EuroFront The War in Europe, 1936-45

Game Design

Graphics Craig Besinque

Cover Art Jody Harmon

Major Contributors Contributors Alex Aminoff Alex Besinque Grant Dalgliesh Borger Borgerson Steven Goodman Tom Dalgliesh Ron Hodwitz Ken Hole Dave Lockwood Robert Holzer Pete Menconi Mike Hoyt Tom Oleson Jerry Marty J.V. Pumphrey Jay Muchnij David Robert Chris Provenzano Dieter Schlaepfer Cal Stengel Adrian Davis

v1.16 © 1992, 1995, 2006, 2014 Craig Besinque EuroFront is a trademark of Columbia Games Inc.

COLUMBIA GAMES INC POB 3457, Blaine, WA 98231, U.S.A. www.columbiagames.com EUROFRONT TABLE OF CONTENTS

1.0 THE MAP 7.0 COMBAT 1.1 The Maps ...... 8 7.1 Battles ...... 21 1.2 Hexes ...... 8 7.2 Combat Resolution ...... 21 1.3 Terrain ...... 8 7.3 Combat Fire ...... 22 1.4 Cities ...... 9 7.4 Unsupported Combat ...... 22 1.5 Resources ...... 9 7.5 Fortresses ...... 22 1.6 Railroads ...... 10 7.6 Assaults ...... 23 1.7 National Territory ...... 10 7.7 Unit Capitulation ...... 23 1.8 Zones & Areas ...... 10 8.0 HEX CONTROL 1.9 Off-Map Displays ...... 10 8.1 Hex Control ...... 24 2.0 THE UNITS 8.2 Zones of Control ...... 24 2.1 Unit Labels ...... 11 8.3 Hex Status ...... 24 2.2 Unit Types ...... 11 8.4 Control Effects ...... 24 2.3 Special Units ...... 12 9.0 RAILROADS 2.4 Headquarters ...... 12 9.1 Rail Lines ...... 25 2.5 Combat Value ...... 12 9.2 Rail Movement ...... 25 2.6 Step Reduction ...... 12 9.3 Rail Supply ...... 25 2.7 Unit ID Codes ...... 12 2.8 MF and NF Units ...... 12 10.0 SUPPLY 10.1 Supply Status ...... 26 3.0 STARTING PLAY 10.2 Supply Origin ...... 26 3.1 Game Options ...... 13 10.3 Supply Sources ...... 27 3.2 Game Setup ...... 13 10.4 Supply Lines ...... 27 3.3 Game Continuity ...... 13 10.5 Supply Checks ...... 27 4.0 SEQUENCE OF PLAY 10.6 Supply Attrition ...... 27 4.1 The Game Month ...... 14 10.7 Fortress Supply ...... 27 4.2 Fortnights ...... 14 10.8 Siege Supply ...... 27 4.3 Player-Turns ...... 14 11.0 PRODUCTION 5.0 HEADQUARTERS 11.1 Overview ...... 28 5.1 Headquarters ...... 16 11.2 Production Sequence ...... 28 5.2 HQ Activation ...... 16 11.3 PP Sources ...... 28 5.3 HQ Command ...... 16 11.4 Available PPs ...... 29 5.4 HQ Airpower ...... 17 11.5 PP Allocations ...... 29 5.5 HQ Deactivation ...... 17 11.6 PP Transfers ...... 29 5.6 Blitz HQs ...... 17 11.7 Unit Building ...... 30 5.7 Supreme HQs ...... 17 11.8 Reinforcements ...... 30 5.8 Theater HQs ...... 18 11.9 MF/NF Production ...... 31 5.9 Invasion/Paradrop HQs ...... 18 12.0 WEATHER 6.0 MOVEMENT 12.1 Weather Determination .....32 6.1 Unit Movement ...... 19 12.2 Dry Weather ...... 32 6.2 Stacking Limits ...... 19 12.3 Mud Weather ...... 32 6.3 Engagement ...... 19 12.4 Snow Weather ...... 32 6.4 Attacks ...... 19 12.5 Sea Storms ...... 33 6.5 Retreats ...... 20 12.6 Assault Effects ...... 33 6.6 Supreme Moves ...... 20 12.7 Initiative ...... 33 6.7 Changing Fronts ...... 20

