a hexside being
cost and ignores other features in the crossed, such as when a hexside is
Player Note: Do not start moving as a hexes or hexsides crossed. There is no part lake and part river.
stack if you want the separate units to split requirement for the roads to intersect • Rivers are intended to fully cover
off and move elsewhere! within a hex in order to leave it via hexsides, so ignore nubs.

Example: Laying a Carpet


This example is mildly different from the earlier
“Movement in Zones of Control” example. Here we
have a trio of truck-borne infantry regiments wiggling
through a tiny slot in the enemy line.
When the moving Group A reaches Hex 1, it must
drop off one of the infantry regiments to ‘carpet’ —
which is OCS slang for negating an EZOC — that
hex.
The remaining two units can continue movement
into Hex 2, where another infantry regiment must
be dropped off to carpet that EZOC.
The last of the infantry regiments can continue to
Hex 3 and beyond. It will need to stop if it runs
into another EZOC, but has a dozen MP remaining
and let’s only hope its reach doesn’t exceed its grasp!

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Resolve overruns like any other combat 8.1e No unit, regardless of the combat
6.3 Restrictions on Movement (follow the sequence in 9.2). Note the result, ever gains an Exploitation marker
6.3a Only the designated player can increased chance for Surprise (9.8) in (9.13b) when making an overrun.
move his ground units during a given overruns. If the attacker does not retreat 8.1f Should the attacking units choose
phase. For instance, only the non- and has sufficient MP remaining after to take one or more of their options as
phasing player’s units can move during an overrun (regardless of whether the retreats from an overrun, they end their
the Reaction Phase. defender retreats or is destroyed), he movement for the phase. The attackers
6.3b Enemy Contact. Unless negated, can continue to move and can make can continue movement if they do not
an enemy ZOC stops movement of a further overruns against the same or retreat.
Truck MP unit (see 4.5a). Units can other targets. If the defender retreats or
is destroyed, all of the attacking units 8.1g Only units conducting the overrun
sometimes move into hexes containing
must enter the hex (at no additional can move in an overrunning stack.
enemy units (see 4.8c).
movement cost). 8.1h Other friendly units can be in the
hex from which an overrun is made.
These units affect stacking limits in that
8.1 Overrun Restrictions hex (4.8a), but are not involved in the
7.0 Reaction Phase Only Attack-Capable units that started overrun. The overrun’s combat result
the phase stacked together can overrun. has no effect on these units whatsoever
The Reaction Phase is a chance for the They must be in Combat, Move, or (regardless of what it is).
non-phasing player to disrupt enemy Exploitation Mode. Units can overrun
plans with movement, overruns, and as many times as their MA allows. There
barrages. (There is no Combat Segment.) is no limit on the number of times a
7.0a The only ground units that can be given defender can be overrun during
used in this phase are the non-phasing a single Movement Segment. Resolve 9.0 Ground Combat
player’s released Reserve Mode (5.7b) each overrun separately.
Ground combat is conducted in the
units. (Exception: Ground units can 8.1a Moving units spend 3 MP for each Combat Segments of the Combat Phase
use Air Transport, per 14.9d.) He can overrun. If the combat result allows the and Exploitation Phase. Overruns also
release as many or as few reserves as he attacker to occupy the defender’s hex, use the ground combat procedure, but
wants—see 5.7b for complete details. there is no additional MP cost to do so. with some differences as outlined in
Released artillery can conduct barrages Units with fewer than 3 MP remaining section 8.0. To engage in combat, the
in the phase’s Barrage Segment. cannot overrun. attacking units must be adjacent to the
7.0b Handle barrages and overruns in hex being attacked. There are some other
the Reaction Phase normally. Example: A unit does two overrun attacks important considerations:
against a hex that would cost 1 MP to
7.0c The non-phasing player’s ships and enter. It is successful the second time, and • Units that are not Attack-Capable
Active aircraft are all eligible to be used advances into the defender’s hex with 6 (4.4) can never attack.
in this phase. MP expended. • HQ (13.1c) and artillery (13.4b)
are combat units that do not have a
8.1b Overruns are only allowed if the printed Combat Strength.
MP cost to enter the hex (the combined
hex, hexside, and Trainbusting costs) • Artillery, ships, and planes do not
8.0 Overrun would be 3 MP or less. A terrain that attack enemy ground units using
lists a cost of “All” cannot be overrun. regular combat. They “attack” using
Overrun is a form of combat that occurs Barrage (10.0).
during the various Movement Segments. 8.1c Units cannot use features such as
roads or bridges to bring the hex’s MP • Hexes that do not contain enemy
Only use these procedures against hexes
cost down, to negate prohibited terrain, combat units cannot be attacked.
with enemy combat units—refer to 9.14
or to meet the restriction of 6.1d. Such hexes are dealt with by using
when moving into hexes containing only
Specialized Combats (9.14).
non-combat units, ships, and/or planes. 8.1d Each overrun is made against a
single adjacent enemy hex. A given hex • Supply dumps, Transport Points,
Procedure:
can be overrun several times in a single air bases, planes, ships, and ports do
Move the attacking stack adjacent to phase. The same moving stack can make not take part in regular combat at
the target hex and declare the overrun. several overruns (against the same or all—they do not add any strength,
Overruns are made from the adjacent different hexes). cannot absorb any loss, and (except
hex; the attackers do not actually enter for Organic Trucks) cannot retreat.
the defender’s hex unless the defender Whenever enemy Attack-Capable
vacates it.

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OCS Series Rules v4.3

units enter a hex with these units, a in one combined combat. Except for
Specialized Combat (9.14) occurs. stacking (4.8a), there is no limit on the
9.2 Sequence Summary
number of units that can engage in an 1) The attacker selects the attacking
Procedure: attack from a single hex. There are some and defending hexes.
The attacker announces the attacking important differences between regular 2) Both players expend the required
hex(es) and the defending hex. Before combats and overruns (in addition to SP (see Supply Tables). Note if the
determining any odds or modifiers, both things covered in 8.0): defender cannot spend supply, or
sides must put their involved combat • In a Combat Segment, a given unit chooses not to do so, he defends
units into combat supply by expending may attack only once and a given at half strength.
SP according to the Supply Table or by hex can only be attacked once. A 3) Announce Action Rating values,
expending internal stocks. The attacker hex can be attacked from as many attacker first then the defender.
does this first and if he cannot do so, adjacent hexes as the attacking player
the attack is cancelled and the defender wants. 4) The defender announces terrain
does not need to expend any supply. If choices (9.3b) and players then
the defender does not expend supply (or • In a Movement Segment, a given determine the initial odds.
has none), the attack continues, but the unit may perform multiple overruns
and there is no limit on how many 5) Using each side’s Action Rating
defender fights at half Combat Strength. unit, determine the DRM (9.6).
Each side selects a unit whose Action times a given hex can be attacked via
Rating (AR) will “lead” the combat. overrun. Only the currently moving 6) Roll two dice to determine any
Subtract the defender’s AR from the stack can overrun, so overruns must Surprise. Modify the odds column
attacker’s AR and use this difference as come from a single adjacent hex. per 9.8.
a Dice Roll Modifier (DRM) affecting 9.1d Attack all combat units in a hex as 7) Roll two dice and use the DRM
both Surprise determination and the a single, combined defending strength. in 9.6 to determine the result.
combat roll. Roll two dice for Surprise The defender can never withhold units 8) Execute combat results—attacker
to check for possible “surprise shifts” to in a hex from combat. first, then the defender—starting
the Combat Table. Determine the base 9.1e Units can be restricted in their with the unit of each side used
Combat Table odds by comparing the ability to attack by mode (units in Strat to determine the Action Rating
Combat Strengths for each side (making Mode and unreleased reserves cannot DRM (9.11c).
all adjustments for mode, terrain, and attack), supply status (requisite SP or
supply) as a ratio of Attacker:Defender 9) If the defender’s hex is now vacant
internal stocks not available), terrain and the attacker has not retreated
(rounding fractions per the rounding (see 9.1f), and unit type (parenthesized
rule). On the Combat Table, locate the as part of an option result, the
Combat Strengths can only defend). attacker can advance after combat
correct odds column on the appropriate Fuel is not needed to attack or defend.
terrain category row. If either player into the defender’s hex.
has Surprise, adjust the table column 9.1f A unit can never attack a hex that
the movement rules (see especially 6.1d Design Note: While learning the system,
accordingly. Roll two dice, modifying
and 6.2c) prohibit it from entering. This use this summary for each combat and
the roll by the DRM for Action Rating
applies even if the TEC seems to indicate follow the steps rigorously in order. Even
and any Hedgehog the defender might
otherwise. Note also that if a hex can be after the system is well known, it is a good
have. Cross-index the modified roll with
entered in movement, but only by using idea to use this as a check list to keep things
the odds column to find the combat
a road, a regular combat is allowed, but straight. The order of the steps is important!
result. Apply that result, starting with
the unit of each side whose AR was used not an overrun (8.1c).
to determine Surprise. 9.1g Resolve attacks that begin past,
or are shifted past, odds shown on the 9.3 Terrain and Combat Table
table using the last available column. The Combat Table divides terrain into
9.1 Restrictions on Combat Also, attacks with odds which begin off four general terrain categories: Open,
9.1a Only the phasing player’s units can the table have column shifts measured Close, Very Close, and Extremely Close.
attack in a Combat Segment, and only from the last available column. These categories define the row to be
the moving player’s units can overrun indexed with the odds column. Always
Example: A player makes a 1:12 attack use the defender’s hex (or hexsides) to
in a Movement Segment.
(shame on him). The starting column is the determine the terrain category.
9.1b Attacking is always voluntary, and furthest left, or 1:5. Fortunately, Surprise is
just part of a stack can be used if the obtained and a column shift of 6 is rolled. 9.3a Units must be able to move into a
player wants. The player shifts six columns from the 1:5 hex being attacked. See 9.1f.
9.1c No unit can divide its strength column to 3:1. Important Note: The Terrain Effects on
to attack more than one hex, nor can Combat Chart will usually mark with
multiple defending hexes be attacked an asterisk a situation where combat

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© 2018 All Rights Reserved.
The Gamers, Inc.

might not be possible if hexes are not (seeing armor in each), so he selects the city
connected by a road. But 9.1f always hex as the terrain for two of the attacking
9.5 Supply and Combat
applies, whether or not an asterisk is—or hexes. The remaining attacking hex has Both combat supply and trace supply
is not—on the chart. infantry showing, so the defender selects are needed to fight at full effectiveness.
the river instead. That done, the defending Being marked Out of Supply affects unit
9.3b Multiple Terrain Types. Some
player selects city for his defense (Very Close strength independently of the combat
hexes include more than one terrain
in this case). The terrain in the attacking supply concerns, and all such reductions
symbol (such as woods and mountains).
hexes does not matter. (if any) are cumulative.
The defender gets to choose which one
of these terrain types affects the combat A) Units cannot attack at all without
9.4d If a Terrain Effect is in brackets
(per 9.4b and 9.4c). The amount of combat supply.
([x2], etc.), that modifier only applies
the terrain symbol in the hex does not to attacking units. On defense, all such B) Units without combat supply can
matter except in the case of cities and bracketed modifiers are read as x1. defend at half strength. A player
villages (where spillover is ignored). can choose to withhold combat
9.4e Anti-Tank (AT) Effects. A “x2”
9.3c The effects of terrain on attacking supply (internal or otherwise) if
Terrain Effect for attacking
and defending units, and the terrain’s he so desires.
Armor or Mech is sometimes
Combat Table category, are found on reduced to “x1.5”. Do this C) Internal stocks can only be used
each game’s Terrain Effects Chart. when the defender’s hex has when regular supply is physically
the same or a higher level of AT Effects. unavailable. (Exception: The SP
loaded on an Organic Truck is
9.4 Terrain and Unit Strength • Heavy AT Effects are given to all
exempt from this requirement.)
Yellow-coded units, Red-coded units
Combat units are divided into three with Tank symbols (such as a Soviet Design Note: This rule prevents players
classes (3.2a): Armor, Mech, and Other. Tank Brigade), units with an Anti- from relying on internal stocks (instead
The combat strength of units in each Tank or Anti-Aircraft symbol, and of using SP) in situations where a unit
class is sometimes modified by terrain. hedgehogs. involved is pretty likely to die anyway.
For instance, attacking Armor is usually
• Light AT Effects are given to all That would allow far too much micro-
x2 in Open.
Red-coded units which do not have management—in effect getting a “free”
9.4a Apply Terrain Effects to every unit a Tank symbol (such as recon units combat. Allowing a unit to defend without
independently. (Some might be halved, and panzergrenadiers). supply is a safety valve for tight situations
some quartered, etc.) where the defending player might otherwise
• No AT Effects are given to all other
9.4b The defending player gets to choose be the target of “supply soak-off” attacks.
unit types.
the one terrain that will modify each
Consider AT reductions to the attack 9.5a When marked Out of Supply, a
attacking stack: either a type in the
multiplier on an individual unit basis. unit with combat supply can still attack
defender’s hex (such as mountain or
and defend, but does so at half strength.
woods), or along the hexside (such as
Design Note: These Anti-Tank Effects The same unit with no combat supply
river or wadi) the attack crosses. This is
show the reduction in the offensive power cannot attack at all and defends at 1/4
a separate decision for each attacking
of mechanized units when confronted by strength. (Modifications are in addition
stack. Remember: only the hex or the
defenses prepared for their threat. As a side to possible Mode modifications.)
hexside can be chosen; these modifiers
benefit, they bring out the “hard-yet-soft”
are not cumulative. 9.5b Combat Supply (see 12.4) is paid
character of most Red-Mech units. Note
at the instant of combat using either SP
9.4c The defending player also gets to the Red-Mech units with a tank symbol
or internal stocks (12.10).
choose the one terrain that will modify (and only that exact symbol) are a special
the defending stack. This choice is not case because they have inherent infantry Example: A player attacks with three
restricted by the selection(s) made in strength as well as tanks. units (each 1 RE) against a lone defender
9.4b. Only hex terrain (not hexside) can (1/2 RE). To be considered in combat
be chosen. This choice also determines Example: An attack has some Panzers supply, the attacker must expend 3T and
the terrain category line to be used on (Heavy AT) and some Panzergrenadiers the defender must expend 1T. In this case,
the Combat Table. (Light AT). Normally, these units would the attacker cannot expend the 3T—he
all be x2 when attacking an open terrain has only 1T. He must reduce the attack to
Example: A city hex is attacked from three
hex. If a defending unit provides Light AT one unit, use some internal stocks, or not
adjacent hexes. Each of the three attacking
Effects (but none provide Heavy AT), the attack at all. He cuts down the attacking
hexes are across minor river hexsides. Two
attacking Panzers would still be x2 but force to one unit. The defender is unable to
of the attacking hexes are open terrain,
the attacking Panzergrenadiers would be obtain combat supply and has no internal
the last is a swamp. The defending player
x1.5. If the defending hex had Heavy AT stocks remaining. So his Combat Strength
believes his city hex will hurt some of the
Effects, the attackers would all be x1.5. is halved in the resulting battle.
attacking hexes more than the minor river

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OCS Series Rules v4.3

rolls his dice giving a 7 (modified by +5


9.6 Action Rating Modifier 9.8 Surprise giving a 12), and the combat result is
Action Ratings affect combat as Dice After players have identified their Action Ae3, DL2o2DG. Without the column
Roll Modifiers (DRMs). Each player Rating units and have determined the shift, the same battle would have resulted
selects a unit that will determine his combat odds, check for Surprise. Roll in an Ae4, DL1o2.
side’s Action Rating (AR) in the combat, two dice and add the DRM determined
For the sake of argument, reverse the above
with the attacker announcing his choice in 9.6. Subtract one from that roll if
(the 0 attacking the 5 in an overrun). By
first. Only one unit is chosen per side, the defender has any level of hedgehog.
the way, this is not recommended! The
and the unit must actively participate Check the modified roll on the Surprise
Surprise roll is 10 modified by -5 for the
in the combat. Calculate the DRM as Table to determine which player (if any)
Action Ratings involved, giving a 5. That
follows: Attacker’s AR minus Defender’s gets Surprise. If Surprise occurs, roll
gives defender Surprise in an overrun.
AR = DRM (this number can be positive one die and shift the final odds column
A six is rolled for the number of column
or negative). This DRM is used when on the Combat Table that number of
shifts. Shift left six columns from the 4:1
determining Surprise (9.8) and during columns. These shifts are to the right for
in the open column to the 1:4 column. A
Combat Resolution (9.9). attacker Surprise and left for defender
combat roll of 7, modified to a 2 by the
Important Note: Each side’s first step Surprise. If no Surprise occurs, make
Action Rating differential gives a combat
lost, if any, in a combat result must be no shift.
result of AL2. Without Surprise, the result
taken from their Action Rating unit. Note the type of attack (overrun or would have been AL1o1, Do1.
This does not apply to losses taken in regular) determines the Surprise Roll
barrages or retreats. In those cases, the needed for each side (per tables).
owning player can take the loss from
any of the involved units. See 9.11c for Play Hint: Roll three dice at once—the 9.9 Combat Resolution
more detail. two “Surprise” dice and an off-colored After determining odds, Surprise, and
“shift” die—to speed play. any column shifts, roll two dice. Add the
9.6a Mode Considerations. Mode can
Action Rating DRM (9.6) and subtract
reduce Action Ratings.
Design Note: Surprise mechanics and the full value of any hedgehog in the
• DG Mode reduces a unit’s Action effects have been the subject of some debate defender’s hex. Cross index the modi-
Rating by 1. over the years. Some go into a state of fied dice roll with the final odds column
• Strat Mode reduces a unit’s Action shock at the thought that their odds might to find the result. Execute the result
Rating to ZERO. shift six full columns (infrequent, but it according to cases 9.10 to 9.13 below.
can and does happen). It is instructive to
Important Note: Hedgehogs have a
look at the “massive” changes involved in
Surprise DRM that is different from
9.7 Odds Determination the examples above. In the first, a rather
their Combat Table DRM. Surprise rolls
middling three-column shift in the attack’s
To determine the raw combat odds, use are –1 regardless of the hedgehog’s level,
favor generated the following difference in
the total modified attacking strength and while Combat rolls are reduced by the
effect: The attacker’s 3’s get exploit, whereas
the total modified defending strength. full level of the hedgehog.
a 4 AR would have been required before,
Divide both by the smaller of them and the defender gets one additional hard
and apply the rounding rule (see 4.2) to loss and a DG he might have had anyway.
each result. Express the result as a ratio In the second example, this time with the
9.10 Results and Options
of Attacker:Defender. maximum six column shift against the Combat results are generally a mixture
9.7a The Combat Table has a row for attack, the difference is one step loss for of “losses” and “options.” Losses are
each terrain category. Find the odds the attacker (but the option disappears) given as an “L” followed by a number;
determined above on the correct row, and the defender option is lost. Options are given as “o” followed by a
using the terrain in the defender’s hex. number. The loss number is a required
Use the highest column that is less than Example: An AR-5 unit tries to overrun step loss. The option number presents
or equal to the determined rounded an AR-0 unit. This gives a +5 (!) DRM for the affected player with a choice.
odds. Surprise. The player rolls an 8, modified See 9.11 for information on step losses,
9.7b Odds are limited to those printed to 13, giving attacker Surprise. He then and 9.12 for details on retreats.
on the table. Resolve attacks that fall rolls one die and gets a three, which shifts
9.10a Option results can be taken as any
outside the odds listed on the table on the combat odds three columns to the right.
combination of step losses and retreat
the last available column and begin any Note that the +5 Action Rating DRM is
hexes, provided the total number is fully
shifts from there (see also 9.1g). also applied to the Combat Table roll.
executed. For instance, a loss of one
Let’s assume the overrun’s base odds were step combined with a retreat of one hex
4:1 in the open. The column shifts move satisfies an “o2” result.
the odds to the 9:1 column. The player

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The Gamers, Inc.

9.10b The attacker always goes first, C) Ao1e4, DL1o2... attacker kills one 9.11a The owning player determines
executing his combat result before the step (and gets his exploit result), which unit or units absorb step losses,
defender decides what he will do. Take defender must lose 1 and execute two within the restrictions of 9.11c.
hard losses first and then any options. option results. 9.11b Results given as “L” followed by
9.10c The defender gets to ignore his D) AL1, Do1... attacker takes his a number must be taken as step losses.
options if the attacker has retreated or required step loss, defender must Ignore inflicted losses beyond the side’s
cannot take all of his options. (But the execute his option. ability to absorb them.
defender can choose to apply his full E) Ao1, DL1o1… attacker must take 9.11c Step Loss Distribution. During
option when he wants to retreat.) The his option (as loss or retreat), lone combat, the AR unit (9.6) must lose
attacker must always fulfill his option defending step is destroyed. the first step of their side. In the case of
results. multiple losses, all units must take one
9.10d When a combat result contains loss before any unit takes two.
both option and exploitation numbers, 9.11 Step Losses These distribution rules do not apply to
the attacker must take his entire option losses taken during a barrage or retreat;
Most units have just one step,
as a loss to earn an Exploit marker. If 1 and are placed in the Dead instead the player has full control over
the attacker chooses to retreat, ignore which units to lose. So the AR unit need
Pile when they take a loss. A
the exploitation result entirely. not take the first loss and there is no
multi-step unit is less brittle,
Examples: and has one step per RE. Record their requirement to spread losses out.
losses with a Step Loss marker placed
A) Ao1, DL1o2... attacker retreats, under the unit. When the marker equals Example: A stack suffers 4 step losses,
defender’s result becomes DL1. the unit’s total steps, put it in the Dead but only possesses 3 steps. The units are
B) AL1o1, Do1... sole attacker dies by Pile. No unit can ever absorb more step all eliminated (and the remaining loss
the L1, so defender can ignore his losses than it has available steps. is ignored). In another example, a hex
option result. containing a three-step division and a

Example: Comprehensive Combat Hex B. On the Barrage Table, the initial column is 17-24 because the barrage
strength is 20. He pays 3T (the cost noted on the table for that column)
At the end of the Movement Phase, German forces are arranged as
from the dump at Hex C (leaving 4 SP and 1T). There are no applicable
shown. In the Soviet Reaction Phase, the unit at Hex 2 could release
shifts. The German player rolls two dice and gets a 6, giving a DG result.
from reserve. It would have only 1.5 MPs to use, so could not make any
The stack is marked accordingly.
sort of overrun attack to foil the expected attack on Hex 1, and cannot
even scurry over to add to the defense. The Soviet player decides not to In the Combat Segment, the German player announces an attack on Hex 1
move the unit and ends his Reaction Phase. using the mech infantry regiment and the motorcycle and panzer battalions.
With no HQ in the area to throw supply, the two units that crossed the river
The Combat Phase begins with the Barrage Segment, when the German
cannot draw all the way to the dump and must use internal stocks (and a Low
player conducts a barrage attack on Hex 1 using the artillery regiment at
marker is placed under each unit). The mech infantry draws its 1T from Hex
C. The Soviet player expends 2T for his defense (from an off-map dump).
The German player announces the use of the motorcycle battalions (a 5) as his
Action Rating unit. The Soviet player announces he will use a tank brigade,
reduced by DG to a 2, as his. This gives an action rating differential of +3.
The combined attack strength is 17 (4 for the motorcycle, 4 for the mech
infantry (halved due to the river), and 9 for the panzers (x1.5 due to the
terrain and anti-tank interactions). The defenders are halved to 10 points due
to being DG. This gives raw odds of 2:1 (after rounding). The attack begins
on the 2:1 column of the Open line on the Combat Table.
With the +3 DRM identified earlier, the German player’s roll of a 8 for
surprise is modified to an 11, which gives attacker surprise. He then rolls
a die and gets a 2, which is the number of column shifts in his favor. The
combat will be resolved on the 4:1 column.
The German player rolls two dice and again gets to add the action rating
differential. His roll of 3 becomes a 7, which gives a result of Ao1/Do1.
The German player chooses to kill his motorcycle unit (his action rating
unit) to satisfy his option (instead of retreating). The defenders retreat a
hex to satisfy their option. The remaining Germans can, if they desire, move
forward into the defender’s empty hex. Thus ends an attack that needed
better luck to succeed.