© 2014 Columbia Games Inc. 4 VERSION 1.16 TABLE OF CONTENTS EUROFRONT

13.0 AIRPOWER 18.0 MAP-EDGE AREAS 13.1 HQ Airpower ...... 34 18.1 Map Edge Areas ...... 47 13.2 Airstrikes ...... 34 18.2 Area Command ...... 47 13.3 Air Superiority ...... 34 18.3 Area Movement ...... 47 14.0 PARADROPS 18.4 Area Combat ...... 48 14.1 Paratroops ...... 35 18.5 Area Supply ...... 48 14.2 Paradrops ...... 35 18.6 Area Production ...... 48 14.3 Para Dispersal ...... 35 19.0 VICTORY 14.4 Para Combat ...... 35 19.1 Victory ...... 49 14.5 Paradrop Linkup ...... 35 19.2 Axis Victory ...... 49 14.6 Paratroop Grounding ...... 35 19.3 Allied Victory ...... 49 15.0 SEAPOWER 19.4 Draw ...... 49 15.1 Sea Areas ...... 36 19.5 The Struggle for Europe ....49 15.2 Sea Control ...... 37 20.0 THE POWERS 15.3 Sea Movement ...... 37 20.1 Germany ...... 50 15.4 Sea Supply ...... 37 20.2 Italy ...... 51 15.5 Sea Invasions ...... 38 20.3 Britain/U.S...... 52 15.6 BeachHeads ...... 39 20.4 France ...... 53 15.7 Sea Interdiction ...... 40 20.5 Soviet Union ...... 56 15.8 Naval Supremacy ...... 41 20.6 Minor Powers ...... 58 15.9 MF/NF Seapower ...... 41 21.0 THE FRONTS 16.0 WAR AND PEACE 21.1 West Front ...... 60 16.0 War and Peace ...... 42 21.2 East Front ...... 60 16.1 Neutrality ...... 42 21.3 Med Front ...... 61 16.2 Cooperation ...... 42 21.4 North Front ...... 64 16.3 Belligerence ...... 42 22.0 THE SCENARIOS 16.4 Declarations of War ...... 43 22.1 Scenarios ...... 67 16.5 Alliance Reactions ...... 43 22.2 Scenario Setup ...... 67 16.6 Diplomatic Events ...... 44 22.3 Startlines ...... 67 16.7 Politics ...... 44 22.4 Continuity ...... 67 16.8 Surrender ...... 45 1939: Assault on Poland ...... 68 16.9 Defeat ...... 45 1940: Assault on France ...... 72 17.0 STRATEGIC OBJECTIVES 1941: Assault on Russia ...... 76 17.1 Axis Oil Supply ...... 46 1942: Axis High Tide ...... 78 17.2 Axis Ore Supply ...... 46 1943: Closing the Ring ...... 80 17.3 Satellite Release ...... 46 1944: Anvil of Victory ...... 82 17.4 Balkan Pacification ...... 46 1936: The Spanish Civil War .....85 17.5 Mare Nostro ...... 46 DIPLOMACY CHARTS 88 17.6 Med Front Control ...... 46 17.7 Spanish Volunteers ...... 46 GAME AIDS 93 17.8 Soviet Oil Supply ...... 46 INDEX 97 GAME RECORD SHEET 105

© 2014 Columbia Games Inc. 5 VERSION 1.16 EUROFRONT INTRODUCTION

THIS RULEBOOK 2) It makes a successful Alliance Updated Rules This rulebook updates EuroFront, Reaction in response to another In these updated rules, new substantive including new map areas and nations in neutral becoming belligerent. changes are shown in red. Previous changes since v1.0 are shown in brown. Rewrites for Scandinavia and the Middle East. 3) A Diplomatic Event makes it become blue belligerent in response to the pressure clarity without changing meaning are in . THE FACTIONS of events or great power diplomacy. Historical Commentary The AXIS consists of Germany and all If a neutral becomes belligerent, powers allied with it. the faction it joins gains control of its World War II was the defining event of the production, territory, and forces (which are 20th century. When Adolf Hitler gained The ALLIES consist of all powers dictatorial power over Germany in 1933, his then deployed on the map). opposing the Axis except the Soviets. ambition went beyond the political control The SOVIETS also oppose the Axis, Minor power forces are shown on the and economic exploitation of previous Pro-Axis / Pro-Allied Neutral OB cards conquerors. He envisioned the extermination but remain distinct from the ALLIES. according to the faction they usually or enslavement of his victims, based on a One player (or team) plays the AXIS join, although neutrals can join either side. ruthless ideology of racist totalitarianism. side, and the other player (or team) plays Units are shown as of September 1939, Hitler concealed his true aims behind a the ALLIED - SOVIET side. cloak of conventional nationalism for as long but when entering play, they are built up as possible, gaining a series of bloodless to allow for Peacetime Production (16.32) conquests by threat and duplicity. THE NATIONS occurring since that date. Finally Britain, his main geopolitical opponent, Great Powers lost patience, took courage, and drew the line Germany Britain / USA THE MAPS at Poland. A 6-year struggle for the survival of Soviet Union The maps are divided into hexes democracy, freedom and basic human decency (hexagons) to determine location and ensued, costing 100 million lives. It was a Major Powers movement. Terrain features include rivers, close-run thing. France Italy forests, mountains, cities, and railways. Untold thousands of acts of bravery, resolution Minor Powers Terrain affects both hexes and hexsides. and sacrifice had telling effects in battle. Poland Rumania Others had none. Technical advances had a profound impact (we know now that code- Hungary Bulgaria THE UNITS breaking played a key role). Yugoslavia Greece Wooden blocks (called units) represent But in the end, it is very possible that the issue Belgium Holland Axis, Allied, and Soviet forces. Axis blocks was decided by strategy. Denmark Vichy are black, and represent German corps or Italian / minor power armies. Spain Portugal Team Play Allied blocks are blue, and represent Finland Sweden While it is simplest to assign responsibility by British/US corps or French / minor power Norway Switzerland geography (e.g., Allies/Soviets vs. WF Axis/EF armies. Soviet blocks are red, representing Axis), there are times when one theatre is quiet Turkey Syria armies. when another is exploding. Iraq Persia Attach an adhesive label showing For game interest (and to avoid dubious Eire unit-type, nationality and strength to each strategies being chosen out of boredom), it block. Units in play normally stand upright, is good policy to assign command over some Special rules for various nations are with their labels facing the owning player, portion of an active Front to a teammate who found in rules section 20.0. to prevent players from seeing the type or nominally controls a currently quiet Front. strength of opposing units (“fog of war”). Giving control over specified HQs and the units they command is a clean and simple method. NEUTRALITY The type of unit (armor, etc.) is shown Play begins with most powers being by the symbol in the middle of each label. neutral. Neutrals do not belong to any Unit types have defined movement and The Fronts faction. Except for the Soviets (whose combat factors, so these are not shown on EuroFront divides the European theatre into units are always in play on the map), the label. Special units called Headquarters fronts, each with distinct Production, Weather, neutral units are not deployed on the map. (HQs) control other friendly units. and Airpower. For the Axis and Allies, the West Front is the Units cannot enter neutral territory: Large numbers around the unit symbol “home” front, where production originates. to do so, a Declaration of War (16.4) must on the label indicate the unit’s strength or first be issued, converting the neutral into Production can be allocated from the home combat value (“cv”). The current cv of a front to other fronts, but this requires long-term a belligerent. unit is the number shown upright along its commitment and can be limited by transport. top edge when standing upright. Production can also be transferred between BELLIGERENCE fronts on an emergency basis (at the cost of During play a neutral can become THE FRONTS inefficiency and delay). Thus, distribution of belligerent and join a faction. This can EuroFront is divided into fronts Production is somewhat flexible, but good occur in three ways: (East Front, West Front, North Front, and planning is rewarded. 1) A Declaration of War is made Med Front) for Production and Weather Units are usually freely transferable between upon it, and it immediately joins the purposes. Special rules apply to the Med Fronts, but Headquarters (which represent opposing faction. Front (see 21.3) and North Front (see 21.4). logistical and command centers) are more constrained to reflect logistical realities.