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108


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OCS Series Rules v4.3

Example: An Overrun Attack with a Hipshoot The German units would normally be doubled because of terrain effects
(armor and mech types are x2 in Open), but the tank brigade’s AT effects
The German player wants his stack at Hex B to overrun the Soviet tank reduce that to x1.5. Modified attack strength is thus 21. The defender
brigade at Hex 2 after preparing the target with a hip shoot air barrage. is not modified in Open terrain but is halved due to DG Mode, for a
First, he needs to establish a spotter for the hip shoot. Taking a quick look at modified strength of 3.5.
the situation, he decides to use the motorcycle battalion. By moving it to Hex Raw odds are exactly 6:1, but there is no such column on the Open
C, the Soviet path to its dump will be cut. This will not affect the defense (the line so the starting point is 5:1. After applying the two surprise shifts,
tank brigade can still use internals), but the German player — still thinking the 9:1 column will be used to resolve the attack. The German player
ahead — has his eyes on capturing that dump for his own purposes and rolls two dice, getting a 4 which gets modified to a 7 due to the action
doesn’t want the Soviet player to use any of it before he gets there. He could rating differential: an Ao1 e4, DL1o2 result.
have run the motorcycles into the dump right now to grab it, but decided
not to since the MP cost of the terrain (heavy forest) would preclude the Even though the defender is destroyed by the L1 result, the attacker
battalion making it back to Hex C to perform its original spotter function. option result stands. The Germans must choose to lose a step or retreat.
Since the battalion uses Track MP, it can slip through the EZOC without Retreat would end the movement of these units, and if a unit is killed it
any problems, but does need fuel to move. The German pays 1T for this. must be the lead unit (the panzers). The player decides he should retreat a
hex, since the mech infantry is out of MP anyway. This ends the overrun.
The spotter in place, the German player conducts a hip shoot with the
Stuka. The Soviets roll two dice for Flak, getting no result. The German gets there. He could have run
player now resolves the barrage, which begins on the 17-24 column. Of the decided not to since the MP
the battalion making it back to
possible shifts, only one applies: there is 1 RE in the target hex, so one shift battalion is using tracked MP
to the left is in order. A roll of an 8 on the 12-16 column means the target need to have fuel expended. T
The motorcycle ba
is changed to DG Mode. The Stuka returns to a base and becomes Inactive. Stuka (A). He plops the Stuk
has no flak modifier and rol
Having completed his preparations, the German player now launches his resolves his barrage attack. On
shifts, only one applies—ther
overrun. He pays 2T from his dump at Hex E to fuel the movement of order. The final column is 12-
the two attacking units. (He chose to do this instead of fueling the entire target. The target is marked
inactive.
division to save every possible token.) Note the unit in Hex F cannot join Having done his p
the overrun because it did not begin the phase stacked with the others. The pays 2T from the dump at E (l
Bn’s fuel) to fuel the moveme
moving units expend 3 MP to get to Hex D and announce the overrun, 1 SP for the whole division b
which costs an additional 3 MP. units will be moving later in t
The unit at F cannot join in
others. The two overrunning u
Both sides pay for their combat supply — the overruning units pay another overrun costs an additional 3
2T from the dump (which is now down to 3 SP and 3T); the defending unit Both sides pay for
from the dump at E (leaving
uses internals because it cannot reach its dump (but the player but doesn’t cannot reach any real SPs (bu
mark it Low yet, though, since it might die in the combat). in the combat).
The action rating u
unit). The Russian player has
The action rating unit for the Germans is announced as the panzer battalion, the DG, so a +3 differential a
a 5. The Soviets have just the one unit, which is now AR2 due to DG, giving and adds the differential. The
to get attacker surprise. Anot
the attackers a +3 differential. The German player rolls a 6 for surprise, which In this attack, bot
after adding the AR differential is just enough for attacker surprise in an (armor and mech are x2 in the
for a modified combat streng
overrun. Another die is tossed to determine the number of shifts, in this case 2. The defender has
Example: An Overrun Attack with a Hipshoot. because the unit is DG for a m
there is no such column on th
In this case, the German player wants to overrun the Soviet Tank
Brigade at 2 with the stack at B after preparing the target with a hip shoot He then shifts up 2 columns
airstrike. dice roll modifier (+3, the sa
First, he wants to provide the spotter for the airstrike (to avoid (getting a 4) and adds the 3 m
column shifts). Taking a quick look at the situation, he decides to use the column, or Ao1 e4, DL1o2.
motorcycle battalion already with the stack at B. He could have chosen any Even though the d
stands. The German player mu
single-step unit suffers two step losses. The step. Flip the one step loss marker to its • Eliminate units that must retreat
of the other friendly units available here for this task. Glancing at the enemy
situation, the German player determines that if the motorcycle battalion of these units, if a unit is to b
the German player kills the u
division provided the AR for the attack. “two” side. The unit’s Combat Strength through enemy-occupied hexes or
goes to hex C, then he will cut the ability of the tar get to draw on the SPs
at 1 (the only SPs available) as hex 3 will be blocked. This will not affect of 4 is ignored as this attack
The division suffers the first step loss; then is now halved to 7 in both attack and prohibited terrain (sometimes this
the defense (the target brigade can still use internals)—but the German Phase. Remove the defending
hex. The mech infantry regim
player (still thinking ahead) has his eyes on capturing that dump for his
the one-step unit, being the only other unit defense. A further step loss will destroy it. limits how much of an option can
own purposes and doesn’t want the Soviet player using any of it before he this overrun combat.

in the hex, is destroyed by the second loss. be taken as a retreat).

9.11d Effects of Step Loss. A multi-step 9.12a The “DG” result on the Combat
unit missing one or more steps halves its 9.12 Retreats & Advances Table forces all of the defending units to
Combat Strength when it attacks. If it immediately enter DG Mode. Do this
√ Option results that are not taken as
is missing half or more of its original before beginning any retreat (important
step losses must be taken as a retreat
(printed) steps, its Combat Strength is due to 9.12e). A retreat of 2 or more
(unless exempt due to 9.10c). All units
also halved on defense. hexes triggers a DG result the instant
involved must retreat a number of hexes
a combat unit enters the second hex of
A multi-step division’s current RE size equal to the remaining option result. A
its retreat.
is the unit’s printed RE size minus the retreat must end the full distance (as the
steps it has lost. crow flies) from the hex where it began. 9.12b Units with a zero MA can change
to Move Mode before retreating. Units
• A retreat path does not have to be a
Example: A 14-4-3 rifle division with that are unable to move in any Mode
straight line. It can zig-zag to avoid
three steps loses one step. Place a “one” are destroyed if forced to retreat (and
prohibited terrain, but then must be
Step Loss marker under the unit. Its attack cannot advance after combat either).
extended to reach a hex satisfying the
strength is now 7 and its defense strength ‘full distance’ requirement. 9.12c Direction. Players retreat their
is normal. Later, the division loses another own units. Retreating units can retreat

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© 2018 All Rights Reserved.
The Gamers, Inc.

as a stack or split up. A retreat should D) Advance after combat is required 9.14c Transport Points. When enemy
be generally away from enemy units after a successful overrun, but not Attack-Capable units enter a
involved in the combat, but to avoid after regular combat. The owning hex with Transport Points,
losses, retreating units are allowed to player gets to choose which of his they might capture some of
bend the definition of what is “locally attacking units advance (if any). the Transport Points and the
to the rear.” rest are displaced (sort of like a retreat).
9.12d Tagalongs. Combat units and Roll on the “Trucks” column of the
Organic Trucks that did not participate
9.13 Exploit Results Capture Table to check the combined
in a combat can join a retreat from their Combat results can include a Transport Points with an MA of more
hex. Other types of units (ships, aircraft, notation “e” and a number, than 10, and then roll on the “Wagons”
ports, hedgehogs, non-organic trucks, meaning the attacking units column to check for all with an MA of
and dumps) cannot tag along, and must with an AR of that number 10 or less. Results are explained under
remain in the hex. or higher might change to Exploit Mode the table, and affect Transport Points
(see 9.13b). Units must have actually and any loaded SP equally. When there
9.12e Enemy ZOCs. When a combat
been involved in the attack, so only is a mixture of Transport Points (such
unit retreats into a ZOC, it immediately
Attack-Capable units can ever gain an as regular trucks and organic trucks, or
changes to DG Mode, as do any friendly
Exploit marker. wagons and mules), the owning player
combat units that ‘just happen’ to be
in the hex. In addition, if any part of 9.13a Exploit-marked units can move decides which are captured and which
the retreating stack was DG before it and fight in the upcoming Exploitation are displaced.
entered the enemy ZOC, lose one step Phase (11.0). Enemy units, ZOCs, and prohibited
from the stack (owning player’s choice 9.13b Ignore exploit results if: terrain do not affect displacement—just
from among the retreating DG units). pick up the Transport Points and place
This ZOC effect cannot be “negated” A) Attacking units are in DG Mode. them in their new location. A captured
by friendly combat units and is never (Non-DG attackers in the same Transport Point can move immediately
affected by terrain. combat treat exploit results if captured in the Movement Phase (but
normally.) not if captured in other phases).
Design Note: The “enemy ZOCs” rule B) It is an overrun (in any phase) or
might need some explaining. Retreats are Transport Point captures are usually
an attack in the Exploitation Phase. rounded to the nearest full point—only
an unplanned form of movement, so even
if a unit retreats into a hex “protected” by C) Any two attacking stacks are not round to token-size trucks if the game’s
friendly units, the result is great confusion. mutually adjacent. Thus in order counter mix includes them. SP capture
This is why both the retreating unit and to gain an exploit result, at most is always rounded to the nearest token.
the units it retreats through become DG. two stacks can be attacking and Important Note: An Extender never
they must be in adjacent hexes. suffers a loss from the Capture Table,
√ 9.12f Enemy Units. A retreat cannot nor does it figure into the total number
go through a hex that contained enemy of trucks or wagons present in a hex
combat units at the start of the combat 9.14 Specialized Combats when calculating the percentage lost.
(so no retreats through a hex vacated 9.14a Zero Strength Units. Combats Instead they “collapse” per 9.14d.
by an attacking unit’s loss or option). involving units with a ‘zero’ Combat
Handle retreats through non-combat Strength require some special handling. Example: In a hex there are three Trucks
units, aircraft, and ships as you would Attacks against a zero strength begin on and 12 SP (three of the SP are loaded on
when moving (per 9.14). the right-most column of the Combat the trucks). During the Movement Phase,
9.12g Advance After Combat. If all of Table (before applying shifts, if any). a German motorcycle battalion roars into
the defenders are destroyed or retreat, Attacks with a zero strength must be the hex at no additional MP cost. (The
attacking units can enter the defender’s supplied normally, and begin on the left- Soviet player neglected to garrison this hex;
hex. most column. If both sides have a zero shame, shame.) The German player now
strength, call it 1:1 and shake your head. consults the Capture Table. First, he rolls
A) Only those units that paid combat for the trucks and supplies thereon using
supply costs (including those with 9.14b Supply Dump. When an enemy the table’s second column. He rolls a 3
a strength of zero) can advance. Attack-Capable unit enters (25%) — that gives 1 Truck Point and
B) If the attackers take their option as a hex with a supply dump, 3T to the German war effort. The other 2
a retreat, no advance is possible. consult the Capture Table to Trucks and 9T are displaced by the Soviet
determine how many SP are player up to ten hexes.) Next the German
C) Advance after combat can capture captured by the enemy player (round to player rolls for the nine SP on the ground
or destroy enemy ships, aircraft, the nearest token). The rest is destroyed. and gets a 5 (50%): another 4 SP and 2T
and non-combat units per 9.14.
are captured. (The remainder is destroyed.)
The motorcycle battalion continues moving

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108


© 2018 All Rights Reserved. Page 19
OCS Series Rules v4.3

with its remaining MP, after which the • Barrage Table attacks made without
captured truck is moved. 10.0 Barrage a correct spotter are penalized by a
3-column shift.
9.14d Extender Collapse. When an Artillery, ships, and aircraft use barrages
Attack-Capable unit enters to attack enemy units and facilities. Use • Hip Shoots (on either table) cannot
a hex with an Extender, the the barrage table appropriate for the be made at all unless they have a
Extender must collapse. This target. Although more than one unit can correct spotter.
same procedure is available, attack in the same barrage, only units of • Spotting does not affect the Barrage
at the player’s option, as an alternative the same general type—artillery, naval, vs. Facility Table (aside from the
to its regular movement (useful when or air—can combine in a single barrage. Hip Shoot restriction).
Extenders have lost trace supply). Barrages occur in the Barrage Segments 10.0c Barrage vs Facility Table. Use
Displace a collapsed Extender to any of the Movement, Reaction, Combat, this table for a barrage against a facility-
hex within its special draw range that is and Exploitation Phases. If a side’s air type target. The player must pre-desig-
currently in trace supply. Enemy units, units are allowed to perform Hip Shoot nate his specific target: Air Base or Port
ZOCs, and prohibited terrain have no missions (see 14.7d), these barrages are (or Trainbusting for that specialized air
effect on a displacement, and no loss or made during Movement Segments of mission). No modifiers or terrain shifts
capture is possible. Flip the Extender those phases. Any number of artillery apply to these barrages, and they do
to its regular Transport Point side in units or ships, or up to four aircraft, can not need spotters. Roll a single die to
the new hex. participate in a single barrage. determine the result.
Important Note: If no “legal” hex exists The following general procedure is used A) Air Base Targets
collapse is not possible. Instead flip the in all types of barrages (air, artillery, A parenthesized result (“#”) means
Extender where it is and have it check and naval) and when using either of the attacking player should check
for capture per 9.14c. the barrage tables. Total the Barrage all enemy planes in the hex for
Strengths firing, determine the correct losses. Roll separately for each. If
9.14e Hedgehogs. When an Attack-
column on the table, expend supply the roll is ≥ the (#), the air unit
Capable unit enters a hex with an enemy
per the amount listed on that column takes a loss.
hedgehog, it is captured.
(for artillery firing only), and adjust the
9.14f Air Bases. When enemy Attack- On a numbered result (“1” or “2”),
column per the table’s notes. Roll two
Capable units enter a hex with an air reduce the Air Base by that number
dice and apply the result.
base, it is captured. A captured air base of levels, down to a minimum of
Important Note: It takes at least one Level 1. Note that Airstrips are
can be used immediately.
point to “get on the table” (before shifts never reduced.
Regardless of weather conditions (so are applied). Zero-point barrages are
even if flight is not allowed), roll for B) Port Targets
not allowed!
each aircraft in the hex using the Air Numbered results (“1” and “2”)
10.0a Barrage Table. Use the Barrage generate damage; no other result
Base Capture Table. Apply the results as
Table to conduct barrages against enemy has any effect. Ports accumulate
shown (which will be either “reduction”
combat units. The primary goal is to damage, up to a maximum of four
or “no result”). All surviving aircraft
DG them. hits, which steadily decrease the
then displace to any friendly air base
within 2x range and become Inactive The targeted player picks the terrain to Port’s capacity (19.0b).
(regardless of their status before the roll). be used for possible shifts. He also selects C) Trainbusting
They cannot remain in the hex; they which combat units in the stack absorb A “*” result is needed to place a
must displace and become Inactive. If any resulting step losses. Trainbusting marker in the hex;
no friendly air base exists within double Note a single division (even a multi-unit other results have no effect. These
range, destroy the planes. formation) never counts as more than 3 markers affect enemy rail transport
9.14g Naval Units. When an Attack- RE for possible density shifts. (Use the and ground movement, per 14.8c.
Capable unit enters a hex with enemy actual amount, if less than 3 RE.) A Trainbusting marker is removed
ships (including DUKW operating as during the next enemy Clean Up
Play Hint: Roll three dice at once—the Phase.
Landing Craft), the ships are destroyed.
two “barrage” dice plus the off-colored
9.14h Ports. When an Attack-Capable 10.0d Barraging Mixed Target Hexes.
“rounding” die (for possible “1/2” results)
unit enters a hex with an enemy port, it Hexes will often contain targets that are
to speed barrage resolution and play.
is captured. The port can immediately affected in different ways by different
be used for shipping and as a possible 10.0b Spotter Restrictions. A “correct barrage tables. As such, in any barrage
source of trace supply. spotter” for a barrage is any friendly the attacking player must announce a
combat unit adjacent to the target hex general target (such as “combat units”
that is not loaded on a landing craft. or “Port”) and apply the Barrage Points
to that target only. An example would

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© 2018 All Rights Reserved.
The Gamers, Inc.

be a hex containing combat units, an able, do not execute the barrage. (There Hip Shoots (14.7d) are governed by
Air Base, and a Port. The player can use is no penalty—the units selected for a various special rules.
the Barrage Table to attack the combat cancelled barrage are not considered to 10.2b Short Range Effect. If all aircraft
units or the Barrage vs. Facility Table have fired.) conducting a barrage are at or within 10
to attack either the Port or the Air Base A) Supply for a multi-unit barrage hexes of their base, they get an additional
(but not all at once). must come from the same HQ, shift to the right on the regular Barrage
10.0e Barrage Limits and Phasing. or from the same supply dump if Table. Exception: Never apply this shift
Several restrictions are placed on the no HQ is used. to Strat Bombers.
conduct of barrages by certain units and B) Artillery units still use their full 10.2c There is no supply cost for an
in certain phases. Barrage Strength when marked air barrage.
A) Regardless of how many different Out of Supply (assuming needed
types of targets are in a hex, only combat supply is available).
one barrage per hex is allowed in C) Barrages can never be made using 10.3 Naval Barrages
each phase. (Exceptions: Anti- internal stocks. Barrages by naval units (as
ship barrages and Hip Shoots.)
well as all forms of anti-ship
Note a declared mission that is Example: Two artillery battalions, within combat) are covered in 18.3.
completely destroyed/aborted by range, barrage a hex. The total Barrage There is no supply cost.
Flak or Interception does count Strength is 16. The firing player identifies
against this limit. the column on the Barrage Table (12-16).
B) A unit can only barrage once per That table requires 3T to fire. The player
phase and cannot split its strength pays 3T to execute the shot. Checking for
between several barrages or fire at modifiers, he finds the target hex contains
8 RE and a Level-1 Hedgehog, in close
11.0 Exploitation Phase
less than its printed strength.
terrain. An appropriate spotter is adjacent During this phase, units can exploit a
C) Only air and naval barrages can be to the target hex. The total column shift breakthrough or finish off a battered
performed during the Movement applied to the initial column is two to the defensive position.
Phase, mainly during its Barrage right (4 right for density, one left for the
Segment (the exceptions are Hip 11.0a The only ground units that can
hedgehog, and one left for the terrain). This
Shoots, which occur during the move or fight are Exploitation Mode
gives a final table column of 25-40. The
Movement Segment). units and units released from Reserve
player rolls two dice and obtains an 8. The
Mode. (Exception: Ground units can
D) Only artillery can barrage during result is [1/2]. In this case, as neither of
use Air Transport per 14.9d.) The phase
the Combat Phase. the conditions for a bracketed result apply
consists of a Movement Segment (which
E) All types (air, naval, and artillery) (there is a correct spotter and the target is
allows overruns), a Barrage Segment,
can barrage during the Reaction not in a Level-3 or greater Hedgehog),
and a Combat Segment.
and Exploitation Phases. the result is treated as a regular “1/2.”
The firing player rolls one die and gets a 11.0b The phasing player can release any
F) A barrage can use only a single 3. The target hex does not lose any steps, Reserves during this phase (5.7b). He is
type of barraging unit: either air, but is Disorganized. not required to do so and can wait to see
naval, or artillery. how things are proceeding in the phase
before releasing additional Reserves. To
keep things straight, players can mark
10.1 Artillery Barrages 10.2 Air Barrages released Reserves with Exploit markers.
10.1a Artillery barrage ranges An air barrage is similar to Units actually in Exploitation Mode
are given in hexes. These are an artillery barrage, but has move only half their MA and released
unaffected by weather and no supply cost. See 14.7 for Reserves move their full MA.
terrain. An artillery unit with more details.
11.0c Handle combat (regular, overrun,
a range of ‘3’ can barrage targets from 1 10.2a Air Barrages and Phasing. Air or barrage) in the Exploitation Phase
to 3 hexes away. units are placed on targets and resolve normally.
10.1b Supply Cost. Expend combat their barrages in the various Barrage
11.0d The phasing player’s ships and
supply to conduct an artillery barrage Segments (except for Hip Shoots, which
Active aircraft are all eligible to be used
at the moment of the barrage. The cost occur during the Movement Segments).
in this phase.
is given near the top of the appropriate The aircraft must return to a base and
table; use the cost on the barrage’s initial become Inactive immediately afterward Play Note: Having Reserves that can be
column (before any shifts). If the SP (14.1c). Planes conducting a barrage are released in the Exploitation Phase is often
required to fire the barrage is unavail- subject to Interception (14.5) and Flak the critical factor determining the success
(14.4) before conducting the barrage. or failure of an operation.

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108


© 2018 All Rights Reserved. Page 21
OCS Series Rules v4.3

SP and Tokens are identical aside from method (13.2, 13.3, 14.9, 14.10, 18.4,
12.0 Supply their denomination (a Token being a and 19.0).
fractional part of an SP). 12.2a Leapfrogging. A given SP can be
There are two kinds of supply: on-map
supply (represented by SP and Token moved by only one type of transport (air
counters) and trace supply (which is transport, naval shipping, rail cap, or
abstracted). On-map supply is a type Transport Point) in a single phase, and
of non-combat unit primarily used to
pay artillery barrage, combat supply, = no SP can be loaded if it was unloaded
previously in that same phase.
and fuel costs. Trace supply is used to 12.2b It is not a violation of the leapfrog
determine whether combat units are rule if an SP is moved across the map
“in supply” during their Supply Phase. and then used immediately.
SP can be used to provide trace supply Example 1: A player must spend 1T to
when combat units do not have a valid fuel a moving tank unit from a supply
supply line, but trace supply can never dump with a 1 SP counter. He flips the 12.3 On-Map Supply
be substituted when SP are needed. counter to its 3T side to pay for the fuel. Supply Points are used in various phases
On-map supply is normally stockpiled Example 2: In paying for a 2T barrage to fuel movement, supply combat, refit
in dumps set up behind the front lines. out of a 5 SP dump, the player first realizes aircraft, resupply internal ammo stocks,
Units sometimes are close enough to that 2T is the same as 1/2 SP. The dump pay for construction, and as a substitute
“draw” supply directly from the dump, will expend 1/2 SP and have 4 1/2 SP for needed trace supply.
but more commonly supply is “thrown” remaining. He flips the 5 SP counter to
to them by an HQ unit. Important Note: Players use the same
its 4 SP side, and puts a 2T counter in mechanics of direct draw and HQ-throw
Trace supply is notional. Combat units the hex to add the 1/2 SP. any time they need supply (for trace,
must trace a path to a supply source, fuel, combat, construction, restocking
usually a port or a map edge hex. As with 12.1b Supply Dumps. Any location
internals, or aircraft refit). Fuel is never
on-map supply, HQs are typically used containing Supply Points, whether on
required to draw, throw, or trace supply.
to put the front lines in trace supply. the ground or loaded on a Transport
(Exception: Per 18.5e, to draw from SP
Rail connections and Transport Point Point, is called a dump. SP do not have
loaded on a Landing Craft a unit must
“Extenders” are often used to cover long to be unloaded to be used.
be in a hex adjacent, and HQs are not
distances back to a supply source. 12.1c Generic Supply Dumps. Some allowed to “throw” supply drawn from
Important Note: Only combat units supply counters have letter a Landing Craft.)
require supply. Non-combat units, air designations instead of the
12.3a Direct Draw. To draw supply,
units, and naval units never consume usual numbers. A player can
units must be within 5 MP of a dump,
SP or need trace supply—their supply use these to represent supply
or a hex that is adjacent to the dump
needs are not explicitly modeled (except dumps of any size. Just place the marker
(12.3c). Needed supply can be drawn
for air bases, which require refit supply). on the map and record its number of
from one or more dumps within range.
SP on a scrap of paper. Aside from the
paper record, these dumps are handled Always use Truck MPs when counting
12.1 Supply Points the same as any other SP in the game. the path back to a dump. (Exception:
Remove the marker if the dump is ever for an HQ with a throw range that is
12.1a Mechanical Handling. Players emptied. Leg or Track, use that mobility type.)
can break down and add together SP Count the MP just as if moving a unit
in the same hex by “making change” 12.1d Ownership of Supply Points.
(see 12.3d).
with SP counters of equal value. Players The generic SP counters are common
can further break down SP to Tokens, to both players, so it is important that 12.3b Throwing Via HQ. An HQ able
which are the small change of logistical players keep track of who owns what. An to draw SP from a dump (per 12.3a) can
currency. One SP equals four Tokens SP belongs to (and can only be used by) then pass needed supply forward to the
or conversely, one Token equals 1/4 the player who brought it onto the map extent of its printed throw range.
SP. Combine Tokens into SP when- unless it has been captured (see 9.14b). An HQ’s throw range, in MP, appears
ever possible to reduce stack clutter. on the counter. Color is used to indicate
The abbreviation used for Token is T, the throw range’s mobility type (3.1a).
so the shorthand for two Tokens is 2T. 12.2 Transportation of Supply To throw supply, count a movement
Note the graphic displayed on the SP A player can move SP using Transport path using this throw range from the
differs from that on Tokens so that they Points and his air, naval, and rail assets. HQ to the unit needing supply, or a
are easy to tell apart, and the graphic on The capabilities and limitations of each hex adjacent to the unit (12.3c). Count
the Token counter does not imply that are in the rules sections governing each the MP to just as if moving a unit (see
Tokens are only used for ammunition. 12.3d).

Page 22 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2018 All Rights Reserved.
The Gamers, Inc.

Example:
Example: Maximum
Maximum Stretch
Stretch of HQs
of HQs
2 Thissupply
This example shows a number of features about the use of HQs for
example shows a number of features about the use of
purposes.
C HQs forThe HQ purposes.
supply at A can act as its own ‘detrainable’ hex for trace purposes and
has enough range to throw to the hex adjacent to the infantry division (via
Theroute
HQ 1).at Hex
WhileAthere
can act
isn’tasenough
its ownthrow
detrainable
MPs tohex for the same hex as the
get into
XXX
establishing traceassupply,
division, but and with
in all cases has enough
HQs andrange to throw
unit supply ranges adjacent is good

57 Pz
to the hex adjacent to the infantry division via arrowed
A 6-10
enough.
Path 1. ItThe
doesn’t
HQ atmatter that supply
B can also there isn’t enough range
the division. to
It can count back to hex A (via
route
reach the 3) and usehex;
division’s thatadjacent
HQ as a is‘detrainable’
always goodhex for trace
enough for purposes (here it has
enough
supply drawMPsandtothrow.
get into HQ A’s hex, but ‘adjacent is good enough’ would
3 4 apply if needed). It has enough throw MPs to get adjacent to the division. For
Thecombat
HQ at supply
Hex B can also supply
purposes, HQ Bthe candivision.
draw onItthecanSPs
draw
at C via route 4. Again,
trace supply
while from
it can Hex
only A via
make it Path 3, using
adjacent to thetheSPs
detrainable
(max draw range is 5 MPs), it
XXX hexneed
created
onlybydothethat
other
toHQ. It has
use the SPs.just enough throw range
1 to reach In Hexthis2 example,
(assumingLight Woods
a cost of 2costMP2for MPseach
for Light
Trucks.
134-10 Woods hex). Note this HQ is not Engineer-Capable, since
B it is in Move Mode, so cannot create an HQ-bridge across
the river. Fortunately, there is that railroad bridge to use.
If combat supply is needed, both HQs can draw from the
XX 2 dump in Hex C — but note the one in Hex B (using Path
44
4

20 43 4) will need to take advantage of the “adjacent is good


enough” clause.