© 2014 Columbia Games Inc. 6 VERSION 1.16 INTRODUCTION EUROFRONT

NOTE: these fronts are denoted in MOVEMENT EuroFront as History these rules by two italic words (‘East Only units commanded by an EuroFront is designed to reflect historical Front’), while the game of the same activated HQ can move. Units can move strategic balances, but Diplomacy and Alliance name is denoted by one bold word a maximum distance according to their Reactions can generate many variations as to (‘EastFront’). Both terms may be unit type. This distance can be modified which nations become entangled in war, with whom, and when. abbreviated as two letters (EF/EF by terrain and weather. Units must stop respectively). upon entering a hex that contains enemy Players are free to follow grand strategies of units. Only Supreme HQs (SHQs) can their own making. There are no requirements In general, combat units can move to mimic historical events and campaigns, but freely between fronts, but lose cv when command units to move strategically by the opportunities to do so are there. Although entering extreme fronts (NF/MF). HQs sea or rail. the pursuit of historical strategies will often produce a close approximation of history, the are penalized for activating outside their COMBAT “home” fronts. Production is allocated design intent is to allow credible alternate Combat occurs when opposing units between the fronts every six months. strategies. It is up to the players to investigate occupy the same hex. Units in combat Sending production to a front in excess of these possibilities. The great appeal of grand are revealed to the opponent. strategic gaming lies in the ‘what-ifs” of these allocations is possible, but costly. Combat is resolved by exchange of alternate history. Specific definitions of the Fronts and fire between opposing units. Following a In particular, the role of the Med Front is of all Special Rules pertaining to them are possible attacker airstrike (one per battle interest. Gibraltar and the Middle East are summarized in 21.0. maximum), passive units fire first, then strategic locations. Allied success in North Africa will greatly increase Allied naval VICTORY active units. Battles continue from turn to capacity, multiplying Axis defensive problems. EuroFront is divided into scenarios, turn (often for months) until one side is Axis success will put them in a commanding one beginning in each summer of the war. destroyed or voluntarily retreats. position economically. Neither side can easily All scenario games end in June 1945, Passive (“defending”) units benefit bring extra power to bear in the Med Front, when Victory (19.0) is determined. from reduced combat losses (e.g., double and operations there are expensive and unpredictable. defense) in adverse terrain (mountains, SEQUENCE OF PLAY forests, etc.), or when combat is not Major strategic decision forks occur during A game Month consists of the resolution and immediate aftermath of the Production supported by a nearby activated enemy France ‘40 campaign. Allied defensive strategy and Diplomacy phases followed by two HQ. Fortnights of play. and Armistice offer timing will affect Axis Active (“attacking”) units always apply decisions regarding French Armistice, Sea Lion, Production awards Production Points full losses (never reduced). the Mediterranean, and Russia. (PPs) based on control of cities and Sea Lion (the sea invasion of Britain) is resources, which are then spent to rebuild SUPPLY another costly and risky venture, but the Allies eliminated units or add CV to depleted Units unable to trace a Supply Line can be hard-pressed to defend both Britain and units in play. Both sides do Production to a Supply Source lose one CV per turn, a the Middle East at once. Barring a successful simultaneously. severe penalty. Sea Lion, the Axis must seek victory in the East or Middle East. Diplomacy gives each side a chance Supply Sources are usually rail lines for a favorable event to occur. connecting to that faction’s Supply Origin The Allies have the ability to Mobilize Russia (normally its Great Power capital). Sea and initiate a Russo-German conflict to embroil A Fortnight consists of one Player- the Axis in two-front war, but the Soviets are Turn for each player. The order of Player Lanes between controlled ports connect initially disorganized and weak: a premature Turns can vary depending on factors such friendly rail lines. Soviet rush into war can result in disaster. as Weather and Diplomatic Events. The POLITICS current player is the Active Player and the Political Events such as Defeat, Game Storage Suggestion opponent is the Passive Player. Surrender, and Demoralization can occur The EuF map fits on a 4x6 plywood sheet. Weather (Dry, Snow or Mud) applies during the Politics phase at the end of the Between sessions, the game can be stored just for a fortnight to an entire front, and can be Active Player’s turn. under the ceiling in the corner of a room, using either fixed or variable (dieroll), depending angle brackets to hold up three corners and on the game-Month. Mud and Snow screw eyes and wire to hold up the 4th corner. hamper operations. Use at least half-inch (12mm) plywood. Player-Turns consist of distinct phases taken in order by the Active Player (Command, Movement, Combat, Supply, and Politics). COMMAND During the Command phase, players activate friendly HQs in order to command movement and provide combat support for friendly units within Command Range (equal to HQ CV). Declarations of War are made at the beginning of this phase.

© 2014 Columbia Games Inc. 7 VERSION 1.16 EUROFRONT 1.0 THE MAPS

1.1 THE MAPS 1.33 Marsh Interpreting the Map Marshes halt movement (except The map is drawn in a ‘realistic’ style, meant 1.11 Playable Area cavalry). Passive units receive double to be interpreted in an intuitive manner. When The EastFront and WestFront defense, and attacking units have SF map features slightly depart from the hex grid, maps constitute the play area. Along they should be interpreted as conforming to it. firepower. The engagement limit is 1 unit some map edges are Zones containing per hexside. Stacking is 3 units per hex. For example, small projections of land into sea Districts and Regions (see 18.0 for hexes or small incursions of a rail line into the Sea Invasions are prohibited. governing rules). Partial hexes on the corner of an adjacent hex should be ignored. mapedge are playable. 1.331 Tundra [NF Arctic] Tundra has the same effects as 1.12 The Fronts Mountain terrain (see below). TERRAIN KEY In EuroFront, four separate fronts (East Front, West Front, Med Front, North 1.34 Mountain TYPE STACK ENGAGE Front) are distinguished (see 21.0 for Mountains halt movement (not Clear 4 2 Front-specific rules). Front boundaries cavalry), and provide double defense appear on the map. to passive units. The engagement limit is 1 Forest/Hill 4 1 Active Fronts. Production on unit per hexside, and stacking is 2 units Marsh 3 1 each active front is tracked separately per hex. Sea Invasions and Paradrops are prohibited. (exception: the North Front has no Mountain 2 1 separate Production, see 21.4). Alpine (high mountain) hexsides Desert 31 2 Initially only the West Front is active. (white) are impassable. The East Front and Med Front are inactive 1.35 Desert [MF] Rivers n.a. 1 until the USSR and Italy (respectively) Med Front light tan terrain is Desert. Lakes Imp2 Imp2 become belligerent. Desert is equivalent to Clear terrain, Home Fronts: Inactive Front except Mech and armor units have 1 Stacking 3 maximum in all MF terrain. Production is incorporated into the Home enhanced offensive firepower. Stacking is 2 Impassable Front, which is WF for the AXIS and 3 units per hex (the maximum stacking Italics = Double Defense ALLIES, and EF for the SOVIETS. allowed in the MF). 