A) HQs can only throw supply that in section 6.1 apply when counting out
is used immediately. (To move a supply paths.
12.4 Combat Supply
dump to a new location requires Direct Draw (12.3a) and Throwing Via
An un-negated enemy ZOC blocks all
some form of transport.) HQ (12.3b) are used to receive and
kinds of supply paths in or out of a hex
distribute combat supply (9.5). Units
B) HQs can throw to any number of that are being traced with Truck MP.
can use internal stocks only if on-map
friendly units (but specific games Note that some HQs and Extenders use
supply is unavailable. See 12.10.
might impose restrictions). Leg MP or Track MP, and the supply
paths of these are unaffected by ZOCs. • Attacker cost is 1T per attacking
C) HQs in Strat Mode cannot throw
step. (Exception: in DAK, 2-step
supply. Always use “normal” terrain costs (the
brigades cost 1T.)
D) HQs cannot “re-throw” supply summer/clear variety) for supply paths,
ignoring all temporary “bad” ground • Defender cost is 2T per combat.
given to them by another HQ, but
conditions such as mud and snow, as (Exception: for 1 RE or less, cost is
can use supply thrown to them for
well as the extra cost of moving through just 1T.)
their own needs.
a Trainbusting Zone. (Exception: A Important Note: Units which do not
12.3c Adjacent Is Close Enough. The unit can use movement costs that are have their full combat supply available
“adjacent to” provision of supply paths temporarily reduced by weather.) cannot attack at all. Defenders always
is very important: regardless of terrain
12.3e Holding Boxes and Supply. A have the option to withhold combat
(even if prohibited), it is assumed that
unit in a holding box representing a supply and defend at half strength.
the unit will be able to get its hands
on supply that can reach an adjacent specific hex draws supply as if it is in
hex. This applies to all types of supply that hex on the map (since this type
handling that use direct draw or HQ of holding box only exists to give large 12.5 Fuel Supply
throw. stacks some elbow room). A unit in a Direct Draw (12.3a) and Throwing Via
holding box representing an off-map HQ (12.3b) are used to receive needed
12.3d Supply Path Movement. Any location draws supply from within that fuel supply.
kind of supply path (draw, throw, or holding box (which usually has infinite
trace) is counted as if moving a non- supply dumps). On-map units cannot 12.5a Combat units using Truck MP or
combat unit through the hexes of the draw supply from an off-map holding Tracked MP cannot expend any MP
supply path. These paths can be traced box. unless fuel costs are paid. Full fuel costs
through enemy non-combat units, ships, must be paid to move even one hex.
and planes, but never through a hex (Exception: movement following ALT
containing an enemy combat unit. All landings, 18.5h.) Fuel is never needed
of the movement restrictions contained for other types of units or functions

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108


© 2018 All Rights Reserved. Page 23
OCS Series Rules v4.3

(such as Leg units, trucks, ships, aircraft, throw range is counted when each inde- off the map” (12.6c), the combat units
and supply draw/throw). pendent unit begins to move. are marked Out of Supply and must
12.5b Combat units needing fuel to A fueled HQ is only allowed to throw check for Attrition. In addition, units
move do not need fuel to attack, defend, fuel from a single location each phase. can use Breakout (12.8e) if unable to
barrage, retreat, or advance after combat. This affects a moving HQ, which must “make their trace” during the Breakout
Overrun requires the attacker to pay for choose whether to throw fuel from its Segment.
fuel even if the stack begins movement starting hex or its ending hex. Direct Draw (12.3a) and Throwing Via
adjacent to the defender. 12.5f The placement of reinforcements HQ (12.3b) are used to receive and
12.5c According to the cases doesn’t need fuel, but moving beyond distribute trace supply.
below, pay fuel costs in any the entry hex requires payment of fuel 12.6a There are three kinds of Supply
phase a unit incurs them at costs (if any)—reinforcements do not Sources:
the instant they are incurred. get “free fuel” on the turn of arrival. 1) Map-edge railroad hexes that allow
A) Formation Method. Pay 1 SP to 12.5g Internal stocks cannot be used Reinforcement entry, plus other
fuel a multi-unit formation. This for fuel costs. supply sources mentioned in the
fuel lasts until the next Friendly game-specific rules, or
Clean Up Phase. To mark this, Example: In his Reaction Phase, a player
wants to move a panzer division and five 2) Detrainable hexes (see 13.3c), or
flip the Formation marker (13.7)
to its Fueled side. If all units of independent Assault Gun battalions. The 3) Hexes with an Extender (12.7)
the formation needing fuel are not player pays 1 SP to fuel an HQ to run the that connect to a detrainable hex
using the same HQ for supply- non-divisionals (since the 1 SP is cheaper or directly to a supply source.
throw (or using the same dump for than the 5T he would have to spend for 12.6b An enemy ZOC in any type of
direct-draw), apply the single-unit them individually). The panzer division Supply Source hex prevents trace supply
method (below) to fuel units that has been pretty well mauled in earlier from being obtained, but these can be
cannot draw from the common battles and has just one panzer battalion negated per 4.5b.
source. and one infantry regiment left. The player
determines that he can afford to let the 12.6c Eating off the Map. Combat
B) HQ Method. Pay 1 SP to fuel an infantry walk (using their Leg MP in units that cannot “make their trace” to
HQ itself plus all independent Combat Mode) and pays 1T for the panzer a Supply Source can “eat” SP to obtain
units within its throw range. This battalion. The total fuel cost is 5T (and it trace supply. For every 1T spent, up to
fuel lasts until the next Friendly might have cost as much as 9T had he not 2 RE (within draw or throw range of the
Clean Up Phase. Mark this by been maximizing efficiency). dump) can be fed. Round all fractions
placing a Fuel marker on top of up; for example, 6 1/2 RE would cost
the HQ. See 12.5e. Play passes into the above player’s own 4T.
turn. In his regular Player Turn some of
C) Single-Unit Method. Pay 1T per the above decisions will affect play—both Units can only “eat off the map” if no
unit that needs fuel. This method in the regular Movement Phase and in trace supply is available. See also 12.6e
can be used by any unit, regardless the Exploitation Phase. The HQ which and 12.6f.
of its size or steps, and whether it was fueled for the Assault Guns is still 12.6d Combat units that can neither
is independent, a multi-step unit, fueled (and will be until the player’s Clean “make their trace” nor “eat off the map”
or part of a formation. This fuel Up Phase) so all non-divisional units in are marked Out of Supply and roll for
lasts for the current phase only. range of that HQ (including other HQs Attrition (see 12.8).
There is usually no reason to mark and that HQ itself) can move during the
this type of fuel. Player Turn without additional costs. The Play Note: Units are never forced to “eat
12.5d The phasing player must remove panzer division’s panzer battalion cannot off the map,” even when SP are available.
Fuel markers from his HQs and flip move without further payment, however, At times, letting surrounded troops “starve”
his Formation markers to their non- because the 1T expended only lasted for to save combat supply is a good gamble.
fueled sides during his Clean Up Phase. the phase in which it was spent. The Leg
(This sequence means that Fuel markers infantry is unaffected, as it can still walk. 12.6e Strat Mode units are not allowed
placed during the Reaction Phase, when To move the panzer battalion about will to “eat off the map” and must end their
releasing Reserves, give the best possible require further fuel expenditures. movement in hexes where trace supply
“miles per gallon.”) is currently possible. An HQ in Strat
Mode cannot throw supplies.
12.5e An HQ can fuel all indepen-
12.6f All combat units in a multi-unit
dent units (defined in 3.2f) in its throw 12.6 Trace Supply
range “for free” (avoiding the single-unit formation should “make their trace” to
Combat units need to check for trace the same HQ or the same direct-draw
method’s 1T per unit per phase) once
supply during their Supply Phase. If source. If this is not possible, then select
the cost of 12.5c(B) has been paid. The
unable to obtain trace supply or “eat part of the formation to trace “for free”

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© 2018 All Rights Reserved.
The Gamers, Inc.

while the rest must eat off the map or 12.7a The only purpose of Extenders is 12.7d Creating Extenders. Switching
become Out of Supply (per 12.6d). to create new locations from which trace into an Extender costs a Transport Point
12.6g Ground units on a Landing Craft supply can be drawn. (They never move half of its MA. Extenders cannot move
are always considered in trace supply. SP, help move RR cargo, or increase unless they flip back to the Transport
draw/throw ranges.) Extenders can act Points side of the counter, using half
12.6h Units making a planned air drop as a trace supply… their MA to do so. A given Extender
(14.10b) do not require trace supply on may be formed by only one type of
the turn they are dropped. A) …source when it is linked to a
detrainable hex or directly to a Transport Point (e.g. truck or wagon,
supply source. not both). A loaded Transport Point
cannot convert into an Extender (it must
12.7 Extenders B) …connection between two sets first unload). An Extender cannot be
of rail hexes, allowing hexes along created in a hex where it cannot connect
Extenders are used to help
the “forward”rail line to become to a trace supply source at that moment.
bridge gaps in trace supply.
detrainable if the “back” one leads Extenders that later have their trace cut
Five Transport Points of the
to a supply source. can stay as Extenders, although they
same type (usually truck or
wagon) in a hex can be converted into C) …connection between a rail hex cease to function as such.
an appropriate “Extender” counter by and a supply source, making hexes 12.7e Transport Points forming into an
expending half their MA (per 12.7d). along the rail line detrainable. Extender can come from different hexes,
Extenders cannot move (or be used for 12.7b Extenders have a range that is combining in a common hex (where
any other Transport Point purpose). the maximum distance (in MP) back each spends half of its MA).
• Organic Trucks can never be used to the connected hex. The Extender is 12.7f After an Extender is switched back
to create an Extender. always posted at the “forward” end of into Transport Points, the points can
this connection (the hex furthest from be moved separately to different hexes.
• If a game’s counter mix does not
the ultimate supply source). They need not move as a stack.
include Extenders (always on the
back of 5-point Transport Points) 12.7c An Extender can link to other
they cannot be created at all. Extenders in a “daisy chain” to make
longer connections.

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OCS Series Rules v4.3

12.7g Extenders can apply the “adjacent A) There must be a path of any length
is good enough” rule, as in all other from the unit to a friendly unit in
12.10 Internal Stocks
supply-related functions. trace supply. That path must be Internal stocks represent the
free of enemy combat units and ammo supplies that a unit
12.7h Extenders “collapse” when enemy
of terrain that is prohibited for can draw upon when needed
combat units enter their hex, and can
movement (using the unit’s MA SP are unavailable. They can
also do so voluntarily. See 9.14d.
in Move Mode). This path for a be used only for combat supply (see
Play Note: Garrison Extenders, or else... Truck MP unit must also be free 9.5b)—never for barrages, trace supply,
of un-negated EZOCs. fuel, etc. A unit’s Combat Strength is
the same whether using internal stocks
B) The unit must be at or within 15
or on-map supply.
12.8 Attrition & Out of Supply hexes of a friendly combat unit in
trace supply (straight line distance, Show usage of internal stocks individu-
12.8a In the Supply Phase, a friendly ally, placing a Low or Exhausted marker
ignore enemy units/ZOCs.)
stack that cannot “make its trace” or “eat under each unit.
off the map” is marked Out of Supply On the first turn a unit finds itself out
and checked for Attrition. The marker of trace supply (not after it “eats off the 12.10a Internal stocks can be used only
remains until trace supply is regained map” or uses a special form of trace when a unit cannot obtain (via direct
in a subsequent friendly Supply Phase. supply such as a Supply Cache or Tree draw or HQ throw) needed SP from
Units marked Out of Supply must check Bark Soup), the above conditions are on-map stocks. (Exception: internal
for Attrition at the end of every friendly waived, the success chance (see below) is stocks can be used if the only available
Supply Phase until back in supply. improved by a +1 DRM, and Transport dump is SP loaded on Organic Trucks.)
Points are also eligible to Breakout (roll 12.10b When a unit gets combat supply
12.8b Check a stack for Attrition by
for each point separately). from its internal stocks, mark it Low.
consulting the Attrition Table. Roll two
dice, using the column for the highest Breakout is always voluntary. If the unit is already marked Low, flip
Action Rating among the units marked the marker to Exhausted—which means
Roll for each unit attempting Breakout:
Out of Supply, and counting only the that after this combat its internal stocks
• If the roll is 1-4, the unit fails. It is are empty.
steps in the hex that are Out of Supply.
placed in the Dead Pile (and can be
The table result is the number of steps 12.10c A unit that is marked Low or
rebuilt normally).
the stack must lose. The owning player Exhausted is still eligible to use regular
chooses how to inflict these losses on the • If the roll is 5-6, the unit succeeds. combat supply. If regular combat supply
Out of Supply units in the stack. There It is removed from the map, but will is not available, a unit with an Exhausted
is no requirement to take the loss from return to play as a Reinforcement. marker cannot attack at all, and must
the unit with the highest AR. Roll again for each successful unit: it defend without combat supply (at half
returns that number of turns in the strength, per 9.5a).
12.8c When checking for Attrition, do
future. A returning unit retains any
not adjust a unit’s AR for being in DG 12.10d No unit can draw on another’s
step loss marker, but loses all other
Mode, but do adjust for Strat Mode (but internal stocks, even when stacked.
markers (Low ammo, DG, etc.).
this should never come up, given 12.6e).
12.10e Recovery. Units marked Low or
See Change Notes for more on how to
12.8d Out of Supply Effects. Units Exhausted recover internal stocks in the
use this rule in older series games.
marked Out of Supply have player’s Supply Phase if SP are available
no ZOC. If combat supply Play Note: Use the Turn Record Track as (obtained via Direct Draw or Throwing
is available, such units attack a reminder for when units return. Via HQ). Recovery from Low costs 2T
and defend at half strength. per unit (or RE if a multi-step unit);
Without combat supply, Out of Supply recovery from Exhausted costs twice
units cannot attack and defend at 1/4 that amount.
strength. Given barrage supply, Out 12.9 Specialty Supply Levels
A) Units must recover internals if
of Supply units can barrage normally. 12.9a Non-combat units (3.3) never possible, and this recovery takes
Units marked Out of Supply can move require trace supply or fuel. priority over using SP as a substi-
normally.
12.9b HQs need supply just like any tute for trace supply.
12.8e Breakout. During their Breakout other combat unit. B) All supply dumps from which a
Segment, any combat units (not non-
12.9c Air Bases need on-map supply unit can draw or be thrown SP are
combat units) that are currently out of
(obtained via Direct Draw or Throwing subject to the required recovery
trace supply (make a trace-check during
Via HQ) to refit aircraft. Aside from of internals. (Exception: The SP
this segment) and have a printed MA of
this, aircraft do not require supply. loaded on Organic Trucks are free
at least 1 can attempt Breakout if they
from the requirement to provide
meet the following conditions: 12.9d Ships do not require supply.
recovery for internals.)

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© 2018 All Rights Reserved.
The Gamers, Inc.

C) If some SP are available, but not 12.11b Capturing Dumps. When an 13.1d Special HQs. Games can have
enough to fully recover internals, Attack-Capable unit enters a hex with HQs of multiple nationalities and/or
expend whatever supply is avail- enemy SP and/or Transport Points, roll command levels. HQs are normally able
able. A single T would be wasted; on the appropriate column(s) of the to throw supply to all friendly ground
2T would recover one “Low” unit Capture Table. (Enemy combat units in units, without regard to historical chain
or improve an “Exhausted” unit to the hex must of course be evicted before of command, but there may be limita-
“Low” (or be wasted if the only an attempt to capture can be made.) See tions in specific games. One exception
recovering units are multi-step). 9.14b and 9.14c for complete details. is series-wide: Divisional HQs can only
12.10f Out of Supply status does not provide supply to their own division’s
affect internal stocks (or vice versa). units or to independent units (defined
in 3.2f ) of the same nationality.
12.10g Internal stocks and SP can be
mixed to pay combat supply. (Excep-
tion: A single counter—even one with
13.0 Specialized Units
13.2 Transport Points
multiple steps, such as a division—can 13.1 HQ Units
use either internal stocks or on-map Transport Points move SPs
supply; such a unit cannot mix the two HQs are special combat units across the map. Specialized
for itself.) that can distribute supplies, Combats involving these are
rebuild units, and perform covered in 9.14c.
12.10h If a multi-step unit chooses to engineering tasks. HQs are 1
use internal stocks because there is not 13.2a Sequencing Transport/Supply.
RE in size, regardless of what is on the A Transport Point can move, pause to
enough on-map supply available, the unit designation.
on-map supply must still be spent (it use some of its load, and then continue
is wasted). 13.1a HQs and Modes. The Combat moving. While “pausing” the carried SP
Mode side of an HQ has the greater can be used to pay for all kinds of fueling
Example: 3 RE (three separate units) throw range. DG Mode (5.10e) does not and construction/repair. There are two
attempt an attack. The player has 1T of affect an HQ’s special functions (13.1b). important restrictions: the Transport
supply available. The 1T can be used to An HQ’s defense strength is determined Point must finish moving before another
pay for one unit, and the others would be by mode (per 13.1c). An HQ in Strat unit is moved, and upcoming combat/
marked Low. If the same attack was done Mode cannot throw supply (5.8b). barrage costs can never be pre-paid in
by a single multi-step unit, it would be this fashion. SP need not be unloaded
marked Low and the 1T would be wasted. Design Note: Combat Mode represents from a Transport Point before being
an HQ having taken up residence; Move used.
Mode shows an HQ with a more mobile
13.2b Transport Points and Supply.
status. When in Move Mode, the extra
12.11 Destruction and Capture trucks of the HQ are considered to be
Transport Points never need fuel and
are never Out of Supply.
12.11a Blowing Dumps. All SP in a shuttling around mechanics and bakers
hex, both those loaded on Transport instead of supplies. 13.2c Mechanical Handling. Trans-
Points and those on the ground, can port Points can carry up to their size
be blown if a player fears they may be 13.1b HQ Special Functions. in SP. Transport Points can combine
captured by the enemy. A combat unit • An HQ can “throw” SP and trace and divide within counter-mix limits.
need not be present in the hex. This supply to combat units within its Dividing or combining does not cost
can only be done during the Movement throw range (12.3b). MP, can only be done in the friendly
Segments of his Movement, Reaction, Movement Phase and only if all of the
• An HQ can rebuild units (13.5a).
and Exploitation Phases. A player can involved Transport Points are in one
blow a given dump only once per phase, • An Engineer-Capable HQ (13.8a) hex. The combined/divided Transport
and can attempt to blow all or only some can perform special functions such Points can continue to move, but must
of the SP in a dump. as bridging, detrainable creation, conform to the limitation imposed by
and construction. 6.1f (but see 12.7e and 12.7f for some
Roll one die on the Dump Blowing
13.1c HQs and Combat. HQs have liberties given to Extenders). Different
Table to determine the percentage of SP
some ratings that are not printed on types of Transport Points can never be
destroyed. Round losses to the nearest
the counters. Their Action Rating is 0. combined into a single counter, and
Token. Note Transport Points cannot
In Combat Mode, they have a paren- this restriction includes Organic Trucks,
be destroyed in this manner.
thesized (defensive-only) strength of 5, which cannot combine with or divide
Example: A player attempts to blow 3 of and in Move Mode this is reduced to 1. into regular Trucks. (Exception: Unit
the 4 SP in a dump. He obtains a 75% Consolidation can be used to convert a
HQs need supply like any other combat regular Truck into an Organic Truck,
result. 3 x .75 = 2.35, so 2 SP and 1T
unit. They must change to Move Mode per 13.9.)
are destroyed.
when forced to retreat.

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108


© 2018 All Rights Reserved. Page 27
OCS Series Rules v4.3

13.2d Mode Restrictions. Transport F) convert when captured into regular 13.3c Detrainable Hexes. A railroad
Points are in Move Mode at all times Transport Points, and hex is detrainable if it meets all of these
(never Combat, Strat, Reserve, DG, or G) can withhold combat supply (see requirements:
Exploit). (Exception: Organic Trucks 12.10a). • It has a village, city (any size), port,
can enter Reserve Mode, per 13.2g.) or Engineer-Capable HQ (13.8a).
Players can use HQs to throw supply
13.2e A Transport Point can be shipped from Organic Trucks to units of that • It is under control (13.3h).
by sea or rail, but not by air. (Exception: formation.
Mules, found in some games, can be • It has a rail path free of enemy ZOC
shipped via Air Transport.) The shipping 13.2h Full Notation. Some games have back to a supply source. Extender
cost is always equal to the size of the Transport Points that have an “F” in links can be part of this for trace
Transport Point, which can be trans- a yellow box on one side and no such supply, but not for moving cargo.
ported while loaded with SP for the notation on the back. The “F” denotes Note EZOC cannot be negated to
same shipping cost. that the Transport Point is full, while move cargo, but can to connect with
the other side shows it is empty (use a supply source.
13.2f Loading and Unloading. Place the empty side plus some tokens for a
loaded SP under the Transport Points 13.3d Railheads. Some games limit
partially loaded Transport Point). each side’s railroad usage to
carrying them, and unloaded SP above
any Transport Points in the stack. A 13.2i Transport Points that are captured a certain gauge (or width) of
Transport Point cannot be loaded via (see 9.14c) in the Movement Phase can track (13.3f). Show a divide
direct-draw or via thrown SP—it must move immediately. If captured in any between gauges on the map
be in the same hex as the dump. Note other phase, no movement is allowed (as in “German gauge runs to here”)
SP can (in effect) be unloaded by direct- until the capturing side’s next Move- with Railhead markers. (The flip-sides
draw as its load is used by nearby units ment Phase. are marked Wrong Gauge to help mark
and HQs. complex junctions.) These markers are
only moved by the conversion work of
Loading Requirements: A Transport
13.3 Railroads Rail Repair units— other ground units
Point can load in any hex. moving through rail hexes have no effect
Railroads are vital for the movement of
Unloading Requirements: A Transport on the position of a Railhead.
reinforcements and SP, and are often
Point can only unload in a hex which Some games have only one gauge of
integral to trace supply. There are usually
contains a friendly combat unit, port, air railroad track. In these, players can use
two types of railroad hexes, multi-track
base, or existing unloaded supply dump. Railhead markers to show the forward
and single-track. Some games also have
Costs: A Transport Point pays 10% tracks of differing gauges (see 13.3f). extent of rail hexes under their control.
of its printed MA to load/unload any (The initial extent of each side’s rail lines
13.3a Combat units, Transport Points,
number of SP in a hex. Round the cost is sometimes given in the scenario rules,
and SP can be moved using Rail Cap
normally (so a truck with 45 MA must but keep in mind that 13.3h usually
(13.3b). These are the only rail cargo
pay 5 MP to load or unload SP). makes railheads unnecessary.)
allowed—never aircraft, ships, hedge-
13.2g Organic Trucks. A multi-unit hogs, etc. See 4.7 for the Transportation 13.3e Rail movement includes three
formation sometimes is given Equivalents of various cargo. Each Rail steps: entrain, move, detrain. All three
special, attached Transport Cap point can transport one SP or RE steps must be done in the same phase.
Points. An Organic Truck is any distance by rail movement. There 1) To entrain, the cargo must be in
handled like other Transport are two possible modifications: a detrainable railroad hex (13.3c)
Points, with several exceptions. Organic that is not in an enemy ZOC. A
• If cargo is moved along a path that
Trucks… unit moving by rail must be in
includes one or more Trainbusting
A) can never unload their SP on the zones, double the Rail Cap cost. Move Mode, and can expend up
map, to half its MA in the phase before
• If cargo is moved along a path that is
B) only allow units of the same multi- entraining. Reinforcements and
entirely multi-track rail hexes, halve
unit formation to draw their SP, new SP can entrain “off-map” if
the normal Rail Cap cost.
their arrival hex contains a railroad
C) can never be combined to form 13.3b Rail Cap is available every turn (13.6b).
Extenders, at levels specified by the scenario rules.
2) To move, the cargo follows a path
D) can be put into Reserve Mode (if It cannot be “saved” for use in another
of connected rail hexes that does
their hex gets a DG result, remove Movement Phase. Rail Cap can only
not enter a hex with an enemy
the Reserve marker), be used in the Movement Phase (never
combat unit or ZOC. Rail hexes
during Reaction or Exploitation).
E) can tag along with other retreating that are wrong gauge (13.3f) or
combat units in their stack (but uncontrolled (13.3h) cannot be
cannot retreat alone), used.

Page 28 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2018 All Rights Reserved.
The Gamers, Inc.