1.351 Sand Seas [MF] 1.2 HEXES Sand Seas are impassable. Map Errata/Clarifications The mapboard is divided into hexes • In the Brit ish Empire display the “E Af rica” [hexagons] to govern the location and 1.352 Depressions [MF] region should be retitled “SOMALILAND.” movement of units. Hexes are identified Depressions are impassable. • Add a short rail route Dombas-Oslo (Norway). by cities/towns or a direction (see: map 1.36 Rivers and Lakes • Copenhagen-Malmo is a Rail Straits (red). compass rose) and distance from a city Rivers follow hexsides. They do not • Stettin is a 1 PP city (not 2 PPs). or town. impede movement, but the engagement • The Rotterdam-Brussels hexside is Sea. Example: “Paris NE1” is one hex limit is 1 unit per hexside. Initiating • The Northern Seaway does NOT include the northeast of Paris. battles across rivers, called River Assaults, Nordkapp Sea (ends in the Norwegian Sea). are subject to possible forced retreat, • Mallorca belongs to Spain (not Britain). 1.3 TERRAIN called Repulse (see 7.61). • The hex west of Naples is a forest hex (all Terrain is determined by the Rivers freeze in Snow weather (no three hexsides are also forest). predominant terrain of a hex/hexside. Repulse possible) and swell in Mud • The Po River mouth is River, not Sea. Note: in land/sea hexes, consider only weather (Repulse more likely). • The southern boundary of Lithuania follows land terrain. Lakes are impassable. the Curzon Line. Hex terrain affects movement, • The southernmost Soviet Military District combat, and stacking (the maximum 1.37 Seas boundary (red triangle) should be at the number of units per hex). Hexside Sea Areas, bounded by solid blue northernmost point of the Jassy hex. terrain limits movement into and out of lines, are controlled by Naval Bases • There is no direct sea connection between the battles, termed the Engagement Limit. [or Control Ports, see 15.1]. Seas can be Atlantic and Indian Oceans. Units moving traversed only by Sea Movement (15.3) or between them stop in South Africa. 1.31 Clear Invasion Movement (15.5). • In the Scandinavia display (south edge), the Clear terrain allows full unit Sea areas are grouped into Sea Archangel-Petrozavodsk rail connection movement. The engagement limit is 2 units Basins for specific weather purposes (see shown does not exist. Also, the Stavanger- Haugesund hexside is Sea. per hexside and stacking is 4 units/hex. 12.5 Sea Storms). Basin boundaries are • Grozny is forest terrain. 1.32 Forest/Hills shown as thicker blue lines. • Kanakkale [Turkey] is misspelled 'Canakkale.' Forest and Hill terrain allow full movement. Passive units have double • Ismit E1 (Istanbul E2) is a hill hex with one mountain hexside. defense. The engagement limit is 1 unit per hexside. Stacking is 4 units per hex. • The Thebes-Patras hexside is sea.