3) To detrain, cargo must be in a Play Note: Conversion is not restricted


detrainable railroad hex which is to merely pushing forward the railhead
13.5 Replacement Units
not in an enemy ZOC. No further marking where standard and wide gauges Players roll on their Variable
movement is allowed by a unit meet; Rail Repair units can, for example, Replacement Table during
after it detrains (per 4.7d). use Strat Mode to get ahead of the normal each of their Reinforcement
re-gauging to start working on a forward Phases. Replacements (Repls)
Design Note: Rail capacity involves the section of track. “No leapfrogging” is a acquired by this roll are additions to the
marshaling of rolling stock and a lot of narrow restriction on not having a second turn’s regular Reinforcements. Repls
time spent loading and unloading. Rail repair unit use rail movement on newly can be used as soon as they arrive or be
movement is a strategic asset; it is much converted track to extend the Railhead. saved for later. They come in two types:
more efficient to move loads across long Equipment (Eq) and Personnel (Pax).
distances rather than in short hops. √ 13.3h Railroad Control. Players can These are used to rebuild lost steps or
only trace “rail paths” (13.3c) into or units. Repl counters are not intention-
13.3f Rail Conversion. In games with through detrainable hexes they control. ally limited by the counter-mix, and
more than one rail gauge, a side can only Initial control is based on the front line as with SP both players share the same
use its rail capacity or supply line trace (use common sense). Control changes generic counters so must take care to
along rail lines of a particular gauge. when an enemy combat unit enters the remember who owns which.
Eligible Rail Repair units (13.3g) are hex, or when the hex is now on the
used to convert rail lines to the gauge Repls can never enter Combat Mode,
enemy side of the front line (this needs
appropriate to their side. Players keep but can enter all other modes. They are
to be clearly the case; when there is any
track of the current extent of each rail 1/4 RE for stacking. Repls are Attack-
doubt do not change control).
gauge using Railhead markers. Capable and can be used to take combat
Note that gauge, enemy units, and ZOC or barrage losses. Repls are independent
A) Railroads cannot be converted in will further limit whether a rail path can combat units and must be supplied and
an enemy ZOC (no negation). actually be used for trace supply or rail fueled normally.
B) A Rail Repair unit can convert a transport.
13.5a Replacing Losses. A Repl used to
rail hex simply by moving into it. replace losses must be in Move Mode.
Conversion does not cost SP or Play Note: This supersedes all previous
game-specific Railroad Control rules. There Rebuilding costs vary by unit type and
extra movement points. size, and are summarized on each game’s
is no longer a need to move units through
13.3g Rail Repair Units. Rail Repair every rail hex — control of detrainable Rebuild Table. There are two general
units are combat units that are used to hexes is now the sole concern. kinds of rebuild possible during every
convert railroad hexes. Several special Reinforcement Phase.
rules govern them: 1) To rebuild a unit in the Dead Pile,
A) A Rail Repair unit can combine 13.4 Artillery Units the required Repls must be in a
rail movement with conversion in single hex at or within 2 hexes of
the Movement Phase. (Exception: Artillery units attack targets a friendly HQ. The HQ must be
They cannot do so if the hexes within range using Barrage. in Combat Mode, or else be in
being used for rail movement were Barrage Strength is shown in DG Mode and oriented toward
converted in the current phase. No a yellow box (on the lower Combat Mode (per 5.10e). The
leapfrogging!) left of the counter); range is printed hex may not be in an enemy ZOC
below the Action Rating. The Combat (4.5a). Remove the required Repls
B) Rail Repair units can move their Mode side of an artillery unit is the
full MA after using rail movement and put the rebuilt unit in the hex.
one with the greater Barrage Strength.
(less any movement done prior Artillery units can move and fire in the 2) To rebuild an on-map unit that
to entraining), and can use rail same phase. has taken step losses, follow the
movement in Combat Mode. above procedure. In addition, the
See 10.0 for barrage rules. unit being rebuilt must be stacked
C) Rail Repair units can entrain and
detrain in any railroad hex (it need 13.4a Artillery in Reserve or Strat Mode with the Repls being used.
not be “detrainable”). cannot barrage. Otherwise, artillery can 13.5b A reduced or eliminated multi-
barrage in any Barrage Segment in which step unit can have any number of steps
D) Rail Repair units can convert up they are eligible to act, given the needed
to 4 hexes (or hexes equal their rebuilt in a turn (given required Repls).
supply is paid. Its supply status and mode have no effect
current MA, if less than 4) during
the Movement Phase (not other 13.4b Artillery and Combat. Artillery on rebuilding. Rebuilding does not cost
phases). They must be in Combat units all have a parenthesized (defensive- MP; place a newly-rebuilt unit in any
Mode, or be in DG Mode and only) strength of 1 in both Combat or voluntary mode. Generally, only units in
oriented toward Combat Mode Move Mode. This number is not printed the Dead Pile and on-map reduced units
(per 5.10e). on the counters. can be rebuilt. Generics like Breakdown

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108


© 2018 All Rights Reserved. Page 29
OCS Series Rules v4.3

units cannot usually be rebuilt (they are arrive unless your opponent is very nice. with a Formation marker are not
returned to the pool when destroyed). Reinforcing aircraft arrive Active on any required to enter it (and be pulled
friendly Air Base. off the map).
Play Note: We have found it wise to set
up a “training detachment” at a rear area 13.6a Placement of reinforcements at C) Units represented by a Formation
base. Use a “not-so-good” HQ for this, and a port (which cannot be in an enemy marker can be in different modes
station incoming Repls adjacent to it. This ZOC) is limited to its current capacity. and supply states. The required
simplifies the problem of having to hunt Ground units can be overstacked when markers can be put off-map with
down Repls when you need them. placed; aircraft arrivals must conform to the units or on-map in the Forma-
normal stacking rules (14.2a and 18.2a). tion marker’s hex (whichever is
13.5c No-Rebuild Units. Units with a 13.6b Reinforcements can enter in any easiest). If some units in a hex are
Yellow dot behind their AR cannot be voluntary mode. They can be placed in in the same mode as some units
rebuilt and are removed permanently hexes in an enemy ZOC (but note the in the Formation marker, a single
when destroyed. Port restriction in 13.6a), and can arrive marker can usually be used for
by rail (ignoring the usual “entraining” all. Just remember to think of the
13.5d One Repl for Two Units. Some
requirements of 13.3e). If a map-edge off-map units as stacked where the
very small units (which are listed on the
arrival hex is blocked by enemy units, Formation marker is located.
Rebuild Table) can be rebuilt in pairs
for only one Repl. If only one such unit the reinforcements can be placed in the D) Formation markers have regular
is available in the Dead Pile, one Repl nearest unblocked map-edge hex. and fueled sides. Players must use
must still be expended. 13.6c Organic Trucks arrive loaded. the fueled side when the “forma-
Other Transport Points arrive loaded tion” method of fuel cost is paid
13.5e Truck Rebuilds. Trucks (Organic
only if SP are arriving at the same loca- (see 12.5c).
or regular) can be rebuilt at a cost of
1x Eq per truck. Only trucks that have tion that turn. 13.7a Supply Concerns. Combat units
been destroyed (or captured) by enemy in a multi-unit formation must receive
action can be rebuilt in this way, so the trace and fuel supply from the same HQ
player can never have more trucks in 13.7 Formation Markers or the same direct-draw source. If this
play than the scenario provides him. is not possible:
Each multi-unit formation
Other Transport Point types (such as Petrol

has a marker that can be used • For trace supply, one part of the
wagons and mules) cannot be rebuilt formation can trace “for free” while
in this way. 21.Pz to show the location of one
or more of the formation’s the rest must “eat SP” or become
13.5f Air Replacements. Some games units. Remove the actual units from the Out of Supply (per 12.6d).
have tables that provide direct aircraft map, and keep them anywhere conve- • For fueling, part of the formation
step replacement. In games with no such nient. This helps to reduce some of the can use the “formation” method,
result available, players can use Eq to map’s counter density and tall stacks. but the remainder will need to use
replace air losses. Each Eq can rebuild Unless using option 13.7b, players the “single-unit” method. See 12.5c.
two aircraft steps. Expend the Eq at an should take pains not to use these
HQ and follow the normal rules with 13.7b Fog of War Option. If players
markers to “hide” formations from agree, the Formation markers can be
this addition to 13.5a: Air units can be one another.
rebuilt at any friendly air base (it need used to heighten the fog of war. Players
not be near the HQ) and arrive Active Usage notes: are allowed to “hide” a tank corps or
from the Dead Pile. panzer division by putting its Formation
A) At least one of the Formation’s
marker under other combat units in a
• An aircraft can be rebuilt regardless units must be stacked with the
stack. Any such trickery must conform
of flight conditions. marker or the marker cannot be
to 4.8b and 4.9a—the Formation needs
on the map (except as a reminder
• An Eq cannot be “partially” used to to be on top if it contains the stack’s
of Fueling). So “empties” cannot
rebuild air units (13.5d). only ground units with a ZOC (and
be used as dummy formations.
one of its units needs to be revealed).
B) A Formation marker can only be
13.6 Reinforcements used to represent a stack of that
formation’s units. The units move
Reinforcements are new units entering and fight normally; the marker just
the game via the Arrival Chart or the shows their location. Units can
Variable Reinforcement Table. They freely move into the marker (and
are placed in their entry hexes during for convenience be kept off the
the friendly Reinforcement Phase. The map), or from the marker be put
player cannot delay the entry of rein- back on the map, at no additional
forcements, so “forgotten” units never MP cost. Eligible units that stack

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© 2018 All Rights Reserved.
The Gamers, Inc.

13.8d Construction. In the Movement 2) To consolidate multi-unit forma-


13.8 Engineer Functions Phase (only), an Engineer-Capable unit tions, the player can swap any unit
HQs and Engineers are the can perform construction within a 2-hex (including an Organic Truck) for
only units that can perform radius (enemy ZOC are ignored, and the equivalent unit of a different
engineer functions (bridging, terrain affects this path as if using Leg multi-unit formation that is in the
construction, and creation of MP). Tasks are build/improve/reduce an Dead Pile. Modes and markers
detrainable hexes). Related unit types— Air Base (15.3) or Hedgehog (16.0b), stay the same, and SP loaded on
such as Rail Repair, Assault Engineers, and repair/damage a Port (19.0d). An an Organic Truck remain loaded
Pioneers, and Para/Glider Engineers— Engineer-Capable unit cannot move in (which does allow the supply to
cannot perform the tasks listed in this the phase it performs construction. be passed to the other division).
section.
Construction limits and notes: 3) An independent unit (including
13.8a Engineer-Capable. For it to be regular Transport Points) can be
• An Engineer-Capable unit can only
considered Engineer-Capable, an HQ made part of a multi-unit forma-
perform construction in a single hex,
or Engineer must be in Combat Mode, tion (similar to #2 above), but a
and can only perform one type of
or else be in DG Mode and oriented unit from a multi-unit formation
construction.
toward Combat Mode (per 5.10e). can never be converted into an
• All of the build/improve/repair tasks independent unit.
13.8b Bridging. When adjacent to a
have an SP cost. The reduce/damage
Major River, an Engineer-Capable unit 4) Two reduced aircraft of the same
tasks are free of cost.
automatically reduces the MP cost of type, values, and status (Active or
Major River hexsides to that of Minor • Construction is immediate, so for Inactive) can combine into a full
River hexsides. Likewise, an Engineer- instance a new airfield can be used strength aircraft if they are in the
Capable unit downgrades Minor River in the same phase it is built. same hex (or off-map box). This
hexsides to “no additional cost.” There is can be done during any phase (not
no SP cost. Only friendly units moving Design Note: A large portion of engineer
just the Reinforcement Phase).
into or out of the Engineer-Capable capability is tied to HQ units. In real
unit’s hex benefit from these reduced life, these engineers typically spend most
movement costs. Apply bridging effects of their time doing their assigned tasks. In
to frozen rivers as appropriate. games, all too frequently, they end up as
poor excuses for infantry units and their
Attacking units cannot use the bridging original task is forgotten. The idea here
14.0 Air Power
function to cross a hexside to overrun is to prevent such misuse by eliminating
across a river. Bridging has no effect on In very general terms, “Active” aircraft
most non-combat engineer units from the execute missions from their Air Bases
combat terrain modifiers, but can enable counter-mix.
an attack where none would be possible to hexes within their range. A player’s
without a bridge. Active aircraft can perform missions in
friendly Movement, Exploitation, and
Bridging will disappear the instant a unit 13.9 Unit Consolidation Reaction Phases. Air units never need
is no longer Engineer-Capable. (Excep- Reserve markers.
tion: An Engineer-Capable unit can A player can combine crippled forma-
use its own bridge to leave the hex after tions during his Reinforcement Phase. Mission types include Barrage (hitting
losing its Engineer-Capable status by Units may be consolidated when adja- enemy facilities or units), Fighter Sweeps
changing mode or orientation.) cent to enemy units and when Out of (cleaning out enemy aircraft), Inter-
Supply. Ground units being exchanged/ ception (disrupting enemy missions),
13.8c Detrainable Creation. This is combined must be identical on both Air Transport (hauling ground units
a special ability of HQ units only, not sides of the counter, and a unit involved to another Air Base), Air Drop (doing
other engineers. When an Engineer- in a consolidation cannot have Low or the same to a hex without a base), and
Capable HQ occupies a functioning Exhausted internal stocks, or be DG. Transfer (moving to a new base).
railroad hex it automatically makes the
hex detrainable (13.3c). There is no SP There are four types of Consolidation: When executing a mission, follow the
cost. sequence given in 14.2f and then have
1) To consolidate multi-step units,
the planes become “Inactive” at an Air
This special detrainable status disap- the two units must be in the same
Base before executing the next mission.
pears the instant a mode change makes hex (or off-map box). Remove one
During a future Refit Phase, Inactive
the HQ no longer Engineer-Capable. of the units and change the step
planes can become Active once more.
(Exception: An Engineer-Capable HQ losses on the remaining unit to
can entrain itself before switching to reflect the steps added to it. No
Move Mode.) unit can be rebuilt beyond full
strength in this manner—excess
steps would be lost.

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OCS Series Rules v4.3

Fighter remains Active after completing limit to the number of Inactive aircraft
14.1 Aircraft & Basic Handling a successful Interception (14.5), and that can stack at a base.
Air units represent groups of specific after a Base Transfer (14.11) done at 14.2b A player can voluntarily abort
planes (such as Bf-109s) that are rated normal range.) planes in a hex to avoid an Air Combat
for Type, Range, Air Combat Rating,
• Aircraft that abort before/during an before it starts, but at least one air unit
Barrage Strength, and (sometimes) Air
Air Combat over a friendly air base must stay Active and fight. See 14.3d.
Transport Capacity. While an aircraft
must return to that base. (Excep- 14.2c Aircraft Movement. An Active
unit represents roughly 45 aircraft, it is
tion: see 14.5 for special handling air unit voluntarily moves only when
assumed the operational rate of these is
of Interceptors.) conducting a mission. When an Air Base
well under 100%. The game uses five
types of aircraft: 14.1d Refit. Refit (15.0) is needed to is captured by enemy ground units, all
keep aircraft in action (think of it as air units at the base are displaced (and
Fighters (F) are the only air
fueling and routine maintenance). It possibly suffer a loss) per 9.14f.
units able to fly Interception
is how Inactive aircraft become Active. 14.2d An aircraft’s range is the limit it
missions and attack during
Refit is the only time aircraft need or can travel (in hexes) when flying either
Air Combat. Active Fighters
consume supply. to a mission hex or returning from one.
also exert a “Patrol Zone”
that interferes with enemy 14.1e Strategic Bombers. Missions that Aircraft move by simply placing them in
air missions. include Strategic Bombers suffer several any hex within range, without regard to
limitations due to their high-altitude terrain or enemy units. There is no need
Tactical Bombers (T) are
operations: to trace a specific path.
used mainly for Air Barrage.
A) Barrages are always considered to 14.2e Air Missions. Active planes can
Strategic Bombers (S) are
be unspotted. perform the following missions. Aircraft
used mainly for Air Barrage,
B) Hip Shoots and anti-ship barrage can not perform a combined air mission
but suffer from limitations
missions are never allowed. (such as “Sweep then Barrage”) and can
that include the inability to
only fly a single mission per phase. For
Hip Shoot. See 14.1e. C) The short-range barrage shift is each mission, follow the Air Movement
Transports (Tpt) are able never received. Sequence (14.2f ).
to move cargo. A Transport 14.1f Weather. Weather can inhibit Important Notes: “Mission aircraft”
uses its capacity to fly units air operations, restricting missions to means the air units that are performing
and supplies from an airbase certain phases and sometimes allowing a mission. Missions are never restricted
to a new location. “no flight” at all. During weather when to aircraft of a certain type. For instance,
Combo Types are two types missions cannot be flown, Active air a Fighter is allowed to take part in an
in one, usually T and Tpt. units remain Active and aircraft can Air Transport mission.
These units can function as be refit.
• Interception (14.5). The ability to
either listed type. 14.1g Phasing. Active planes can fly ‘jump’ enemy air units before they
14.1a Active and Inactive Aircraft. missions during friendly Movement, perform their mission.
Aircraft have two modes: Active or Inac- Exploitation, and Reaction Phases.
• Fighter Sweep (14.6). A Fighter
tive. An aircraft’s mode is shown by it
Sweep is designed to engage enemy
being above (Active) or below (Inactive)
planes in air combat. Fighter Sweeps
the Air Base counter. Basically, Active 14.2 Aircraft Movement
are executed in the various Move-
aircraft can conduct missions and Inac- Aircraft have stacking limits and move ment Segments.
tive ones cannot. Active aircraft in a by being lifted directly from their air
friendly Air Base hex can remain Active • Barrage (14.7). A Barrage is an air
base to the mission’s target hex. Aircraft
indefinitely. attack on enemy facilities or ground
move in various phases and segments,
units. Barrage missions are executed
14.1b Aircraft Step Losses. Aircraft depending on the mission.
in the various Barrage Segments.
have two steps each. Use the reverse 14.2a Aircraft Stacking. Count each air
(reduced) side of the counter to show a • Hip Shoot (14.7d). A Hip Shoot is
unit (whether reduced or full-strength)
step loss. Aircraft which take a second a special type of barrage made during
as one unit for stacking. A maximum
step loss are eliminated and placed in a Movement Segment instead of a
of four Active aircraft can execute a
the Dead Pile. Barrage Segment. Hip Shoots also
mission together. On a friendly Air Base,
allow the same hex to be hit more
14.1c Aborts & Return to Base. Air a maximum of four friendly aircraft plus
than once in a single phase. Only
units that execute a mission (see 14.2f) the Air Base Level can be Active at one
certain air forces can do Hip Shoots,
or “abort” from air combat must return time (so, a Level 3 Air Base can have a
however, and this will be noted in
to a friendly air base within their range total of seven Active aircraft). There is no
game-specific rules.
and become Inactive. (Exceptions: A

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© 2018 All Rights Reserved.
The Gamers, Inc.

• Trainbusting (14.8). This allows C) Active air units can voluntarily


aircraft to interdict enemy ground
14.3 Air Combat abort after completely finishing
and rail movement. Trainbusting When both sides have Active planes an Air Combat.
missions are executed during the in a hex, Air Combat is immediately
14.3e Air Combat Procedure.
various Barrage Segments. resolved. This will only happen when
the mission hex has an enemy air base A) Both players lay out their aircraft
• Air Transportation (14.9) and Air in plain view. Voluntary aborts
with Active aircraft, or during Intercep-
Drop (14.10). The delivery of cargo (14.3d) are made now.
tion (14.5). An Air Combat consists of
(combat units or SP) by air, either
a series of rounds during which each B) The attacker (14.3c) selects one of
by unloading them at an Air Base
player selects one unit to use. The result his non-parenthesized air units,
or dropping them in some other
of the round will be the abort (see 14.1c) then the defender selects any of
hex. Air Transport and Air Drop
and possible loss of one or both of the his air units. These are the aircraft
Missions are executed in the various
selected aircraft. These rounds continue used in the current combat round.
Movement Segments.
until one side or the other is alone in the
• Base Transfer (14.11). Movement hex (or there are no Active planes left C) The attacker rolls two dice, adding
of your aircraft from one Air Base with a non-parenthesized Air Combat it to his Air Combat Rating, and
to another. Transfers are executed Rating). then subtracting the defending Air
in the various Movement Segments. Combat Rating. Use this modified
Ignore all Inactive aircraft during Air roll on the Air Combat Table to
Important Note: There are no limits Combat; they do not take part at all. identify which aircraft, either one
placed on the number of non-barrage or both, must abort. Finally, roll
14.3a Parenthesized Ratings. Aircraft
missions that can be flown to the same a third die—the “loss” die—to
with parenthesized Air Combat Ratings
hex in a phase. For instance, a player determine if the aborted unit(s)
cannot initiate Air Combat. They can
wanting to Air Drop 1T of supply to must also take a step loss. This
still enter a hex with enemy aircraft,
a surrounded tank division could keep happens on a roll of 5 or 6.
however. If all the aircraft in a hex (both
flying mission after mission until he
sides) have parenthesized Air Combat D) Repeat B and C (each couplet is a
successfully lands the needed supplies. A
Ratings, the aircraft ignore one another round of combat) with the same
player could also Hip Shoot a hex several
(and there is no Air Combat). or different aircraft until one side
times in the phase. Other barrages are
limited to one to a hex each phase. 14.3b Modifiers to Air Combat. There or the other remains alone in the
are none except when using the Long hex (or until neither player has any
14.2f Air Mission Sequence. Follow Active Fighters left).
Range option (21.4).
this complete sequence when executing
a mission. Aircraft from more than one 14.3c Attacker Identification. In Air Play Hint: Roll three dice at once—two
Air Base (up to a combined limit of four Combat the “attacker” will normally be “combat” dice and an off-colored “loss”
air units) can execute a mission together, the player initiating the battle (mission die—to speed Air Combat resolution.
with air units from each base moving player or Interceptor). The roles switch
separately (there is no need to “link up” if the erstwhile “attacker” only has air Example: One LaGG-3 (Air Combat
before reaching target hex): units with Parenthesized Ratings, and Rating of 2) and one IL-2 Air Combat
the combat ends completely if all Active Rating of (2)) move into a German Air
A) Declare the mission type (such as
planes in the hex have Parenthesized Base hex occupied by one Active Bf 109f
Trainbusting or Barrage).
Ratings—the remaining planes ignore (Air Combat Rating of 4) and two Stukas
B) Move aircraft from one or more each other and the mission continues. (Air Combat Rating of (1)) along with
bases to the mission hex.
14.3d Voluntary Aborts. Voluntarily several Inactive aircraft. All of the above
C) Resolve any Air Combat (14.3) if Aborting from an Air Combat (thus are at full strength. The Soviets are the
both players have Active aircraft becoming Inactive) is sometimes useful: attackers.
in the mission hex.
A) Either player has the option to Each player selects the aircraft of his choice
D) Resolve any Interception (14.5). abort some of his aircraft in the for the first round of Air Combat. The
E) Resolve any Flak (14.4). hex before the Air Combat starts, Soviets select the LaGG-3; the Germans
but at least one air unit must be pick the Bf 109f. The defending Germans
F) Resolve the mission. kept Active and fight. could also have picked one of the Stukas
G) The aircraft return to base (14.1c) B) Neither player has the option to (not a bright move, but allowed). The
and usually become Inactive. abort after an Air Combat starts. attacking Soviets could not have picked
(It continues until only one player the IL-2 because of its parenthesized Air
Play Note: Planes can no longer be added Combat Rating. The Soviet player rolls
to a mission after Step C, so remember to has Active aircraft in the hex, or
both sides run out of non-paren- two dice (getting a 9) to which he adds
perform needed Fighter Sweeps during the his aircraft’s rating (2) and subtracts the
Movement Segment! thesized aircraft.)
German unit’s rating (4) for a modified

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OCS Series Rules v4.3

roll of 7. The Air Combat Table gives 14.4e Flak Resolution. Roll two dice. came. The plane is not considered
“Both Abort.” The Soviet player rolls one If the modified result is 11 or more, one to have flown a mission and thus is
die and no losses result, so both players mission aircraft step is lost. Otherwise, eligible to intercept another enemy
send their aircraft back to base where they the Flak has no effect and resolution is mission later in the same phase.
become Inactive. complete.
This leaves the two Stukas facing the IL-2. The dice roll is modified by the Flak
None of these can attack, so the combat Points affecting the mission, per the 14.6 Fighter Sweep
ends and the two forces ignore each other. charts and tables. Fighter Sweep missions are done during
The Soviets can then barrage the Air Base. 14.4f Flak Losses. If a loss is inflicted, Movement Segments. In these a Fighter
one of the mission aircraft takes a loss is moved to a hex with Active enemy
before conducting the mission. Other- aircraft and engages in Air Combat. Win
14.4 Flak wise, the Flak has no effect. Determine or lose, the mission Fighter is aborted
which air unit in a stack takes the loss by to an air base within range when the
In Step E of the Air Mission Sequence rounds of combat conclude. A hex can
using the Mission Loss Table. Remove
(14.2f ), the enemy player checks to see be the target of any number of Fighter
an eliminated aircraft; those with one
if his abstracted air defenses (“Flak”) Sweeps in the same segment.
step remaining finish the mission using
disrupt the mission. Normal Flak reflects
their reduced values.
only ground-to-air fires—most combat Play Note: There is no reason to have
units have some anti-aircraft ability, 14.4g Cargo Losses. If there is a change more than one fighter per Sweep mission,
and the design also assumes nominal in a Transport mission’s cargo capacity since multiple Sweeps can be flown against
Flak assets are deployed at important because of Flak, recalculate the avail- the same hex.
potential targets. The intensity of ground able load (keeping in mind range effects
Flak is increased if the mission is flown of 14.9e) and destroy a portion of the
into an enemy Patrol Zone (14.4a). cargo (player’s choice) that exceeds the 14.7 Barrage & Hip Shoots
new capacity. Round in favor of cargo
14.4a Missions Subject to Flak. Aircraft make use of Barrage missions to
survival (e.g. if 1T is being transported
• Always: Barrage, Hip Shoot, and and the aircraft drops from 1T to 1/2T attack enemy ships, ground units, and
Trainbusting. capability, the 1T survives and arrives facilities. What follows are the specifics
successfully). of Barrage missions; 10.0 covers the
• Only if in an enemy Patrol Zone:
more general rules of Barrage and 18.3
Air Transport, Air Drop, and Base
describes anti-ship barrages. All the usual
Transfer.
14.5 Interception modifiers for Barrage (including spot-
• Never: Fighter Sweep and Intercep- ters) apply to air barrages as well.
tion, and all non-mission activity In Step D of the Air Mission Sequence
(14.2f), a player will sometimes have the A given hex can normally be barraged
(such as placing air reinforcements
option to intercept an enemy mission. just once in a phase, but Hip Shoots do
and returning to an air base).
Only a mission that is subject to Flak not count against this limit.
14.4b Supply considerations never affect
(per 14.4a) can be intercepted, and then 14.7a Aircraft can never combine with
Flak, nor is there any SP cost for Flak
only if the mission hex is in a Patrol artillery or ships in a single barrage. An
rolls.
Zone. The player can intercept with a Air Barrage never has any supply cost
14.4c Patrol Zone. A Patrol Zone (PZ) single Active Fighter with a Patrol Zone of its own.
is a defensive area created by any Air into the mission hex. The player is not
14.7b Air Barrage and Phasing. Air
Base with one or more Active Fighters, required to intercept (it is his option)
units move to a mission hex during a
and extends 10 hexes in all directions. and can only do so once per mission.
Barrage Segment. Follow the sequence
Enemy air missions that target a hex in
Important Note: Interception missions given in 14.2f. Aircraft are subject to
a PZ are subject to Interception (14.5)
are never prevented by game-specific Flak (see 14.4) before the barrage, and
and heavier Flak.
weather and/or phase restrictions. must return to an air base and become
14.4d Non-Mission Aircraft. Extra air Inactive immediately after the barrage
Interception is resolved as Air Combat.
units will sometimes be stacked with is resolved.
If non-mission aircraft are present, see
mission aircraft. For instance, an Active
14.4d. Handle the intercepting Fighter 14.7c Short Range Barrage Modifier.
aircraft might be at a friendly Air Base
after the combat as a special case: Range effects apply when all aircraft
receiving a Transport mission. Only
• If the interceptor loses, it becomes conducting the barrage are at or within
mission aircraft are affected by Flak.
Inactive at the air base from which 10 hexes of the base from which they
(But note any “extra” planes would be
it came. flew. These barrages get an additional
affected by Interception, taking part in
rightward shift on the Barrage Table.
the Air Combat along with the mission • √ If the interceptor wins, it stays Never apply this shift to Strat Bombers.
aircraft.) Active at the air base from which it

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14.7d Hip Shoots. Hip Shoots are done one Trainbusting marker can be placed • Ships, aircraft, sea cap, and supply
during Movement Segments. They are in any hex. These missions cannot be paths are unaffected by a TZ.
resolved like normal Barrages (14.7), executed as Hip Shoots. Note there is never an additional effect
with some exceptions and restrictions: 14.8a Execution. Move the mission on a hex due to overlapping TZ, and a
A) Hip Shoots do not count against stack to the target hex. Resolve Flak TZ has no effect on retreats.
the limit of one barrage against (see 14.4) and then attack the hex using 14.8d Phasing. Trainbusting barrages
a hex in a phase. This means a the Barrage vs. Facility Table. If the can be made in the barrage segment of
hex can be barraged by multiple result contains an asterisk, place a Train- any phase allowing a player’s aircraft
Hip Shoots in a phase, and also busting marker in the hex (otherwise to conduct missions. The markers are
be subjected to a “regular” barrage there is no effect). Regardless of success, removed in the next enemy Clean Up
during the same phase. the aircraft return to base and become Phase and their effects are continuous
B) A Hip Shoot must be made by a Inactive. until then.
single aircraft and its nationality 14.8b Trainbusting Zone. A Train-
must be listed in the game-specific busting Zone (TZ) is the hex
rulebook as having the special Hip with a Trainbusting marker 14.9 Air Transport
Shoot capability. plus the six adjacent hexes.
Air Transport allows the player to use his
C) A Hip Shoot requires a correct (Exception: For movement
Transports to move supplies and units
spotter (10.0b). using Leg MP, a Trainbusting Zone is
around the map.
limited to just the marker’s hex.)
D) Given the above, a Hip Shoot can Air Transport can occur in any friendly
hit any type of target. (Exception: 14.8c Trainbusting Effects. The Train-
Movement Segment.
Trainbusting cannot be performed busting Zone affects enemy ground unit
movement and rail costs. 14.9a Transports have a printed trans-
as a Hip Shoot.)
port capacity. They can carry any load
• Ground units must add 1 MP to the
up to that capacity. (See 4.7 for Trans-
terrain cost of every hex entered that
portation Equivalents.) Transports at
14.8 Trainbusting is in a TZ.
the same air base can combine their
Trainbusting missions disrupt enemy • Rail cargo passing through a TZ transport capacity to carry cargo. For
rail traffic as well as columns of troops, uses double the normal Rail Cap. instance, two aircraft with a capacity of
vehicles, and pack animals moving in The increase in cost is applied only “1/2T” could carry a parachute battalion
an area. Only one Trainbusting mission once, even if the cargo is transported that has a transport equivalence of 1T.
per hex per phase is allowed, and only in and/or out of multiple TZ.

Example: Air Barrage Missions


In this example, the pictured Stuka has two possible targets. In a real game, it
could only hit one, but for illustrative purposes here we will work through both
attacks. There are no enemy fighters in the area, so no interception is possible.
In both cases, the Stuka returns to base and becomes inactive after the mission.
Target 1: An unspotted unit in terrain. The Stuka hits the lone tank brigade
in the forest hex (close terrain) which has no German units adjacent to act as
spotters. There are no Flak modifiers, so the Russian player rolls two dice looking
for an 11 or more. He rolls an 8, a miss, so the Stuka drones on to its target. The
barrage begins on the 17-24 column, but several shifts are applicable: left 1 for
close terrain, left 3 for no spotter, and left 1 for 1 RE in the target hex. With five
total shifts, the barrage is resolved on the 2 column. The German player lucks out
with a roll of 10, which DGs the target.
Target 2: Spotted units in the open with an HQ. The Stuka hits a hex with three
brigades and an HQ. The German motorcycle battalion is adjacent, so there is
a spotter. The Flak roll is +1 due to the HQ, and after a modified roll of 11 the
Stuka takes a loss and is flipped to its reduced side. Now with a strength of 9, the
barrage begins on the 8-11 column. One modifier applies: the stack has a total
of 4 RE (remember that an HQ is a 1 RE unit), so there is a right 1 shift. The
German player rolls a 10, which on the 12-16 column yields a [1/2] result. This
bracketed result is reduced to a DG because it is an air barrage. The Flak loss was
really important in this case, because a full-strength Stuka would have gotten a
straight 1/2 result, which entails a loss-check roll — on a 4-6 one of the attacked
units (Soviet player’s choice) would be sent to the Dead Pile.

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OCS Series Rules v4.3

14.9b Some Transports have a trans- any amount of cargo can be unloaded the Air Transport Success Table. Roll
port capacity of 1/2T. These units must if the Transports in excess of this limit two dice for each combat unit or 1T
usually use rule 14.9a, combining to become Inactive in the destination hex. of supply separately, based on the type
move 1T amounts. Alternatively, they of terrain in the mission hex and drop
can move 1T when making a double method (glider or paradrop). Apply the
capacity trip using 14.9e. In no case 14.10 Air Drop table’s modifiers. If the roll is successful,
can the 1/2T amount be saved for later the unit is placed in the drop hex (and
An Air Drop is a form of Air Trans-
or be rounded up to 1T. (Exception: its movement is finished for the phase).
port that does not require a friendly air
cargo survival, 14.4h). Otherwise, it is destroyed. Also destroy
base at the destination. Air Drops also
14.9c Cargo Types. Supply Points can any cargo that attempts to land on an
differ in that sometimes they must be
be transported by air, as can combat enemy combat unit (but if the hex only
planned in advance and the cargo may
units that are in Move Mode with an contains enemy non-combat units, apply
be destroyed in the attempt. Air Drop
MA of 10 or less Leg MP. relevant parts of rule 9.14).
can be done either by parachute or glider
14.9d Combat units can move up to 1/2 landings. The rules in Section 14.9 apply 14.10e Gliders. Gliders increase the
their MA during the phase it is carried to Air Drops except where they differ capacity of Transport aircraft.
by Air Transport (per 4.7d). This can be with the rules below. Gliders do not count against
done before or after the Air Transport mission and basing limits and
14.10a Unit Eligibility. Only SP and
mission (or both) provided no more are always considered Active.
combat units with the “Para” symbol
than 1/2 MA is expended. Gliders are generic “change” that can
can Air Drop. (Exception: Any combat
combine and break down like SP.
There are important mode and phasing unit that can be air transported can land
considerations. SP cannot be moved via glider, per 14.10e.) A) It costs one Eq to build two Glider
before/after a mission due to “leapfrog” Points (as if rebuilding aircraft).
14.10b Prior Planning. Air Drops of
restrictions. Combat units can change Gliders cannot be built in games
combat units have special restrictions.
to Move Mode prior to Air Transport where they are not provided. A
They can only be made in the Move-
in Movement Phase, but are not able glider cannot be reused—place it
ment Phase and require a Drop Plan—a
to “flip” orientation during Reaction in the Dead Pile after use.
written record of the hex where each
or Exploitation. Combat units must be combat unit will be dropped and the B) Gliders can only move when they
released reserves to move (and possibly specific turn the mission will take place. are part of an Air Transport or Air
attack) before/after a mission during You must make this plan either before Drop mission. When an air base
Reaction or Exploitation. All other units the game begins or at least two turns is captured, gliders are destroyed.
being air transported in these phases in advance of the scheduled drop. Plan C) A full-strength Transport plane
essentially have an MA of zero (and these drops in the Aircraft Refit Phase. (any capacity) can tow one Glider
cannot attack). Note that units moving No unit can ever be on more than one Point. The capacity of a Trans-
before/after the mission in Reaction have Drop Plan at a time. port/Glider combination is 2T (all
their MA halved twice, for a total of of which is loaded on the glider). A
Important Notes:
x1/4 MA. Transport that doubles its capacity
• Units making planned air drops do
14.9e Air Transport missions are flown (per 14.9e) can carry 4T if two
not require trace supply on the turn
to any friendly air base. Treating each Glider Points are used, or alter-
they are dropped (12.6h).
plane separately, the mission hex can… natively it can carry 2T on one
• Supply drops never need prior plan- Glider Point and carry its printed
A) …be at twice the plane’s range,
ning nor do they have any phase capacity for a paradrop.
provided it is made Inactive at the
restrictions.
destination air base, or D) In Air Transport missions, cargo
14.10c Cancellation and Delay. All on gliders is not counted against
B) …be at the plane’s normal range,
or part of a Drop Plan can be cancelled off-loading limits (15.0b).
in which case it returns to any air
or delayed. (Some units could drop as
base within normal range after the E) In Air Drop missions, cargo on
scheduled, some be delayed, and some
mission, or gliders has an increased chance
cancelled.) Make this decision during
C) …be at half the plane’s range, in for success, as shown on the Air
any Aircraft Refit Phase. If delayed, the
which case its transport capacity is Transport Success Table.
exact same drop is now pushed back
doubled and it returns to any air to the next turn. If cancelled, the plan F) Gliders do not check for Flak, but
base within half of its range after ceases to exist (and even if the same plan their tow aircraft do. The capacity
the mission. is drawn up in the future, planning must of the Transport/Glider combina-
14.9f A given air base can only unload start from scratch). tion is reduced to 1T if the towing
2T times the base Level per Movement aircraft takes a loss. Handle losses
14.10d Air Drop Procedure. Resolve
Segment using Air Transport. However, to cargo per 14.4g.
Flak and then check for losses using

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© 2018 All Rights Reserved.
The Gamers, Inc.

G) Gliders do not take part in Air one of his aircraft to take the loss and it at the base, or if it is an Air Drop
Combat. While being towed, a is the Blenheim. It is reduced and the or glider operation).There is no
loss is handled per 14.4g. mission continues. limit on loading.
14.10f Integral Gliders. As opposed The Allied player now totals the Barrage D) The stacking limit of Active air
to the separate counter version above, Strength of the three mission aircraft. The units in an air base hex is 4 + the
some games have Transport planes that Fighters are worth a combined 6 Barrage Level. (There is no limit on Inac-
contain a glider component as part of Points. The now reduced bomber adds 3 tive aircraft.)
the counter itself. Basically, these are more, for a total of 9 points. The initial 15.0c When attacked on the Barrage vs.
special Transports with an improved Barrage Table column is 8-11. There is Facility Table, an air bases may take hits
transport capacity because they always no barrage supply cost since this is an Air which reduce their Level. However, no
tow gliders (which make them exempt Barrage. No Allied combat unit is adjacent air base can be reduced below Level 1
from base unloading limitations). Rule to the target (no spotter: three columns left) (even in games using Air Strips).
14.9e modifies their capacity by range. and it turns out there are 4 RE in the hex
(one shift right). No further column shifts 15.0d Air Bases never need trace supply
Specific Game Note: The Case Blue apply. The total Barrage Table shift is two and never suffer attrition.
transports with Integral Gliders can only left, to the 3-4 column. The Allied player
perform Air Transport and Base Transfer rolls two dice and gets a 12, giving a 1/2
missions (never Air Drop missions). result. He then rolls a 5 with one die, so it 15.1 Refitting Aircraft
“rounds up.” The Axis player must remove A) An air base can refit once during
one step of his choice and the mode of the the Aircraft Refit Phase.
14.11 Base Transfer stack is changed from Reserve to DG. The
B) Refit costs 1T at each base (regard-
Allied aircraft now return to any friendly
A Base Transfer is a simple way to move less of Air Base Level or number
base within range.
an aircraft from one base to another of aircraft involved). An air base
without performing any other functions. can refit up to double its Level in
Air units can double their range when aircraft. The player chooses which
moving from base to base. Inactive aircraft to refit. Every air
When a Fighter unit performs a Base unit counts as one for refit, even
Transfer within normal range, it stays
15.0 Air Bases when at reduced strength.
Active. Otherwise, it goes Inactive (as Air Base units are the ground C) An air base cannot refit aircraft in
do all other plane types making Base support establishments (fuel an un-negated enemy ZOC.
Transfers). tanks, runways, and hangers) D) Weather conditions never prohibit
for air units. Each air base has refit, and never prevent aircraft
Play Note: Players may find that aborting
a Level representing its size, and in some from being Active. (This series rule
after a mission is often a more useful way
games a small triangle to allow a player intentionally modifies the weather
to change base, since then the aircraft can
to displace the counter from its actual rules in some older games!)
“do something” along the way.)
hex in congested areas.
Complex Aircraft Mission Example: Air bases are non-combat units, so it
During his Movement Phase’s Barrage takes an Attack-Capable enemy unit 15.2 Air Strips
Segment, the Allied player tries a Barrage to enter these hexes. See 9.14f for air Air Strips are very small air bases that can
on an Axis stack with a Reserve marker base capture. be built/used only if specifically allowed
showing. The strike consists of a Blenheim 15.0a No more than one air base can in a game’s rules. Air Strips have some
V bomber and two Hurricane II fighters. ever exist in a single hex. special characteristics:
The mission hex is inside the Patrol Zone. A) They are built for 1T, following
15.0b Air Base Level effects:
The mission has a +2 Flak Mod operating the procedure in 15.3. An air strip
against it (+1 for a Patrol Zone (since a A) Each Level allows the refit of two can be upgraded to a Level-1 Air
Fighter is present), +1 for three mission aircraft per Aircraft Refit Phase. Base by paying 3T.
aircraft). For instance, a Level-3 Air Base
can refit up to six air units. B) They can only refit one aircraft per
First, the Axis player resolves Flak against Aircraft Refit Phase.
the mission. He chooses to avoid literally B) Air bases have Flak Points equal
intercepting and forcing an actual Air to their Level. C) They have a unloading capacity of
Combat. The Axis player rolls two dice 2T per Movement Segment.
C) Only 2T times the Level can be
and gets a 10 which is modified to 12 unloaded per Movement Segment D) They have a stacking limit of 4
resulting in a loss. The Allied player uses (unlimited if the Transports in Active air units.
the Mission Loss Table to randomly select excess of this amount go Inactive

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OCS Series Rules v4.3

E) They are never reduced by damage can build/improve a Level of hedgehog 17.0d In a change to some older game
or voluntary reduction. in their hex. Alternately, an Engineer- rules, weather can never prohibit refit,
F) They do not add any Flak. Capable unit can do the work (13.8d). or prevent aircraft from being Active at
The cost is 2 SP. their base.
• A hex can only have its Hedgehog
15.3 Building Air Bases Level increase by one per turn (such
as from none to Level-1). It thus
Air bases can be built/improved only
takes four turns and 8 SP to build a
during the Movement Phase, and only
Level-4 Hedgehog. 18.0 Naval Power
by Engineer-Capable units performing
Construction (13.8d). The cost is 1 SP. 16.0c Reduction. Hedgehogs can be Skip this entire section if the game
reduced during the Movement Phase being played does not include ships!
• An Air Base’s Level can increase
only. One RE of units, that must be
by only one per turn (such as from Naval warfare is handled fairly simply,
in Combat Mode and not move, can
none to Level-1, or from Level-1 to because the series is built around land
reduce a hedgehog by one Level. An
Level-2). It thus takes three turns and air combat. However, some detail
Engineer-Capable unit can also do the
and 3 SP to build a Level-3 Air Base. in naval operations is needed to allow
work (13.8d). There is no SP cost.
• Air bases can never be improved for campaigns with an important naval
• A hex can only have its Hedgehog component (specifically naval gunfire
above Level-3.
Level decrease by one per turn (such support and amphibious landings).
as from Level-3 to Level-2).
15.4 Reduction of Air Bases • Remove a hedgehog reduced below
Level-1. 18.1 General Naval Rules
Air bases can be reduced only during the
Movement Phase. One RE of units, that 16.0d Combat Effects. A hedgehog 18.1a Supply. Ships never need supply.
are in Combat Mode and do not move, aids defensive combat with a die roll 18.1b Stacking. There is no limit to
can reduce an air base by one Level. An modifier equal to its Level (so a Level-3 the number of ships that can stack in
Engineer-Capable unit can also do the Hedgehog gives a -3 DRM). A defend- a hex. Ships cannot stack with enemy
work (13.8d). There is no SP cost. er’s hedgehog also affects Surprise with a ships. Ships can enter hexes with enemy
-1 DRM (this does not change by Level). non-combat units, but cannot stack with
• A given friendly air base can only be
reduced once per phase. 16.0e AT Effects. Hedgehogs provide enemy combat units (see 4.8c).
Heavy AT (9.4e) to combat units in √ 18.1c Naval Movement. Most ships
• An air base can never be reduced
the hex. can only enter all-sea hexes. Landing
below Level-1.
16.0f Reserve Mode units cannot end a Craft can additionally move in coastal
• Note that a Facility Table Barrage hexes and in either hex bordering an
phase in a Hedgehog (5.7g).
can also reduce air bases (see 10.0c). estuary (see note below), even if it looks
16.0g There can never be more than one like they are crossing all-land hexsides.
hedgehog in a hex.
16.0 Hedgehogs 16.0h Combat and barrage results never Play Note: An Estuary is a sea hexside
Hedgehogs (called “Hogs”) reduce or eliminate a hedgehog. near the coast. It is often, but not always,
represent field works, wire, marked with a prohibited hexside. The rule
mines, and other obstacles allowing landing craft to move along an
that help protect a hex from estuary does not apply to rivers or canals!
combat and barrage attacks. Hedgehogs
cannot move and never require supply. 17.0 Weather Specific Game Note: In The Blitzkrieg
Legend Destroyers are allowed move into a
Hedgehogs are non-combat units, so Roll for weather during the Weather port. This is an exception to normal rules.
enemy units can only enter these hexes Determination Segment. A large ship is automatically DG in a port,
if they are Attack-Capable. See 9.14e which makes it more susceptible to damage
regarding hedgehog capture. 17.0a Weather affects play according to
the effects (if any) listed with the game- (since another DG converts to a loss).
16.0a Hedgehogs come in four levels specific Weather Table.
of increasing quality. No hedgehog can 18.1d Naval DG. Ships do not have
ever exceed Level-4. 17.0b Weather generally affects each modes, but they do use DG markers
player equally (in some games it can to show an increased vulnerability to
16.0b Construction. Hedgehogs can affect one side or the other differently). damage (see 18.3d). DG markers are
be built or improved only during the removed from ships during the player’s
Movement Phase. One RE of units, that 17.0c Weather conditions that increase
the normal movement costs are ignored Clean Up Phase. Note that ship values
are in Combat Mode and do not move, are not affected.
when tracing supply paths (12.3d).

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The Gamers, Inc.

18.1e Phasing. Ships can move during not apply to coastal artillery gunfire Table. Several special rules apply when
friendly Movement, Exploitation, and (18.3g). barraging ships:
Reaction Phases, and expend 1 MP per A) The only possible shifts are those
hex. Every ship can move in all three Design Note: This rule shows the effort
related to an attacking aircraft’s
phases (no need for Reserve markers). by members of a carrier group to defend
distance from its base.
the carrier. A surface attack will not get to
18.1f Speed. Most ships can move 20 B) Multiply the Barrage Strength of
the carrier until the screen is eliminated.
hexes per phase. Slow ships (designated all attacking planes by x2.
with a white stripe) can only move 10
hexes per phase. A damaged single-ship C) Divide the Barrage Strength of
counter converts to slow speed, but a 18.3 Naval Combat all attacking units by the target’s
damaged multi-ship counter (destroyers Protection Rating (treat as ‘1’ if
Ships attack enemy naval and
and cruisers) retains its normal speed. none is printed on the counter).
ground targets using barrage.
These changes are reflected on a coun- Anti-ship attacks of all kinds D) All Landing Craft in a stack are
ter’s damaged side. are also resolved via barrage. treated as “one individual ship”
for target and DG purposes.
Design Note: The speeds above are indeed 18.3a Ship Barrages. A ship is able
“slow” given regular steaming rates. They to barrage once per friendly Barrage 18.3d Naval Damage. A ship is affected
exist here not as a measure of how fast the Segment, choosing either a ground or by hits and DG results generated by the
ships can go, but rather as a measure of naval target in range. There are some Barrage Table. Damaged ships cannot
flexibility. Ships dedicated to an operation restrictions: be repaired.
cannot instantly shift focus as would be the A) A ship can fire at naval targets in A) Hits on Ships. A hit flips a ship to
case if they had a movement rate matching every friendly Barrage Segment it its damaged side; a second sinks it.
their potential steaming distance. does not fire at a ground target. Also apply a DG result to the ship
(see below).
B) A ship can fire at enemy ground
targets only once per game turn. B) Hits on Landing Craft. Each hit
18.2 Aircraft Carriers For example, a ship that barrages eliminates one point of the unit—
18.2a Capacity. Carriers are limited an enemy air base in its Reaction use a counter of a reduced value to
in the number and type of Phase is unable to fire at a target reflect the hit. (Exception: When
aircraft they carry. In some during Movement or Exploitation. an LST takes a hit, convert the
games, only planes with the counter to Landing Craft of the
18.3b Ground Targets. Naval barrages
carrier’s name on them can reduced point value.) Also apply
against ground units have reduced effects
use that carrier. In other games, each a DG result (see below) to all the
as noted on the Barrage Table; barrages
carrier has a number on it for how many Landing Craft in the hex.
vs. Facilities have no special reduction.
aircraft it can support (counting both Ships firing together do not need to be C) DG results. These results affect the
Inactive and Active aircraft). stacked together. See 18.3g for special target only, not the entire hex or
18.2b Refit. Carriers can refit all of handling of Coastal Artillery. any cargo. The first DG does not
their planes in the Aircraft Refit Phase. cause damage, but on a second
18.3c Naval Targets. Enemy ships can
Exception: Damaged carriers can only DG remove the marker and then
only be barraged by naval units, planes,
refit 2 planes (regardless of their normal apply a hit (per “A” or “B”).
and Coastal Artillery. These barrages are
rating). There is no SP cost. made against individual ships, not entire Important Note: A player conducting
18.2c Carrier Planes. Air units on a stacks. There is no limit on the number a barrage selects its target if shooting
carrier perform missions and project of barrage missions that can be directed against ships. If firing against Landing
Patrol Zones from the carrier’s hex. A against ships in a single hex in a Barrage Craft, randomly determine the target.
carrier can move in the same segment, Segment, but no ship can be targeted by Eliminated cargo is also randomly deter-
either before or after, its planes perform more than one barrage in a phase. mined. For example: a 2-point DUKW
missions. Aircraft stay with a carrier as carrying a regiment and an SP takes a
After announcing a barrage against a
it moves—and this includes a “move” loss. Reduce the DUKW to 1 point,
stack of ships, the firing player is allowed
to the Dead Pile. (Note tagging along and then roll to see if the SP or the
to see all the available ships (but not
with a moving carrier is not treated as regiment is lost.
their cargoes, if any) before selecting
a mission.) Otherwise, carrier planes individual targets. For example, a stack 18.3e Torpedo Bombers. Air units with
operate as regular aircraft. of two aircraft could combine against a Barrage Strength in paren-
18.2d Surface ship gunfire cannot be one ship or each attack a different ship. theses are Torpedo Bombers.
directed at a carrier if any non-carrier (The strength of a barraging unit cannot They can only barrage ships;
surface ships are in range. This rule does be split, however.) Resolve each barrage they can never barrage land
independently, using the regular Barrage targets of any kind.

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OCS Series Rules v4.3

18.3f Ship Flak. The Flak value of a 18.4a Capacity. Landing Craft have (9.14g). Unloaded ground units
ship (if any) is given on the counter. a capacity number on the counter and can move after landing (18.5h).
This adds to the Flak rolls made against function much like Transport Points. C) When acting as Transport Points,
all Air Barrage missions in the hex (not They do not count for stacking. DUKWs can only carry SP. Treat
just those targeting that particular ship). 18.4b Movement. Landing Craft are as a truck when overrun (9.14c).
18.3g Coastal Artillery. Coastal Artil- slow ships (18.1f). Exception: DUKW Loading/unloading cost is 2 MP
lery can fire as “land-based can only move 8 hexes per phase. (per 4.7d and 13.2f).
ships” using the rules for ship 18.4c Loading. Landing Craft can carry 18.4f LSTs. In addition to being a type
barrages (this includes being combat units, SP, and Transport Points of Landing Craft, an LST in
exempted from supply use). up to the limit of their capacity (see a coastal or estuary hex can
They are the only ground units that 4.7 for Transportation Equivalents). be converted into a port (by
can barrage ships. Loading has no movement cost, can flipping to its port side). This
A) Coastal Artillery can fire at ships only be done in port hexes (subject to ‘conversion’ requires an ALT roll (see
in every friendly Barrage Segment current capacity), and the cargo cannot 18.5f). Any cargo on the LST unloads
it does not fire at ground targets. have been moved before being loaded. when it deploys as a port, using the same
Resolve the barrages using 18.3c. Important Note: Unloading is done ALT roll as the port deployment. (The
These have no supply cost. using Amphibious Landing (18.5) or cargo is landed before the port exists in
B) Coastal Artillery can sometimes Beach Assault (18.6) procedures. the hex, so note the restrictions of 18.5e
fire at ground targets in friendly do apply.)
18.4d Handling. Handle Landing Craft
Barrage Segments. They cannot like SP and Transport Points—they can Some special rules apply to LST ports:
fire at enemy ships in the same be split up and combined in various A) Unlike regular ports, they cannot
phase, however, and all normal combinations of points. When taking be targeted by barrage (the hex can
rules for artillery barrage apply— losses, either from ALT results or from be barraged, but the port ignores
including mode/phase restrictions barrage, just replace the current counter any result).
and limits. These have the normal with a Landing Craft of the reduced
supply cost. B) They are destroyed when an enemy
number of points. LSTs are an exception Attack-Capable unit enters its hex.
C) Ships can fire at Coastal Artillery (see 18.3d). They can never be destroyed or
as a naval target, independent of 18.4e DUKWs. In addition to being captured by any other method.
other units in the hex. (Or they Landing Craft, DUKWs can
could do a regular barrage against C) They can never move or convert
operate as Transport Points back into an LST.
the hex, per 18.3b.) Always treat (see 13.2; captured as a Truck
these as “spotted” barrages, with per 9.14c). When moving as D) They are a 1 SP port, which makes
Barrage Table results adjusted as Transport Points, DUKWs lose their them a supply source.
follows: a step loss eliminates the ability to move in all three Movement E) LST ports are not functional in
Coastal Artillery unit and a DG Segments, but their MA is tripled to the phase they deploy. (So in that
result is ignored. 24. The switch between Landing Craft phase no shipping is allowed into
Design Note: It is important that players and Transport Point (and vice versa) can the port and the port does not
realize the abstractions represented in ship occur at any time during the Movement assist other ALT rolls.)
vs. ship exchanges. Ship location at this Phase—just triple the remaining MA
F) An LST cannot convert into a port
level is not all that precise—range changes when it starts to move by land (or divide
in a hex with another port.
and gunfire exchanges happen in the hours by 3 when it starts to move by water).
significantly “below” the resolution of this In addition…
system. This is not a tactical naval system! A) Make an ALT roll (see 18.5f) each 18.5 Amphibious Landings
time the DUKW switches move- Landing Craft can unload the combat
ment type from Landing Craft to units they are transporting when they
18.4 Landing Craft Transport Point (not vice versa). end movement in coastal hexes. The risk
This can be the same roll used to attached to such landings is reflected by
Landing Craft, DUKWs, and
unload cargo (but this will end the required roll on the Amphibious
LSTs are collectively called
movement, per 18.5e). Landing Table (ALT). These landings
“Landing Craft.” These are
naval units used to deliver B) When acting as Landing Craft, are limited to undefended coastal hexes.
cargo (troops and supplies) to invasion DUKWs can only carry the cargo For hexes occupied by enemy combat
beaches. Landing Craft do not have a types allowed on Air Transport units, see Beach Assaults (18.6).
Flak value or Barrage Strength. Missions (restricted as per 14.9c). 18.5a There is no movement cost for
Treat as a Landing Craft if overrun unloading; just drop off the units when

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© 2018 All Rights Reserved.
The Gamers, Inc.

the Landing Craft enters the coastal hex. SP and loaded Transport Points can 18.6b Just before the execution of a BA,
The Landing Craft must end its move be unloaded. the defending player can opt to resolve
at that point. √ 18.5h After Landing. Combat units the landing as an ALT instead of as a
18.5b Any number of Landing Craft can move 1/2 their MA during that same BA. (This can be done if the odds are
points can unload in a given hex in one Movement Phase after an ALT landing overwhelming and an ALT roll has a
phase. (per 4.7d). Such units are fueled before better chance of inflicting losses.) The
landing for free (at no SP cost) via the decision cannot be changed once made,
18.5c Combat units must unload in and must be made before any dice are
either Combat or Move Mode. “single-unit method” (see 12.5c(C)).
DUKW can move a proportion of their rolled, units exposed, or combat supply
18.5d Landings requiring an ALT roll remaining MA (per 18.4e). paid. Spend no supply for a BA resolved
can only be done during the player’s on the ALT.
Movement Phase. Note that landings • Units that come ashore without an
ALT roll (via 18.5g) do not get any If the defender makes this choice, the
in ports which do not require an ALT normal ALT procedure is modified as
roll can also be done in Reaction and after-landing movement.
follows:
Exploitation Phases (see 18.5g) — this
is a way to get extra cargo ashore! • Regardless of the ALT result, the
18.6 Beach Assaults defenders are destroyed.
18.5e Transport Points and SP cannot
be landed by ALT roll (but see 18.5g). Landing Craft can position units for an • Unloaded units advance into the
SP loaded on Landing Craft can only be assault on a coastal hex that contains vacated hex, but there is no “after
used by units in the same or an adjacent enemy combat units. Think of Beach landing” movement (per 4.7d).
hex (even if off-shore), and HQs are not Assaults (BA) as a last resort, when land-
allowed to “throw” supply drawn from ings via the ALT are not possible.
a Landing Craft. 18.6a Resolve Beach Assaults during the
friendly Combat Phase. Several special
18.5f The ALT Roll. Make ALT rolls
after all Landing Craft have finished rules apply: 19.0 Ports & Shipping
moving for the phase. Roll two dice per A) The attacking units in a BA must Ports are printed on the map with an
hex containing units that landed during be in Combat Mode, stacked in anchor symbol and capacity. Ports are
the phase. Add applicable modifiers and the same hex, and total no more non-combat units, so it takes an Attack-
execute the result. than 3 RE. Capable enemy unit to enter these hexes.
A) When there are several types of B) Combat supply for a BA can be See 9.14h for port capture.
terrain in the hex, use the most drawn only from Landing Craft 19.0a Capacity. Port capacity is the
difficult on the ALT. carrying Supply Points in the same maximum number of SP allowed to
B) Roll and carry out ALT results or an adjacent hex. load and/or unload in a single phase. For
separately for every group of 3 RE C) All attacker option results must be example, a port with a 1T capacity could
landed in a hex. Make as few rolls taken as step losses. load or unload 1T in a phase, but not
as possible, but otherwise a player both. Units and supplies coming into
D) Units making a BA can keep any the port without an ALT roll via 18.5g
can arrange units into these groups
Exploit marker they might earn. count against the capacity of a port, as
as desired.
E) If the BA does not dislodge the does normal shipping (19.0f).
C) When partial losses are required by
defenders from the hex, destroy Ports with a capacity above zero can
the ALT result, randomly choose
all attacking units and also their choose to use their full capacity to load
the lost Landing Craft and cargo.
Landing Craft. or unload a single combat unit whose
D) Wait to do “after landing” moves Transport Equivalent size exceeds the
F) There is a nominal hexside terrain
(18.5h) until all of the player’s port’s current capacity. This can be the
that makes all units x1/2 when
ALT rolls have been made. only loading/unloading performed at
attacking in a BA. The defender
E) When entering a hex with enemy can choose that or the hex terrain the port during the phase.
non-combat units, resolve Special- in 9.4b. A port is “shut down” when in an enemy
ized Combats (9.14) after making ZOC. Per 4.5a, negation is possible for
G) BA combats cannot be made in
the ALT roll. trace supply operations, but not for Sea
conjunction with attacking units
√ 18.5g Ports. Do not make an ALT that have already landed. Cap. Ports which are shut down have
roll for Landing Craft that unload cargo their capacity treated as zero. The port
H) If all of the defenders are destroyed
using a friendly port’s capacity (19.0a). instantly recovers its normal capacity
by a barrage, resolve the assault on
(Additional units can be landed in a when the enemy is driven away (or for
the ALT instead (but there is no
port hex, but these do require an ALT trace supply only, the ZOC is negated).
“after landing” movement).
roll.) When no ALT roll is required,

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© 2018 All Rights Reserved. Page 41
OCS Series Rules v4.3

Play Note: A port continues to function E) Each point of shipping allowance can move in the phase it is created or
when enemy combat units or ZOC block can move 1 SP of cargo (see 4.7 absorbed.
the hexes that lie between it and the sea for Transportation Equivalents). 20.0f Breakdowns are 1 RE and have
(unless this is overridden by a game-specific F) Enemy ZOC prevent use of Sea one step. They are independent units.
rule). Cap (4.5a) at a port. 20.0g Generally, all multi-step units of
19.0b Damage. Ports can accumulate the same nationality use the same pool
“hits” when attacked by the Barrage of Brkdwn counters (the unit type need
vs. Facility Table. These hits affect the not exactly match). Note that there are
port’s capacity as noted near the table some game-specific exceptions to this.
(round to nearest Token of capacity). 20.0 Breakdowns
Whether damaged by the Barrage vs. Specific Game Note: The German pool of
Breakdowns are generic units infantry-symbol Breakdowns in Case Blue
Facility Table or Voluntary Reduction
that are detached from multi and GBII are created and absorbed by all
(below), a port can never accumulate
-step units, typically infantry of that nation’s multi-step infantry, jaeger,
more than 4 hits. Some ports have a
divisions. They allow these mountain, SS, and LW divisions. Their
Damage Track specific to them on the
divisions, which cannot otherwise split security divisions can neither create nor
map; for these apply the Port Capacities
up, to occupy more ground. Breakdowns absorb breakdowns. Axis allies— Italians,
listed and not the generic hit effects.
are 1 RE units with either a “Brkdwn” Romanians, and Hungarians—have their
19.0c Voluntary Reduction. During identification or none at all. They are own Breakdown pools, and can neither
the Movement Phase (only), at least 1 not usually limited to the counter mix create nor absorb the German Breakdowns.
RE of combat units that are in Combat (if players don’t mind making extras).
Mode and do not move can inflict 1 hit
A multi-step unit creates a Breakdown
on a port in that hex. Engineers can also
in its hex by detaching one of its steps.
perform the work, per 13.8d. No more
Use a Step Loss marker to record this
than 1 hit per turn can be inflicted in
this way.
(it is essentially just like a combat loss).
Note a unit’s last step can never become
21.0 Optional Rules
√ 19.0d Repair. Ports can be repaired a Breakdown. You can use these or not, depending on
in the Movement Phase (only) using what you want out of your game. Be
Multi-step units that are “Armor” or
construction (13.8d). Each Engineer- warned that some might alter balance
“Mech” (3.2a) are not able to create
Capable unit can repair one hit at a cost slightly, and take note that in general
or absorb Breakdowns. Only “Other”
of 1 SP. Only one hit per port can be the options tend to be used sparingly.
type units may do so.
repaired in a given turn. We have rated them with a letter grade
20.0a Multi-step units can create one or to show their overall popularity.
19.0e Ports and Trace Supply. The
more Breakdowns when they begin to
game-specific rules will specify which
move or to advance/retreat after combat.
ports, if any, are supply sources. A port
These are the only times Breakdowns
that is available to the player as a supply 21.1 Recon - D
can be created.
source loses that ability if the port falls This option is for those who want to
below a 1 SP capacity. 20.0b A multi-step unit can only create
incorporate some of the special attributes
a Breakdown with an AR equal to or
19.0f Shipping. Game-specific rules of recon units. For this option, a “recon
less than its own, and may only absorb
define each side’s Shipping Allowance unit” is any unit (regiment or smaller)
a Breakdown with an AR greater than
(if any), which is sometimes called Sea with a recon, motorcycle, armored car,
or equal to its own.
Cap. Naval units are not used for this cavalry, or commando symbol.
abstracted form of transport, used to 20.0c When being created or absorbed,
During any phase in which it moves, a
move ground units from port to port. the multi-step unit must have the same
recon unit can spend 1/4 its printed MA
“marker & mode” status (such as Low
A) Shipped units must be in Move and 1T to recon an adjacent hex. The
Ammo or DG) as the Breakdown.
Mode. other player must then reveal the total
20.0d Reduced multi-step units must number of steps and whether Heavy or
B) Sea Cap can only be used during
absorb eligible Breakdowns (within the Light AT is present (as in 9.4e).
the Movement Phase.
restrictions of 20.0b and 20.0c) they are
C) No movement is allowed before stacked with at the end of any phase.
or after a unit is shipped. This is the only time when Breakdowns 21.2 Proportional Loss - A
D) Any combination of SP, combat are absorbed.
Adjust strength proportionally when a
units, and Transport Points can 20.0e There is no MP cost to create or multi-step unit has taken losses, rather
be shipped. The limitations of each absorb a Breakdown, and a Breakdown than 9.11d. The formula is (Strength x
port’s capacity must be observed.

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The Gamers, Inc.

Current Steps / Printed Steps). Round 21.6a Double all at-start, on-map SP, having a “too successful” preparatory
these strengths immediately. excluding Organic Trucks that might barrage (and not getting to attack at all).
be loaded. 21.8a Any unit otherwise able to attack
Example: An 11-strength division with
two of three steps has a new strength of 7. 21.6b Double the rail capacity, and all in a Combat Segment can do so, even
Transport Points at start. if no enemy units are in the target hex.
21.6c Increase reinforcement supply 21.8b Do not assign the empty hex
amounts and all shipping capacities by a zero Combat Strength. Instead, the
21.3 Independents - D
50%. attacker pays his attack SP normally
In any attack by independent units that for all units involved and the units paid
21.6d Players get to roll twice on their
does not also include an attacking divi- for can advance into the target hex. No
Variable Replacement Tables during
sional unit, double the attacker’s supply Combat Table roll is needed and no
every Reinforcement Phase.
cost (to 2T per step). Furthermore, inde- exploit result is possible.
pendent units cannot use internal stocks
21.8c Air-dropped combat units can
when attacking.
21.7 Revised Rebuilds - B “attack empties” on the turn they land
Attacks that combine independent units at no supply cost. (Our thanks to Dick
with divisional units must use a divi- There are several changes to 13.5:
Horneffer for this suggestion to give the
sional unit for the Action Rating. This • Limited Hoarding. Repls some- paras some post-landing movement.)
does not apply to defense. times represent remnants of elim-
inated units that have been reor-
ganized and returned to action. As 21.9 Reactive Artillery - C
21.4 Long Range Air - B such, at least 1/2 of Pax and 1/2 of
Eq must be used on the turn they By popular demand, a test rule from
Apply the following to aircraft moving v4.0 that did not make the final cut…
are received. (So no saving them for
more than 1/2 their printed range:
later unless at least two are received 21.9a Allow artillery that is in Combat
A) Air Combat Rating is reduced by on a given turn.) or Move Mode to fire in the player’s
one. Reaction Phase even when not marked
• Easier Rebuilds. Reinforcing Repls
B) Barrages suffer an additional shift can arrive in the hex with any HQ in Reserve.
of one column left. This applies that is in trace supply (not “eating 21.9b This rule does not allow the artil-
regardless of the number of aircraft off map,” etc.). There is no longer a lery to move in Reaction, or do anything
in the barrage that are affected. need to march or rail them forward. beyond the normal rules in Exploitation.
C) Fighters that do a Base Transfer • One-Repl Rebuilds. All steps can 21.9c Artillery in Hedgehogs can take
must become Inactive (a change now be replaced with either 1x Pax advantage of this rule.
to 14.11). or 1x Eq, regardless of previous cost. 21.9d Ric Van Dyke cannot use this
(But “no rebuild” units still cannot rule.
return from the dead, nor can units
21.5 Re-Basing Limits - C that don’t have a rebuild cost.) For
instance, it now costs just 1x Pax
Allow only one unit per base Level per √ 21.10 Supply Caches - new
turn to apply the Base Transfer mission’s regardless of whether the old cost
was 1x, 2x, or 3x Pax. If the game’s The Supply Cache is a new
“Fighters can remain Active” clause,
Rebuild Table shows a mix of Eq type of marker that players
or to enter as Active reinforcements at
and Pax being required, the cost is hold off-map until “spent”
a given base. Count an Air Strip as a
now 1x Pax except in the case of at any friendly HQ as either
Level-1 Air Base for this rule.
units with Track MP (on either side Forage or Shells. The markers address
of the counter), in which case the the perceived tilt in mechanics favoring
cost is now 1x Eq. airpower at the expense of the big guns,
21.6 Convention Tempo - D and also serve an “anti-raider” role.
This rule makes for an ahistorical high
21.10a Shells. A player can spend a
rate of operations. It can be used in any 21.8 Attacking Empties - B Supply Cache marker to pay the cost of
scenario and any of the games to make
Some players are puzzled as to why a an artillery barrage being thrown supply
a more intense gaming experience. In a
unit could move 100% of its MA and by an HQ. Shells are available even if
multi-player convention setting it keeps
attack an enemy unit to move at least the HQ is not in trace supply.
everyone active, and it can also help new
players (who have not optimized their one hex further, while another unit can’t • Shells pay 2T of an arty barrage’s
play) adjust to the system’s demands. attack the empty hex to do the same cost per marker spent. No “change”
thing. This option also helps sooth guys is given if the cost is reduced below
who are disturbed by being penalized for zero.

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108


© 2018 All Rights Reserved. Page 43
OCS Series Rules v4.3

• Shells also allow artillery units to plane goes inactive). Cargo is loaded at
fire partial factors. For instance, a X, unloaded at Y, and the transports House Rules
26-1-1 could barrage with just ten return empty to Z. The air units in a
These House Rules are not offered as a
points — essentially a free barrage mission can come from different X’s and
set of “super-advanced, most-realistic”
after the marker’s cost reduction. return to different Z’s, but in general
rules, so don’t feel like you have to dive
21.10b Forage. In the Supply Phase, a this is the procedure.
into the deep end! At the very least,
player can spend a Supply Cache marker Under this enhancement, cargo can be some might enhance solo study, and as
to allow an HQ to provide all combat loaded at both X and Y (to full capacity such are worth including. As with the
units within its Throw Range with trace of aircraft at both stops), and cargo can optionals, each rule has a letter grade to
supply. Some restrictions: be unloaded at both Y and Z. Range of show its popularity.
• Forage can only be used when enemy an XYZ mission is figured as whichever
leg is longest (either X to Y or Y to Z). HR-1. Initiative Rolls (2.3) - C
action cuts the HQ’s trace supply. It
Aircraft can return to different Base Z’s, The player who went first the previous
cannot be used by spearheads!
and come from different Base X’s. turn wins tied rolls.
• Forage can only be used on the first
In XYZ missions, Base Y and Base Z are Commentary: This adds an interesting
turn an HQ is out of trace supply.
both “mission hexes” for the purpose of new wrinkle to the decision-making.
After that, if still out of supply, it
must breakout, eat off the map, or flak and interception (so possibly two
of each), assuming loading/unloading HR-2. Increased FOW (4.9) - B
risk attrition. Allow peeking under the top unit in
activity occurs.
See Change Notes for more on how to an enemy stack (to see what is under a
use this rule in older series games. 21.12b Cloak of Night. Ports in an marker or air unit) only if an Attack-
EZOC are not completely shutdown Capable unit is adjacent to the hex.
for Sea Cap. Under this option, a player
can still ship to/from these ports up to Comment: This is more like v3.0 rules.
21.11 Construction - B
their current capacity, but spends 4x the
This rule adds a bit more detail to the HR-3. Decreased FOW (4.9) - B
normal Sea Cap to do so. This represents
rules for hedgehog construction and For ease of play, spread out aircraft to
night deliveries, etc.
port repair. one side of the base, Active planes faced
21.12c Strat Column Spacing. Only one way and Inactive planes the other.
√ 21.11a Big Hogs. Engineer-Capable a maximum of 3 RE of units in Strat
units are required to improve an existing Commentary: This style was often used
Mode can end a segment in a given hex.
hedgehog—Level-1 is the limit of what at Homercon. It violates the spirit of
There can still be a total of 10 RE in
can be done by regular troops. limited intel, but is more playable.
the stack; the new limit is just on Strat
21.11b Small Ports. The cost of Port Mode units. Units found in excess of HR-4. Reserves & Hogs (5.7g) - B
Repair (19.0d) is reduced to the port’s this limit are destroyed (owning player’s Let Reserves operate out of hedgehogs.
current capacity if damage has reduced choice). (Exception: a single multi-step
Commentary: The restriction bothers
that capacity to under 1 SP. Example: unit or multi-unit formation, even if it
some people, and this also gets rid of a
if the current (damaged) capacity is 2T, is larger than 3 RE, can always end a
fiddly exception.
it costs 2T to repair a level. segment in Strat Mode in a hex.)
21.11c Hog Reduction. A hedgehog 21.12d Strat Direct Draw. All units in HR-5. Tiger Tanks (9.4e) - B
is reduced by one level when captured. Strat Mode must end movement in a Tiger tanks get special treatment:
(Note this applies only to hogs shown hex where they can receive trace supply • Attacking Tigers never have a “x2”
by counters—hogs printed on the map via Direct Draw (not by “eating off the terrain multiplier reduced by enemy
are handled normally.) map” or “HQ-Throw”). AT Effects (9.4e).
Game-Specific Note: Don’t use Strat • Defending Tigers reduce an enemy
Direct Draw (21.12d) in Baltic Gap, terrain multiplier of “x2” down to
21.12 Transport - B which was designed for aggressive use of “x1” (better than usual “x1.5”).
This first pair of rules adds a bit more Strat Mode. • Moving Tigers become DG at the
detail to the rules for Air and Sea Trans-
end of any segment in which they
port. The next two are to ensure that √ 21.12e. Air Transport DRMs. Add
spend more than 1/2 MA.
Strat Mode is used for redeployment, a terrain DRM to Air Transport Table:
not penetration. Commentary: This is a fun little rule. I
-1 if hex contains Very Close, OR
wish I’d thought of it!
21.12a XYZ Transport Missions. An -2 if hex contains Extremely Close.
Air Transport mission is normally flown HR-6. Effects of Losses (9.11d) - C
from Base X to the “mission hex” at A 4-step division down to its last step
Base Y, and from there to Base Z (where is x1/4 attacking and x1/2 defending.

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The Gamers, Inc.

Commentary: It bothers a fair number Also, a combat unit with a flak symbol
of players that a 4-step division has the is now +1 Flak. Terms and Definitions
same strength whether at -2 or -3 losses. Commentary: Mostly just the return of Abort: The requirement of aircraft to
This fixes that. the old abort result. Makes a Flak roll return to a base and become Inactive.
√ HR-7. Artillery Factors (10.1) - A more likely to do something significant.
Action Rating: How good a unit is at
Allow an artillery unit to fire less than √ HR-13. Hip Shoots (14.7) - new fighting. Training, experience, doctrine
its full barrage factors (to save on cost). The mission size is no longer limited to and leadership
Commentary: Many players want the a single unit, but there is a new phasing Active Aircraft: An aircraft which has
option to fire cheaper barrages. This limit of only one hip shoot per segment been refitted and is capable of flying air
might scratch that itch. against any given hex. missions.
HR-8. Barrage Losses (10.0) - B Commentary: This speeds resolution and Air Base Level: The size of an Air Base’s
Roll a die to randomize which step is makes the hip shoot less magical. facilities.
lost. HR-14. Refit (15.1) - C Armor Unit: A unit that is very heavy in
Commentary: This can get awkward Halve the refit rate at an air base in Very AFVs with little or no organic infantry.
from a playability standpoint. But some Close or Extremely Close terrain. These units are marked by yellow back-
gamers play this way, and for them it grounds on their unit symbols.
Commentary: This discourages players
seems more realistic. building bases in mountains, etc. If a Attack-Capable Unit: A combat unit
scenario setup has an air base in this that has a non-parenthesized Combat
HR-9. Aircraft Barrages (10.2) - C
sort of terrain, allow it to displace to an Strength of zero or more.
Only allow three planes to be subject to
flak and to actually drop bombs (there adjacent hex before play begins. Barrage: An attack made by artillery,
can still be a fourth plane in the mission, ships, or aircraft.
√ HR-15. Air Strips (15.2) - new
serving as a fighter escort). A hex with an Engineer-Capable HQ Break-Down Regiment: A portion of
Commentary: Barrages were made more has a temporary Air Strip. These cannot a multi-step unit detached to allow the
effective in v4, so this is a big change but be upgraded. When the HQ moves, air division to cover more than one hex.
not off the charts. It has a playability units still at the Air Strip must follow Bridging: The use of Engineer-Capable
advantage: flak loss easier to randomize. the Air Base Capture (9.14f ) procedure. units to lessen the MP cost of crossing
Commentary: Roland wants, Roland river features.
HR-10. Minimal Fueling (12.5c) - C
An HQ or Formation is fueled for 2T gets! Seriously, this seems like a good Burrito as Big as Your Head: A food
(not 1 SP) if units multiply their MA way to let players establish Patrol Zones. item sold by a local establishment which
by x1/4. Furthermore, the fuel marker is was about a foot long and four inches
HR-16. ALT Landings (18.5) - B
removed at the end of the phase. wide. Many a design decision in this
On a Failure or Mixed result, landed
series was made over these three pound
Commentary: Gives the option to shuffle combat units change to DG Mode.
burritos. (That way we knew what to
a sector using minimal fuel costs. Commentary: Very minimal impact. blame...)
HR-11. Air Combat (14.3e) - C √ HR-17. SP Arty (21.10) - new Close Terrain: Terrain types providing
For aircraft engaged in air combat over Artillery with a Track MA can barrage limited mobility to AFVs as well as some
a friendly air base, the loss roll is a 6 during Reaction and Exploitation even cover. Such terrain in the defender’s
(not a 5-6). if not in Reserve Mode. hex would require the use of the Close
Commentary: This restores some of the Terrain line of the Combat Table.
Commentary: This makes self-propelled
old air combat advantage of defending arty a blessing rather than just a fuel- Combat Mode: A unit mode with a
over an air base. chugging curse! lower movement allowance and a higher
combat value. In this mode, the unit is
HR-12. Late-War Flak (14.4e) - A deployed for action.
Starting in June ‘43, change the Flak to:
• On a ‘9’ or more, a random plane is Contact Information Combat Supply: The supply required
to fight using the regular Combat Table
aborted before resolving the mission. To order other MMP games, visit: and required by artillery units to fire
• On an ’11’ or more, that plane also multimanpublishing.com their Barrage Strengths.
takes a loss. For game errata and downloads, visit: Combat Unit: A ground unit with a
• On a ‘13’ or more, a 2nd plane is www.gamersarchive.net Combat Strength of zero or more.
randomly selected to abort before To ask a rules question, email: Combo Type Aircraft: A plane that
the mission is completed. kisnerjohn@mac.com can fulfill two of the basic aircraft roles.

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© 2018 All Rights Reserved. Page 45
OCS Series Rules v4.3

Usually, this will be limited to aircraft Exhausted: Internal stocks have had Inactivation: The process making an
which can function as either Tactical both of their two allotments used. Active aircraft become Inactive after it
Bombers or Transports. Exploitation Mode: A combat result is “used.”
Consolidation: Realignment of units that allows units to move and attack in Independent Units: Combat units that
so that a single stronger formation is the Exploitation Phase. are neither multi-step units nor part of
generated from two or more crippled Exploitation Result (e): Combat results a multi-unit formation.
ones. which might put some attacking units Internal Stocks: Combat Supply a unit
Construction: The creation or repair into Exploitation Mode. carries about by itself.
of facilities (air bases, ports, hedgehogs) Extender: A 5-point Transport Point In Supply: A unit which has successfully
using Engineer-Capable units. dedicated to providing connections for traced supply or had on-map supply
Dead Pile: Each player should keep his trace supply purposes. expended for it.
eliminated units organized for possible Extremely Close Terrain: A heavily Involuntary Mode: A mode that players
rebuilding. built-up urban area or mountainous cannot select, that is inflicted as a result
Detrain: The act of ending a rail move. terrain which is easily defended by few of combat.
Detrainable Hex: A railroad hex that units. Landing Craft: Small boats used for
contains either a village, minor city, Fighters (F-Type): A fighter type air transporting units and SP from larger
major city, port, or Combat Mode HQ. unit. ships to landing beaches or ports.
Die or Dice Roll Modifier (DRM): Flak: The ability of ground units and Leapfrogging: The prohibited act of
Any one of a number of additions or ships to resist air attack. loading something, moving it, loading it
subtractions from the die (or dice) rolled Formation Marker: A counter used onto another transport unit and moving
on the game’s tables. to replace any number of units from it again.
Direct Draw: The act of using SP that the same higher formation (generally Leg MP: Movement points generated
are within the supply draw range of a a division, or a Soviet Corps) so as to by foot or hoof which are shown on the
unit (for whatever purpose) without eliminate big stacks and create some counter in white.
using the assistance of an HQ. limits on intelligence. Low: Internal stocks have had one of
Disorganized Mode (DG): A state of Fortifications: Features permanently their two allotments used.
chaos generated by enemy activity which printed on the map which assist ground LST: Landing Ship, Tank. A large ship
inhibits a unit’s smooth functioning. units in defense. supporting amphibious operations.
Divisional Unit: A unit which is either Fuel: Supply which is used to move MA: Abbreviation used for Movement
a division itself, or part of a multi-unit tracked or truck units about. Allowance.
formation. Fully-Motorized: A combat unit with Mech Unit: A unit with both a heavy
DUKW: D = year of manufacture (the two wheels under its unit symbol—one AFV component and a large infantry
4th year of the war); U = utility vehicle, with enough transport for all to ride. component. These units provide their
K = all-wheel drive, W = wheel driven... Game Turn: Game play corresponding own combined arms teams. Such units
basically amphibious trucks. Built by to a half-week or quarter-week of real have a red unit symbol background.
General Motors with the full designation time consisting of two Player Turns.
DUKW-353 Move Mode: A unit mode with a lower
Hedgehog: A moderate degree of field- combat value and a higher movement
Dumps: Any stack of SP on the map, works in a hex to assist ground units in allowance. The unit has sacrificed some
whether on the ground or loaded on a defense. security for speed.
Transport Point, etc.
Hip Shoot: An air Barrage that behaves Multi-Track Railroad: A modern RR
Engineer-Capable Unit: An engineer much like an Overrun. Named for the featuring two or more track sets, many
or HQ unit in Combat Mode. (Note technique of stopping a mortar unit sidings, and support facilities. Top of
that related types such as Rail Repair, while on the road to deploy and shoot the line rail transport support.
Assault Engineers, Pioneers, and Para/ with no warning.
Glider Engineers are not considered Non-Combat Unit: Any ground unit
engineer capable.) HQ: A headquarters and its support without a Combat Strength such as SP,
systems. Each HQ also represents many Air Bases, or Transport Points.
Entrain: The act of loading something smaller service units, and the logistical
onto a train in order to use rail capacity. Non-Divisional Unit: Any unit which
capacity to support a group of units. is neither a division itself nor part of a
Eq Repl: A replacement unit consisting Inactive Aircraft: An aircraft which has multi-counter formation.
of heavy vehicles, aircraft, or weapons expended its capabilities and has yet to
needed to rebuild heavy units. Non-Motorized: A unit that requires
refit. Such units cannot fly at all. shoe leather or horses to get around.

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Non-Phasing Player: The guy whose Replenishment: The refilling of used Transportation Equivalents: This is
player turn it isn’t. internal stocks. a determination of the SP “weight” of
Offensive Aircraft: Planes that have Reserve Mode: Shows a unit which is units to allow a quick assessment of the
non-parenthesized Air Combat Ratings. awaiting orders or otherwise in readiness capacity needed to transport them.

Open Terrain: Terrain essentially free for quick action. Track MP: Movement points of all-
of obstruction. Reserve Release: When a player decides terrain vehicles (tracked or wheeled)
to remove a unit from Reserve Mode which are shown on the counter in red.
Option Number or Option Result: A
portion of a combat result which gives and deploy it into action. Truck MP: Movement points of less
the player a choice between step losses Road: This term is used when a rule is maneuverable vehicles (usually trucks)
or hexes of retreat. meant to apply to all road-like features that are shown on the counter in black.

Organic Truck: A Transport Point that in the game (roads of different caliber, Very Close Terrain: Terrain which is
is assigned to a specific formation. These tracks, and railroads). extremely tight for vehicles and which
represent the internal transportation in Rounding Rule: The standard method provides much cover and concealment.
these units. While generically referred of dealing with fractions in any Gamers Via HQ Supply: A supply path using
to as ‘trucks’ other types of Transport brand game. an HQ’s throw range.
Point might actually be used (as shown Strat Bomber (S): A strategic bomber. Voluntary Mode: Modes which a player
on the counter). can select during the Movement Phase.
Semi-Motorized: A combat unit with
“Other type” Unit: A unit which is some trucks and other transport, but Zones of Control (ZOCs): The effect
neither mech nor armor. not enough to be fully motorized. These of combat units projected into hexes
Overruns: Attacks made by units during units have one wheel under their unit adjacent to their location. While the
movement. symbol. game has no ZOCs for most purposes,
Patrol Zone: The area within 10 hexes Single-Track Railroads: The standard some things (supply trace, truck MP
of an Active Fighter on its Air Base. railroad feature in the game. movement, etc.) are influenced by the
This represents the normal operation presence of enemy units.
Steps, Step Loss: A portion of a unit’s
of Fighters to contest the use of that strength and size used to keep track of
air space. the attrition effects of combat.
Pax Repl: A replacement unit made up
of little more than warm bodies.
Strat Mode: A combat unit that is in full Change Notes
road movement posture. Most security
Phasing Player: The guy whose player precautions have been dumped to allow The minor changes from v4.0 to v4.3
turn it is. fast movement. are important. Here is a short summary:
Player Turn: One half of a Game Turn, Supply Points (SP): The measure of Air Drops. Now a planned air drop (the
in which one player goes through the bulk supply. Stockpiled by the “great ones carrying combat units) can only be
sequence of play from his Aircraft Refit quartermaster in the sky” in just the done during the Movement Phase. Units
through his Clean Up. right proportions of everything units dropped are also automatically in trace
need at different times—luckily for us, supply on the drop turn.
Rail Capacity: The total number of SP
of rail transport a player can use in a right? Air Mission Phasing. There is no longer
single player turn. Surprise: Units being caught tactically an “add aircraft to the mission” step
unprepared; the gaming equivalent of in the sequence, so you can no longer
Railhead: A boundary between usable
bringing a knife to a gun fight. have what essentially begins as a Sweep
and unusable railroad hexes.
evolve into a Barrage. The procedure was
Rail Repair (aka RR) Units: Combat Tactical Bombers (T-type): These air
simplified: rather than fly from one base
units capable of railroad conversion. units fight at lower altitudes than do
at a time, mission planes arrive together.
strategic bombers, often in close support
Refitting: The act of converting Inactive of ground units. √ Anti-Raider Rules. These optionals
aircraft into Active ones. Essentially, the were eliminated, essentially having been
aircraft are being over-hauled, rearmed, Throw Range: The distance HQs are
replaced with the Supply Cache rule.
and refueled to participate in future air able to provide SP and Trace Supply to
units which need them. Breakdowns. Both a breakdown and its
operations.
parent must have the same marker/mode
Regimental Equivalents (RE): A quick Trainbusting Zone: The area affected
status when created/absorbed.
and dirty measure of unit size. by a successful Trainbusting mission.
Breakout. In initial breakout situations,
Replacement Units (Repls): Combat Transports (Tpt): A Transport aircraft.
breakout success is increased and there
units that can be combined in different Trace Supply: The basic handling of are fewer restrictions.
ways to rebuild dead or damaged units. subsistence supply.

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108


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OCS Series Rules v4.3

Here is where units return in the older again able to intecept multiple missions ‘2’ The Blitzkrieg Legend, Baltic Gap,
games (it isn’t always obvious): in the same phase (assuming they keep Hube’s Pocket, and Enemy at the
Baltic Gap — Soviets at Entry A-C winning). This is an important change Gates.
and Germans at Entry G. Handle back to the way it used to be. ‘4’ Beyond the Rhine.
Estonians, Latvians, and Lithuanians Fueled HQs. An HQ that has a fuel ‘?’ Guderian’s Blitzkrieg II and Case
per 1.9a. marker can now only throw fuel from a Blue. The number is based on mapsets
The Blitzkrieg Legend — Per 1.9d. single hex in a given phase. So if an HQ in play. ‘3’ for GBII, ‘2’ for EatG, and
with a fuel marker is moving, it must ‘1’ for CB and/or if the Schwerpunkt
Burma — Japanese at Mandalay; Allies now choose to throw the “free” fuel
at Ledo or Silchar. is present.
from either its starting or ending hex.
Case Blue — Per 1.8. Hedgehogs. An Engineer can now build Example: In Beyond the Rhine, each
DAK and DAK II — Commonwealth hogs within its 2-hex radius. side starts the game with four markers
at Alexandria; Axis at Tripoli. and gets another marker during every
Hip Shoots. Must always have a spotter. Reinforcement Phase on a roll of 1-4.
Enemy at the Gates — Per 1.6a & √ Landing Craft. Play of Sicily II led
1.6b. to a heightened focus on rules related to Voluntary Aborts. This is now always
Guderian’s Blitzkrieg II — Per 1.4c ALT, and some aspects were found to be an option (before it couldn’t be done
& 1.7. in need of clarification. Look carefully during Interception combats).
at the marked sections! ZOCs and Ports. Negation is no longer
Hube’s Pocket — Per 2.1 and 3.1.
Railroad Conversion. Conversion is allowed for literal shipping into a port.
Korea — Communists per 2.4; UN at DAK still has its special exception.
now done when a RR unit moves into
Pusan or Seoul.
the hex (not when it leaves).
Reluctant Enemies — CW at Entry A,
√ Railroad Control. In v4.3, 13.3h is
B, or C; Vichy at Entry 1, 2, or 3.
changed due to anomolies that cropped
Sicily — Any supply sources. up when applying the older wording. Designer Notes
Tunisia — Any supply sources. Revised Rebuilds. This radical option is Where to begin?
probably best for long campaigns where
Divisional Lines. This optional rule has the Repl rates often seem insufficient to OCS v4.0 grew out of necessity. Due
been eliminated. Players with a copy of recreate history. to a number of reasons not important
the old rules and markers can, of course, enough to go into, I had only the v3.0
continue to use it. √ Retreats. The wording of section 9.12 rules on hand (I never had the actual
has been polished. Pay attention to the files for the v3.1 rules). So, OCS v4.0
Engineering and Repair. The rule that marked sections!
says “an HQ ignores DG Mode when started as an innocent effort to take the
engineering” was extended to include Stacking. It is specified that a Fighter v3.0 rules and incorporate the known
Rail Repair and non-HQ engineers. must now be the top air unit (to make errata (in other words, rebuild v3.1 and
PZ obvious). leave out some of the things that were
Enhanced Construction Options. A done there that I did not agree with…
grab-bag of new options related to port Supply Cache Markers. These replace
the Anti-Raider rules (giving HQs some I called the effort v3.2).
repair and hedgehog construction.
emergency supply) and provide a bit of John Kisner volunteered to help with
√ Enhanced Transport Options. These special artillery ammo. the project, to which we then added
new options relate to air transport, sea an effort to make sure that answers
cap, and Strat Mode. In v4.3, a new New games in the series will include notes
on Supply Cache use. To backfit these to were provided, in the rules, to all
DRM for Air Drops was added. (Note the questions we could find over the
also the new table looks different, but is older games, players will need to roll an
extra die in each Reinforcement Phase. If years on various discussion forums,
functionally the same as before.) plus to preempt additional questions
the roll is less than or equal to the number
√ Independents. The “fuel expenses” below, a Supply Cache marker is received. by addressing any passages that guys
part of this option has been deleted (it The number also determines how many of tended to find confusing. During this
rated very low in the voting). the markers each side holds initially. (Note process, he began a painstaking look at
√ Flak and Interception. These have these numbers should perhaps be reduced every rule checking wording, identifying
been split into two separate rules sections if playing a scenario that isn’t full-sized; conflicts, standardizing terminology and
so that Interception, which is a mission make your own judgement.) in general making the rules tighter and
type, can have its own section. But no cleaner. His efforts cannot be overstated.
‘1’ Tunisia, Sicily, Korea, Reluctant
real changes (aside from an official way Enemies, Burma, and DAK. Somewhere in that process, I decided it
to randomize loss in 4-plane missions, was time to address all known system
per charts). In v4.3, Fighters are once abuses (and things guys didn’t consider

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© 2018 All Rights Reserved.
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abuses, but were play not in the spirit jargon where I could. Most importantly, after were shown and in the simplest
I intended). The idea was to deal with I eliminated numerous niggling little manner possible.
them once and for all… as a result, rules that had crept into the rulebook The Barrage Table was modified a little
discussions, sometimes heated, raged over the years while we tried to legis- so that “gunning for blood” was less
for months on items small and large that late numerous things that just weren’t productive than before, while smaller
explored alternatives simple and extreme important enough to worry about. barrage values still gave decent bang-
for dealing with each. Many worked into Besides, getting older I always forgot for-the-buck in creating DG results for
the rules, while others where the fix was those rules when I played. I’ll venture ground units to use.
deemed worse than the disease ended up to say many others did, too.
in the optionals. Changes to the handling of dumps,
trucks and extenders (elimination of
Suggestions came from all over, Elias the Barrage vs Dump/Truck Table and
Nordling single-handedly suggested So, What’s Different?
handling of extenders with respect to
the revised method of doing air strikes, I’ll only cover a few highlights here. I’ll enemy units entering their hex) exist
which was basically the way we had been answer two questions right off the bat: to eliminate play techniques based
playing for years and is now the “rules 1) Whatever alternative you might be on either eye-balling enemy stacks or
as written” way as well. thinking of, we probably tried it along memorization of set up data. Some have
Subject to a six month or so discussion/ the way, and it was found wanting for incorrectly ascribed this to a change in
argument was the Flak System. I have reasons I probably can’t remember the “guard your extenders or else” theory
no memory of how many different ways off-hand and 2) Yes, there was a reason that has been a keystone of OCS since
were tried to cook that particular egg. I (possibly many) for every change. the very beginning. Not so as I’m sure
do know I threw my hands up in frus- Remember this is the end of a six year you’ll find out.
tration a number of times (apologies intensive effort.
Over the last six years working on these
to those subject to my wrath… espe- Making it so that only Combat Mode rules, we have looked and looked again
cially poor John who took the brunt of units give ZOC effects made for some at all manner of alternatives. Concepts
it) as no system seemed to have all the more interesting tactical puzzles and came, were examined, and put away
desired items. Finally, Andrew Fischer put a higher premium on “pre-located” when found to be not the best. Only
said something to the effect of “Why units as opposed to “just in time” Move the cleanest and most robust survived.
don’t you just do it this way?” and at Mode ones coming in from far away. It Some will be happy to find their pet
the drop of a hat fixed the whole bloody also helped address what we were calling peeve addressed and (possibly) changed
mess. With only minor modifications, “Raider” issues as a unit might have to to their liking, others will not recognize
Andrew’s method remains the one in the wait a turn before it could influence that their issue was addressed and found
final rules. Thank you, Andrew. something else with its ZOC. to be not worth the change, out of scale,
As the project grew in scope, leaving no Making HQs suffer DG (like any other or otherwise not a positive inclusion.
stone unturned as it were, the decision unit) and allowing each artillery unit to I’m sure there will be those who feel
was made to rename it v4.0 instead of be 1 strength in defense eliminates some their idea couldn’t possibly have been
v3.2. Volunteers from all over played special rules cases and (at times) gamey examined. It (or something just like it)
the older OCS games using the ever tactics. No longer will a city with several was, I can assure you.
changing v4.0 rules to give informed DG-proof HQs form a “good” defense. No stone was left unturned. The effort
opinions. Every effort was made to drove many around me to wonder why
I simplified the daylights out of the air
make sure we were fixing known issues I was looking at this or that yet again. It
system mechanically, air combat, flak,
in the old games, not creating new ones. was done so I could set aside these rules
and special rules. Losses were bumped
Noteworthy among the volunteer testers as the pinnacle of OCS development
up a touch as v3.1 was showing to be too
were Stephen Poitinger and E.R. Bick- and I could move on to new design
docile (these went back to older system
ford. Mr. Bickford is of special note in projects. They are and I am.
values). I eliminated Advantage from Air
particular as he played the entire DAKII
Combat as it was very rules heavy and
campaign using every variation of the
represented a kind of double-dipping
v4.0 rules. That way lies madness.
on the part of more numerous fighter
At one point along the way, locked
in a hotel room for a week for other
forces. I reduced the Both Abort zone Player Notes
on the Air Combat roll to make for
reasons, I went through the entire rule- fewer indecisive air combats. The new Warning: this game system takes time
book looking to kill words, sentences, flak system is, well, the result of months to play. Game turns take longer to get
and rules. The former just to shorten of blood, sweat, and tears to come up through than you think (and much
the reading length of the rules (many with a system that did a large number of longer than it seems, since time seems
thousands of words were eliminated jobs, where the various effects we were to fly). It is not designed for beginners.
by rephrasing sentences). I eliminated The best bet in larger games in this series

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OCS Series Rules v4.3

is to play sessions when you can and let disrupt enemy attacks during the Reac- tion better overall in differing terrain
the game stand between them. Suffice tion Phase using overruns (or by rein- than could units of only one arm.
it to say, you’ll need your “A” game in forcing defensive hexes), and provide 5) Surprise and Set-Piece Battle (Tech-
this arena. Barrages. Beware of the localized nature nique). The surprise rule (one of my
I hope to give you a few pointers here of reserve use in the Reaction Phase and favorites) is designed to favor surprise
to stave off catastrophe long enough for the rewards the system gives for being in Overrun situations. Good troops
most players to get used to the system. the active player (the one who gener- vs. bad troops in an Overrun have the
Some of the things here are “tricks of ates situations) instead of the reactive best chance of achieving surprise. Bad
the trade” learned over the years, others player (the one who waits for things to troops attempting an Overrun against
are critically important “do them if you happen). Layering your attacks so that good ones will most likely screw up and
want to live” things. To help let you you have waves designated to create a suffer defender surprise. Set-piece battles
know which is which, I have annotated breach and others to exploit (literally) it (those in a Combat Segment) have a
each one as “Technique” or “Critical” afterward can multiply the effectiveness much smaller surprise component. Poor
as appropriate. of your offensive (even more so if your troops, given time to prepare, will be
Action Ratings are high and you can able to pull off a credible show. Good
1) Rear Area Security (Critical). Hip Shoot with your air force—then
Garrison everything you hold dear: SP, troops which take their own sweet time
you’ll be in a prime position to see what in getting ready will have a bigger chance
important railheads, air bases, HQs. an Expanding Torrent really looks like.
Failure to do so will (with the limited of getting compromised and losing
ZOC effects) cause you to lose them— 3) Armor in the Defense (Technique). attacking surprise. As a result, surprise
and lack of supply dooms armies in this The Terrain Effects on Combat mods plays a much greater role in Overruns.
game. Solid combat units should be are designed to give pure armor units an In set-piece actions surprise is much
stacked with each of these important advantage in the attack, but not in the harder to obtain and plays a smaller
items. This should also make it clear defense. I feel the proper role of armor role. To make a long story short, if you
that you need to keep them organized in defensive operations is the limited have good troops, attack using Over-
and consolidated so your whole army counterattack against the attacking runs. If you have poor troops, attack
isn’t off defending your rear services. enemy units. In other words, when used in the Combat Segments. Make these
Beware of allowing enemy columns to correctly, armor in the defense should selections and you’ll maximize the abil-
rove freely in your rear. You have a large be in Reserve Mode ready to attack in ities of the army you have been dealt.
number of units (usually) whose job for the Reaction Phase. Targets? I would Choose poorly and you’ll at best waste
you will be rear area security (Police and, aim at weak links in the enemy attack. advantages or at worst get crushed.
of course, Security units, for example). Depending on the way an enemy attack 6) Disorganize and then Destroy
If you find yourself making use of them is organized, you may very well be able (Technique). A successful barrage has
in the frontlines, be careful: You are to substantially reduce its effectiveness if a dramatic effect on a subsequent attack.
inviting a disaster someplace where you not derail it entirely. You’ll know by the DG Mode confers four disadvantages on
least expect it. Usually a step or two of muttering your opponent emits which the defender. First, it halves the stack’s
such units is plenty to garrison a node one you got. Combat Strength, which means a 4:1
in your supply network (major replace- 4) Combined Arms (Technique). The attack jumps to an 8:1. Second, it lowers
ment centers and supply hubs will have comments above bring up combined the stack’s AR by 1, which alters both
lots of units floating about to add to arms as it is shown in OCS. Traditional the surprise chances and the combat
the defense in a pinch), so there is no wargames give a magical “combined roll. Third, a stack that is already DG
reason to think you need to send combat arms benefit” for units of different will lose a step when it retreats (on an
infantry divisions to do this job—the types which stack together, regardless option result) into a ZOC. Fourth, DG
only goal is to make sure the hex cannot of terrain. I don’t agree with that assess- Mode halves MA, so during the enemy
be taken on the fly by minimal forces ment at all. So in this game, a combined player’s next Movement Phase it’s that
(not to stave off an attack by an Armored arms unit (such as a German Panzer much harder to reform a shattered line.
Corps!). Division) has the ability to make use Air barrages are usually the cheapest
2) Use of Reserves (Technique). The of differing terrain types because each method (in terms of supply cost), but
proper employment of reserves is vital of its component parts will be able to don’t discount the big guns and their
to the efficient use of your resources in take full advantage of each terrain type increased chance for inflicting losses.
this game. On the attack, reserve mode in turn. Tanks in bad tank country are 7) Supply Organization (Critical).
can be used to get a little extra move- limited, period. Giving infantry to the Unless you own stock in an aspirin
ment out of units during the Movement tanks allows them to be more protected company, keep your supply system
Phase and full use of the Exploitation from ambush, but in no way makes the organized, neat, and under control. The
Phase after you have made a breach in tanks more powerful. Suffice to say supply rules are not difficult to use, but
the Movement and Combat Phases. that combined arms works in this game they do require players to both plan
In the defense, reserves can be used to because these units will be able to func- ahead and keep their forces organized.

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If you let them get out of control, it will power, prudence or audacity. Conscience stacks produces blunders and surprises
be a while before you get them straight makes cowards of us all. like those filling our history books.
again, and in the meantime the enemy Time can be warped by a few mechanics Appreciating OCS as a great simulation
will be dancing on your head. Set up a that shift the normal order of events. An is part of the intellectual fun, of course,
few, well-developed supply lines. Build overrun is combat moved forward in but I am mostly impressed that Dean’s
up enough of a stockpile at the front time. It can clear an enemy-held hex to been mindful that the mechanics must
to make up for any interruptions that allow units to immediately penetrate a create a great playing experience. This is
might occur—be prepared, it will save defensive line and attack from the flank doubly important given that these games
you much grief if your lines get cut for or rear. A time-shift also happens when take a great deal of time to complete,
a turn or two. Keep multi-unit forma- a player creates a Reserve Mode stack, in making the time well spent.
tions together so they draw from only that he can essentially “save” its normal
one source. Remember: You will never movement and combat opportunity for
have all the SP you think you need, so later. Within a turn some fairly compli-
use what you get wisely. cated time-shifts are available, and their
various possible combinations represent
Index by Dave Mignerey
the advantages of maneuver speed.
Action Rating 3.2c
The system’s highest-level clock is ruled
Honcho Notes by an initiative system that determines
Attrition 12.8b, 12.8c
Break-Down Regiments 20.0b
My practical instincts for playing OCS which player goes first in the player- turn Combat DRM 9.6
are famously lacking: I send in those sequence. This can change from one Combat losses 9.11c
last reserves when hindsight reveals it turn to the next. Going first has obvious Combat sequence 9.2
would have been smarter to hold them situational advantages, like to save your DG Mode 5.10b
back, and too often I let my opponent bacon when one of your HQs is about HQs 13.1c
dictate the overall flow of events. But I to be fried. It’s when going second that No-Rebuild Indicator 13.5c
am nonetheless able to grasp the theo- things really start to sizzle, because you’re Strat Mode 5.8
retical implications (and importance) of setting up the possibility of going twice Surprise 9.8
time management in these games. in a row. Ideally, you open a new offen- Air Bases 15.0
sive when going second, use all those Air Strips 15.2
The game’s clock is measured in player time-shifting tricks I mentioned above
turns following a banal move-combat- Aircraft Carriers 18.2
to create a massive breakthrough, and Barrages vs. Facility 10.0c
exploit sequence, with defensive reac- then start the next turn knowing you
tion tossed in before combat to give the Building 15.3
might get another one of those complex Cards (option) 15.5
non-phasing player a chance to make moves in before your poor opponent can
limited responses to developing threats. Non-Combat Units 3.3
respond. A player cannot really control Reduction 15.4
Nothing too earth-shaking, with the this high-level time management, since
possible exception of allowing only a Refit 15.1
the “who gets choice” initiative rolls are Special Combats 9.14f
limited number of designated “reserves” random things. But he can use the threat
to operate in the special reaction and Air Combat 14.3
of a double turn to hamstring the enemy, Attacker Identification 14.3c
exploitation phases. and make him constantly feel like he Fighter Sweep 14.6
Reserve is one of the options a player has needs to “go first” to avoid disaster. Long Range Effects (option) 21.4
for which “mode” to assign a unit as it Dean Essig tailored the system to present Parenthesized Ratings 14.3a
begins its movement phase. There is just a unified thesis bringing to tabletops the Procedure 14.3e
a handful of reserve markers available, so essential elements of maneuver warfare. Voluntary Aborts 14.3d
it often comes down to a toss between In OCS a unit can be put into several Air Barrage 14.7
Move or Combat. I think of the latter modes (combat, move, reserve, strat) Barrages vs. Facility 10.0c
as being a unit’s normal mode; what because these are useful as a shorthand Barrage Limits 10.0e
changes in Move Mode is the speed goes “orders system” and they express the Flak 14.4
up and the combat goes down, both by trade-off between speed and concentra- Hip Shoots 14.7
roughly a factor of two. Modes cannot tion. Supply points are physically moved Long Range Shift (option) 21.4
be switched until your next movement around the map because in a modern Mixed Target Hexes 10.0d
phase, so a unit remains in a weakened war logistics strain to keep pace with Naval Targets 18.3c
state during the enemy turn if it chooses a blitzkrieg; if they don’t the moving Phasing 10.2a
Move Mode. There’s the rub. Your inner columns crash to a halt. There is also a Short Range Shift 10.2b, 14.7c
Hamlet will have a tough time deciding modest degree of “fog of war” because, Spotter Restrictions 10.0b
whether 'tis nobler to choose agility or with very little muss or fuss, the simple Strategic Bombers 14.1e
prohibition against peeking at enemy Supply cost (none) 10.2c

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OCS Series Rules v4.3

Trainbusting 14.8 Arty (see Arty Barrage) 10.1 Internal Stocks 12.10
Air Drops 14.10 Attacking Empties (option) 21.8 Organic Truck Exception 12.10a
Cancellation and Delay 14.10c Barrage Limits 10.0e Out of Supply 12.8d
Gliders 14.10e Barrage Table 10.0a Saving Ammo 12.4
Prior Planning 14.10b Barrage vs. Facility Table 10.0c Combat Units 3.2
Procedure 14.10d Exploitation Phase 11.0 Attack Capable 4.4
Unit Eligibility 14.10a Mixed Target Hexes 10.0d Enemy Stacks 4.8c
Air Interdiction (see Trainbusting) Naval (see Naval Barrage) 18.3 Inedpendent Units 3.2f
Air Transport 14.9 Reaction Phase 7.0 Movement Class 3.1a
Airbase Unloading 14.9f Reactive Artillery (option) 21.9 Rebuilding 13.5a
Cargo Movement 14.9d Spotter Restrictions 10.0b Regimental Equivalents 4.6
Combining Capacity 14.9b Breakdown Regiments 20.0 Specialized Units 3.2e
Eligible Cargo 14.9c No Rebuilding 13.5b Stacking 4.8
Range & Capacity 14.9e Breakout 12.8e Transportation Equivalents 4.7
Transportation Equivalents 4.7 Barrage Segment 2.2 Types (Armor, Mech, Other) 3.2a
Transport Capacity 14.9a Building (see Engineer Functions) Consolidation 13.9
XYZ Missions option 21.12a Clean Up Phase 2.3 Construction (see Engineers)
Air Unit Movement 14.2 Combat 9.0 Convention Tempo (option) 21.6
Eligible Phases 14.0 Action Rating DRM 9.6 Cumulative Effects 4.3
Mission Sequence 14.2f Attacking Empties (option) 21.8 Detrainable Hexes 13.3c
Stacking 14.2a Exploitation Marking 9.13 Extenders 12.7
Voluntary Aborts 14.2b, 14,3d Exploitation Phase 11.0 Rail Movement 13.3e
Aircraft Refit 15.1 Odds Determination 9.7 RR Repair Units 13.3g
Air Strips 15.2 Overrun 8.0 Trace Supply 12.6a
Aircraft Carriers 18.2b Restrictions 9.1 Die Roll Modifiers (see Modifiers)
Supply Cost 15.1 Resolution 9.9 Disorganized Mode (DG) 5.10
Weather Effects 14.1f, 15.1(D) Retreat/Loss Option 9.10 Combat Results 9.12a
ZOC Restrictions 4.5a Retreats & Advances 9.12 Effects 5.10b
Aircraft Refit Phase 2.3 Sequence Summary 9.2 Entering 5.10a
Air Units 3.5 Specialized Combats 9.14 Transport Points Exempt 5.10c
Active/Inactive 14.1a Supply Cost 9.5 Naval DG 18.1d
Amphibious Landings 18.5 Surprise 9.8 DUKW 18.4e
After Landing 18.5h Step Losses 9.11 Damage 18.3d
ALT Results 18.5f Terrain and Combat Table 9.3 Dumps (see Supply Dumps)
Phase Restrictions 18.5d Terrain and Strength 9.4 Engineers 13.8
Ports 18.5g Combat Mode 5.5 Airbase Construction 15.3
Procedure 18.5a Air Base Reduction 15.4 Bridging 13.8b
Required Mode 18.5c Artillery Units 13.4b Construction 13.8d
Unloading Limits 18.5b Beach Assaults 18.6a Detrainable Hexes 13.8c
Armor Type Units 3.2a HQs 13.1a Engineer-Capable 13.8a
Terrain Effects Classes 9.4 Port Reduction 19.0c Hedgehogs 16.0b
Anti-Tank Effects 9.4e Railroad Repair Units 13.3g Port Repair 19.0d
Artillery 13.4 Combat Phase 2.3 Exploitation Mode 5.9
Combat 13.4b Combat Segment 2.2 Exploitation Marking 9.13
Coastal Artillery 18.3g Combat Strength 3.2 Exploitation Phase 2.3, 11.0
Artillery Barrage 10.1 Attack Capable 4.4 Extenders 12.7
Barrage Limits 10.0e Defense Only 3.2b Collapse 9.14c
Mode Limits 13.4a DG Mode 5.10b First Player Determination 2.3
Range 10.1a Out of Supply 12.8d Flak 14.4
Reaction Phase 7.0d Proportional Loss (option) 21.2 Cargo Losses 14.4g
Reactive Artillery (option) 21.9 Reserve Mode 5.7 Flak Losses 14.4f
Supply Costs & Restrictions 10.1b Rounding 4.2 Interception 14.5
Supply Cache (option) 21.10 Step Loss Effects 9.11d Mission Sequence 14.2f
Attack Capable Units 4.4 Strat Mode 5.8 Missions Subject to 14.4a
Attrition 12.8 Terrain Effects 9.4 Patrol Zones 14.4c
Barrage 10.0 Zero Strength 9.14a Resolution 14.4d
Air (see Air Barrage) 14.7 Combat Supply 9.5 Ship Flak Ratings 18.3f

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Fog of War 4.9 Terrain Effects Classes 9.4 Enemy Stacks 4.8c
Forage 21.10b Anti-Tank Effects 9.4e General Rules 18.1
Formation Markers 13.7 Mode 5.0 Landing Craft 18.4
Increase Fog of War (option) 13.7b Aircraft “Modes” 14.1a Naval Combat 18.3
Fuel Supply 12.5 Combat Mode 5.5 Ports & Shipping 19.0
After ALT 18.5h Disorganized Mode (DG) 5.10 Ships 3.4
Clean Up 12.5d Exploitation Mode 5.9 Special Combats 9.14g
Fuel Costs 12.5c General Restrictions 5.2 Non-Combat Units 3.3
Internals Aren’t Fuel 12.5g Markers 3.7b Attack-Capable units and 9.14
Mobility Classes 3.1a Mode and MA 6.1b Enemy Stacks 4.8c
Needed to Move 12.5a Mode Change 5.4 Overrunning 4.4c
Not Needed to Fight/Retreat 12.5b Move Mode 5.6 “Other” Type Units 3.2a
On-Map Supply 12.3 Naval DG Mode 18.1d Anti-Tank Effects 9.4e
Reinforcements 12.5f Reserve Mode 5.7 Terrain Effects Classes 9.4
Specialty Supply 12.9 Set Up Modes IV Out of Supply 12.8
Hedgehogs 16.0 Stacking & Markers 4.8b Artillery Barrage 10.1b
Anti-Tank Effects 9.4e Strat Mode 5.8 Breakout 12.8e
Big Hogs option 21.11a Units Affected 5.1 Combat Effects 9.5a
Cannot Be Cargo 13.3a Voluntary vs. Involuntary 5.3 No ZOC 4.4b
Cannot Retreat 9.12 Move Mode 5.6 Out of Supply Effects 12.8d
Capturing 9.14e Zero MA and Retreating 9.12b Specialty Supply Levels 12.9
Combat Effects 16.0d Movement 6.0 Stacking and Markers 4.8b
Construction 16.0b Attack Capable Required 4.4c Overrun 8.0
Non-Combat Units 3.3 Enemy Stacks 4.8c Ground Combat 9.0
Reactive Artillery option 21.9 Fuel Needs 12.5a Fuel Supply 12.5b
Reduction 16.0c Mode Change 5.4 No Minimum Move 6.1c
Reserve Restriction 5.7g MA Rounding 4.2 Restrictions 8.1
Hip Shoots 14.7d MP Class 3.1a Special Combats 9.14
Air Barrage and Phasing 10.2a Moving Ground Units 6.1 Overstacking 4.8a
Air Missions 14.2e Off Map Movement I.C Retreats after Combat 9.12
HQ 13.1 Overrun 8.0 Reinforcements 13.6a
Combat 13.1c Prohibited Terrain & Combat 9.3a Patrol Zone 14.4c
Detrainable Creation 13.8c Restrictions 6.3 Carrier-based Air 18.2c
Engineer Functions 13.8 Setup Limits IV.I Interception 14.5
Flak Points 14.4d Supply Path Movement 12.3d Missions Subject to Flak 14.4d
Fueled Markers 12.5c, 12.5d Terrain Effects 6.2 Phasing Player 2.1
Mode Effects 13.1a Trainbusting Effects 14.8b Ports 19.0
No Throw From LC 12.3c Zone of Control Effects 4.5 ALT Landings 18.5g
Order of Stacking 4.8b Movement Allowance 6.1b Barraging Facilities 10.0c
Replacements 13.5a Ground Units 3.1 Capacity 19.0a
Special HQs 13.1d No Rounding 4.2 Capture 9.14h
Supply Functions 13.1b Movement Phase 2.3 Cloak of Night option 21.12b
Supply Needs 12.9b Movement Segment 2.2 Damage 19.0b
Throwing Supply 12.3b Naval Barrage 18.3 LST Ports 18.4f
Interception 14.5 Barrage 10.0 Naval Movement 18.1c
Air Missions 14.2e Coastal Artillery 18.3g Repair 19.0d
Mission Sequence 14.2f Ground Targets 18.3b Small Port Repair option 21.11b
Patrol Zones 14.4c Landing Craft Targets 18.4d Trace Supply 19.0e
Leg MP 3.1a Naval Barrages 18.3a Voluntary Reduction 19.0c
Air Transport Cargo 14.9c Naval Damage 18.3d ZOC Effect 4.5a
No Fuel Needed 12.5a Naval DG Mode 18.1d Railroads 13.3
No ZOC Effect 4.5a Naval Targets 18.3c Control 13.3h
Reduced Cargo Cost 4.7b Torpedo Bombers 18.3e Conversion 13.3f
Terrain Effects 6.2 Naval Power 18.0 Detrainable Hexes 13.3c
Trainbusting Effects 14.8b Aircraft Carriers 18.2 Enemy Stacks 4.8c
Limited Intelligence 4.9 Amphibious Landings 18.5 Extender Links 12.7a
Mech Type Units 3.2a Beach Assaults 18.6 In-Hex Links 6.2a

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OCS Series Rules v4.3

Rail Cap 13.3a, 13.3b Naval 18.1b Breakout 12.8e


Rail Movement Steps 13.3c Order of Stacking 4.8b Direct Draw 12.3a
Rail Supply Sources 12.6a Overrun Stack 8.1 Eating SP 12.6c
Railheads 13.3d Regimental Equivalents 4.6 Extenders 12.7
Repair Units 13.3g When Enforced 4.8a Internal Stocks not allowed 12.10
Single/Double Tracks 13.3a Step Losses 9.11 Landing Craft 12.6g
Trainbusting Effects 14.8b Air Combat Losses 14.3e Multi-Unit Formation 12.6f
Transportation Equivalents 4.7 Aircraft Losses 14.1b Rail Conversion 13.3f
ZOC Effects 4.5 Barrage Losses 10.0a Specialty Supply 12.9
Reaction Phase 2.3, 7.0 Beach Assaults 18.6 Strat Mode Restrictions 5.8b
Replacements 13.5 Distribution 9.11c Supply Path Movement 12.3d
Air Replacements 13.5f Effects 9.11d Supply Source 12.6a
No Rebuild Units 13.5c Flak Losses 14.4f Throwing Via HQ 12.3b
Replacing Losses 13.5a Naval Damage 18.3d ZOC Effects 4.5a
Revised Rebuilds option 21.7 Never Non-Combat Units 3.3 Track MP 3.1a
Small Units 13.5d Replacing Losses 13.5a Fuel Needed 12.5a
Truck Rebuilds 13.5e Retreat Losses 9.12e Negating ZOC 4.5b
Recon (option) 21.1 Retreat/Step Loss Option 9.10 No ZOC Effect 4.5a
Regimental Equivalents 4.6 Unit Consolidation 13.9 Terrain Effects 6.2
Reinforcement Phase 2.3 Strat Mode 5.8 Trainbusting Effects 14.8b
Reinforcements 13.6 Enemy ZOCs 5.8a Trainbusting 14.8
After Breakout 12.8e HQs and Modes 13.1a Air Missions 14.2e
Need Fuel 12.5f Must Direct-Draw Trace 12.6e Effects 14.8b
Not Subject to Flak 14.4a Setup Restrictions IV Execution 14.8a
Reserve Mode 5.7 Spacing option 21.12c Phasing 14.8c
Enemy Contact 5.7d Strat Direct Draw option 21.12c Transportation Equivalents 4.7
Entering 5.7a Supply 5.8b Transport Points 13.2
Exploitation Phase 11.0 Transport Points 5.8c, 13.2d ALT Landing not allowed 18.5e
No Enemy ZOC 5.7c Supply Caches 21.10 Arrive Loaded/Unloaded 13.6c
No Hedgehog 5.7g Supply Dumps 12.1b Extenders 12.7
Transport Points 5.7f Blowing Dumps 12.11a Fuel not required 13.2b
Reaction Phase 7.0 Capturing Dumps 12.11b “Full” Notation 13.2h
Release 5.7b Generic Supply Dumps 12.1c Loading/Unloading 13.2f
Retreats 9.12 Supply Phase 2.3 Mode Restrictions 13.2d
Air Bases 9.14f Supply Points 12.1 Non-Combat Units 3.3
Direction 9.12c “Adjacent To” Provision 12.3c Organic Trucks 13.2g
Enemy Units 4.8c, 9.12d Direct Draw 12.3a Sequencing Transport 13.2a
Enemy ZOCs 9.12e Generic Dumps 12.1c Setup Loaded IV
No Fuel Needed 12.5b Leapfrogging 12.2a Caught in Combats 9.14c
Non-Combat Tagalong 9.12d Mechanical Handling 12.1a Transport Capacity 13.2c
Organic Trucks 13.2g Non-Combat Units 3.3 Transport Of 13.2e
Overrun 8.1e Ownership 12.1d Transportation Equivalents 4.7
Ports 9.14h Setup Loaded IV Transportation of Supply 12.2
Units With Zero MA 9.12b Supply Dumps 12.1b Truck MP 3.1a
Rounding 4.1 Supply Path Movement 12.3d Fuel Needed 12.5a
Fractions 4.2 Throwing Via HQ 12.3b Negating ZOC 4.5b
Odds Determination 9.7 Transportation 12.2 Terrain Effects 6.2
Sea (see Naval Power) Surprise 9.8 Trainbusting Effects 14.8b
Set Up Notes IV Sequence Summary 9.2 ZOC Effect 4.5a
Sequence of Play 2.0 Terrain Effects Unit Consolidation 13.9
Shells 21.10a … on Combat Table 9.3 Weather 17.0
Shipping (aka Sea Cap) 19.0f … on Combat Strength 9.4 Weather Phase 2.3
Stacking 4.8 … on Movement 6.2 Zones of Control 4.5
Aircraft 14.2a Trace Supply 12.6 Negating 4.5b
Combat Restrictions 9.1c “Adjacent To” Provision 12.3c Mode Effects 5.7c, 5.8a
Enemy Stacks 4.8c Supply Cache (option) 21.10 Retreats 9.12e
Gliders 14.10e Attrition 12.8b

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The Gamers, Inc.

cargo. This can only be done in the they unloaded cargo as part of this roll;
Landing Craft Summary Movement Phase. Make one roll otherwise they multiply remaining MA
per 3 RE unloaded in a hex. Make by 3 if converting from ship-to-truck
The three kinds of Landing Craft are
ALT rolls after all Landing Craft (and divide remaining MA by 3 when
Landing Craft, DUKW, and LST. The
have finished moving. A ground converting the other direction).
generic term “Landing Craft” applies to
unit can land in either Combat • When in truck mode, a DUKW
all three types; some rules are specific to
or Move Mode, and can move 1/2 spends 2 MP to load/unload.
only DUKW (18.4e) or LST (18.4f ).
MA after landing. Exception: SP
DUKW have a unique MA of 8 per and Transport Points cannot be Example: A DUKW loaded with 1 SP
phase; the other two types of Landing unloaded. spends 3 MP moving from an NRP to
Craft are slow ships (18.1f ) that move the coastal hex where it wants to convert
C) When using a port, an ALT Roll
10 per phase. to a truck. An ALT roll is made, and if
is not needed — just unload cargo
The Floating Forces/Sea Box is where using the port’s capacity. This can successful the DUKW gets to make an
Landing Craft will typically load cargo. be done during the Movement, “after landing” move using a proportion
Landing Craft move to and from the Reaction, or Exploitation Phase. of remaining movement. Figure this by
map via Naval Release Points (NRP) or A ground unit can land in either multiplying remaining MA by 3, so in
Air Entry Points (AEP). There is no cost Combat or Move Mode, but no this case 5 x 3 = 15 MP. It can thus move
to make this move, but a Landing Craft movement is allowed after landing. a couple of hexes and then unload the SP.)
can only go one direction — into the Note that SP and Transport Points
• ALT roll is not needed to convert
box or out of it — in any given phase. can unload when using ports, and
from truck to ship!
• Loading in this box can only be done that ports with a capacity above
zero can use their full capacity to • The main use of DUKW is bringing
in the Movement Phase, before the
load/unload any one combat unit. SP ashore in non-port hexes!
Landing Craft starts to move.
LST have the unique ability to create
Cargo can be ground units and SPs. Play Note: Use regular Sea Cap to move
a new 1 SP port. This can be done by
Loading is usually done in the Floating SP ashore during the Movement Phase.
making a successful ALT roll (and this
Forces/Sea Box, but can also be done at Then use “extra” Landing Craft to bring in
can be the one used to unload cargo).
on-map ports. There is no cost to load or SP at ports in Exploit and Reaction Phase.
These ports cannot be damaged (but are
unload cargo, but a Landing Craft stops
DUKW move 8 per phase when acting destroyed when an enemy combat unit
its movement after unloading. There are
as a ship, and can only carry “light” overruns the hex). LST are downgraded
three types of Amphibious Landings:
cargo (the kind that can be moved via to regular Landing Craft when a loss is
A) If the hex is occupied by an enemy taken, so keep them in Floating Forces
Air Transport missions). They can be
combat unit, it is a Beach Assault until you want to create an LST Port —
converted to act as a truck when they
(see 18.6). Very uncommon! they are too valuable to risk!
make an ALT roll (and this can be the
B) When not using a friendly port, same roll that unloads cargo), and at • An LST port cannot be put in the
an ALT Roll is needed to unload this point their MA is 24. They stop if same hex with another port!

Stacking Order (4.8). The enemy can unit, port, air base, and/or an existing
Miscellaneous always see top F-type, hedgehog, and unloaded supply dump.
combat unit with a ZOC. Put a single Engineer-Capable (13.8a). An HQ or
Transport Equivalents (4.7). Generally,
mode and/or OOS marker on top of Engineer in Combat Mode, or else in
RE size is the transportation cost. But
all such units in a stack; put Loss/Low/ DG Mode and oriented toward Combat
if a unit’s printed MA in Move Mode
Exhausted markers under each unit. Mode (per 5.10e).
is from 1 to 6 Leg MP, inclusive, its
transportation cost is halved. Enemy Non-Combat Units (9.14). See Refit Air Base (15.1). Inactive aircraft
also the Capture Table. refit at rate of two units per Air Base
Moving & Transport (4.7d). In these
cases only, half MA can be spent… Blowing Dumps (12.11). This can only Level. Cost is 1T per base.
be done during a friendly Movement, Air Base Construction (15.3). To build
• before when using rail cap (13.3e).
Reaction, or Exploitation Phase. or improve one Level costs 1 SP.
• before and/or after when using Air
Loading and Unloading (13.2f ). It Hedgehog Construction (16.0b). To
Transport (14.9d).
costs 10% of Transport’s MA to load build or improve one Level costs 2 SP.
• after an ALT landing (18.5h) that or unload. Loading can be done in any
requires a roll (but never in cases hex. Transport points can only unload in Port Repair (19.0d). To repair one Hit
where no ALT roll is made). hexes which contain a friendly combat costs 1 SP.

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© 2018 All Rights Reserved. Page 55
OCS Series Rules v4.3

Shipping Summary Rail Cap Air Transport


Capacity. Each side has a Rail Cap per Capacity. Short range doubles a Tpt’s
Sea Cap scenario rules. Modifiy RE size of cargo capacity (14.9e). Modifiy RE size of
Capacity. In some games, each side has per the Equivalents rule (4.7). cargo per the Equivalents rule (4.7).
a shipping capacity given in the scenario Rail Connections. Rail transport begins Unlike other forms of shipping…
rules. Modifiy RE size of cargo per the and ends in detrainable hexes (13.3c). • Cargo limited to SP and units with
Equivalents rule (4.7). Rails blocked by enemy combat units or Move Mode ≤ 10 Leg MPs (14.9c).
Path. A naval movement path (18.1c) ZOCs (or of the wrong gauge) cannot • Enemy ZOC have no effect.
is needed between the two ports. The be used for Rail Cap movement.
Air Base Limits. An Air Base can only
capacity of each port limits what can Phasing. Rail Transport is during the unload 2T times its Level per phase.
be shipped in and out in a single phase. Movement Phase only. Combat units Exception: If the Transport planes go
Exception: A port with a capacity above can move up to half their MA before Inactive at the destination base, the usual
zero (19.0a) can use its full capacity entraining, and must be in Move Mode. unloading limits can be ignored.
to load/unload any single ground unit. No movement is allowed afterward.
Note an unnegated EZOC reduces a Phasing. Air Transport missions can
RR Repair (13.3g). These units can be flown during a player’s Movement,
port’s capacity to zero. entrain/detrain in any rail hex, can do Exploitation, and Reaction Phases. To
Phasing. Shipping is done during the so in Combat Mode, and can move after be eligible, a combat unit must be in
Movement Phase only. Paths are checked a rail move. They can convert the gauge Move Mode (note orientation cannot
at the instant the shipping takes place. of up to four hexes per turn during the be changed before the mission during
There is no movement allowed before or Movement Phase only. Reaction or Exploitation). A total of 1/2
after being shipped, and combat units movement is allowed before and/or after
must be in Move Mode. a ground unit is transported (14.9d).

Draw (12.3a). Always traced 5 Truck • Pay 1 SP to place a fuel marker on an


Supply Summary MPs back to the needed supplies. HQ. All independent units within
Throw (12.3b). HQs use Draw to gain that HQ’s throw range are fueled
Mostly it is just a player’s Combat units
supply and then use Throw to send it until next friendly Clean-Up Phase.
that need supply. Air units only need
supply for Refit (15.1). Non-combat where needed. Distance is MPs equal Trace Supply (12.6). Draw can be to a
units and ships never need supply. to the HQ’s Throw Range. Use mobility Supply Source, a detrainable hex, or an
type indicated on HQ (usually Truck). Extender connected to a Supply Source.
Combat Supply (9.5). Pay supply to
Supply Paths (12.3d): Pay the normal EZOCs shut down a Supply Source (but
attack or defend:
terrain costs when tracing a draw or can be negated).
• Attacker pays 1T per attacking step
throw path (but never apply weather Eating Off The Map (12.6c). When
(except DAK 2-step brigades only
effects that increase this cost). A path can Trace Supply is not available, pay 1T per
1T). Units which do not have full
be through enemy ships or non-combat 2 RE to keep combat units in supply.
combat supply cannot attack.
units, but not combat units. EZOCs (Exception: Strat Mode units cannot
• Defender pays 2T per combat (but if block paths (but can be negated). “eat off map.”)
1 RE or less, cost is 1T). Defenders
Adjacent is Close Enough (12.3c). A Trace Supply Effects. Supplied units
always have the option to withhold
supply path only needs to reach a hex have normal values. A unit marked Out
combat supply and defend at x1/2.
adjacent to the supplies for Draw, and of Supply (OOS) is checked for Attrition
Internal Stocks. (12.10). Usable only only needs to reach a hex adjacent to the (12.8b) and suffers the following effects:
if normal combat supply is unavailable. destination for Throw. • With Combat Supply, an OOS unit
Low (or Exhausted) units must pay 2T
Fuel Supply (12.5). Required to move attacks and defends at 1/2 strength.
(or 4T) to remove these markers in the
combat units with Truck or Track MPs. • Without Combat Supply, an OOS
soonest possible Supply Phase.
(Advance after combat and retreat do unit cannot attack and defends at
Barrage Supply (10.1b). For artillery not need fuel.) Three options (12.5c): 1/4 strength.
barrages only (not naval or air), pay cost
• Pay 1T to move one counter, or • OOS units have no ZOC.
given near the top of the appropriate
table (using the initial column, before • Pay 1 SP to fuel a Formation marker • Barrage, AR, and Movement values
shifts). Internal stocks cannot be used. until next friendly Clean-Up Phase. are unaffected.

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© 2018 All Rights Reserved.

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