© 2014 Columbia Games Inc. 8 VERSION 1.16 1.0 THE MAPS EUROFRONT

1.371 Straits 1.43 Towns Neutral Straits (correction) Straits (crossing arrows) are treated Towns (small dots) have no game Naval operations (Sea Invasions, Sea Movement. as rivers, except units crossing Straits function except to name a hex. Sea Supply, etc.) CAN pass through neutral- must start movement on one side, and controlled Straits like those adjacent to Cadiz stop on the other. Red crossing arrows 1.44 Ports and Copenhagen. are rail ferry straits (see 9.11). Coastal cities or towns with an Exception: Turkey. The Turkish Straits anchor symbol in the hex/area are (Hellespont and Bosporus) are fortified. Even A faction controlling either adjacent ports. Ports bordering on two seas have 2 while neutral, Turkey commands these land hex (see 8.32) commands a Straits. crossbars on the symbol. straits: all naval operations through them are This prohibits enemy Naval operations prohibited (but Lines of Communication/ (Sea Movement/Supply/Invasion) through Major ports (large anchor symbol) National Supply are still traceable). that Straits, but not National Supply. have greater capacity (15.32) than minor ports (smaller anchor symbol). A faction controlling both adjacent Shoals land hexes controls a Straits. This blocks A Naval Base (black port symbols) Ports have dredged channels through shoal enemy National Supply (10.21) as well. controls the adjacent sea area. When waters, even if the rest of the nearby coast is bordering two sea areas, the port symbol inaccessible to shipping. Neutral-controlled Straits are passable is located mostly in the controlled sea to all naval operations and National area. Supply (exception: the fortified Turkish Capitals Straits, see sidebar). Fortified Ports (hexagonal port Each Power/Nation has a Capital. symbols – NF only) are immune to GREAT POWERS 1.372 Shoals Surprise (20.16): units defending a Shoals prevent Sea Invasions into GERMANY BERLIN Fortified Port can repulse sea invasions BRITAIN LONDON a hex. However, Sea Movement and Sea when surprised. Fortified Ports are not the SOVIETS MOSCOW Supply are still possible. same as Fortresses (see below). MAJOR POWERS FRANCE PARIS 1.373 Canals 1.45 Fortresses Kiel Canal. Hamburg borders Italy Rome Fortress hexes (large hexagons in on the North Sea, Western Baltic and Minor Nations Leningrad, Sevastopol, Malta, etc.), give Skagerrak. Units there can sea move Portugal Lisbon defenders (regardless of nationality) into any adjacent sea regardless of the Spain Madrid significant combat (7.5) and supply direction of arrival. Belgium Brussels (10.7) advantages. Hexside terrain Holland Amsterdam The Suez Canal is treated as a river determines the engagement limit. Denmark Copenhagen / straits. Naval operations through it are Important: Stacking in Malta and Norway Osol restricted as with straits. Sweden Stockholm Gibraltar is limited to two (2) units. The Finland Helsinki Allies may stack 4 units in either after the Czechoslovakia Prague 1.4 CITIES 2nd Front Diplomatic Event (16.6). Hungary Budapest Cities are of two types: major and 1.451 Minor Fortresses Yugoslavia Belgrade minor. Cities have no effect on movement Rumania Bucharest in addition to the terrain of the hex. Tobruk is a minor fortress (7.51) Bulgaria Sofia Home Cities. Cities within national which has reduced advantages. Greece Athens territory are home cities, which are Arrival 1.452 Bases Turkey Ankara Persia Teheran Locations (11.81) for great power units. Small squares with a center dot in For Colonial/Mandate Capitals, see 20.4/20.92. 1.41 Major Cities the Med Front (Habbinaya, Basra, etc.) are Bases. They provide automatic Supply, Major cities are black dots with but no Combat advantages (see 10.71). white numbers (Production value). Red Spanish Cities/Towns Passive units in major cities have double Red cities/towns in Spain are Republican in 1.46 Capitals the Spanish Civil War scenario. In EuroFront, defense and DF in combat. One city of each Power or Nation is this affects Spanish Volunteers (see 17.7). Exception: Rome is an open city, its National Capital. See list in sidebar. providing no defensive benefits. Fortress hexes vs. Fort units 1.411 Victory Cities 1.5 RESOURCES Fortress hexes provide defensive benefits Victory Cities (black squares) are A Resource Center is shown as a to defending units. Fort units have inherent major cities used to determine Victory in pick (mineral) or derrick (oil) symbol, defensive advantages that go with the unit. the 1944 scenario (see 19.5). They are with its production value below. When also Arrival Locations for Axis units. it’s in the same hex as a major city, the resource value is added to the city value. Axis Resource Centers 1.42 Minor Cities The Resource Center value is doubled for the For the Axis, controlled resource Axis player because they were so crucial to the Minor Cities (circled dots) are arrival centers count double. blockaded, resource-starved German economy. locations (11.81) for major power national Example: the Lille hex contains a 1 PP Some Resource Centers, such as Ploesti, have units, but provide no Production or city and a 1 PP resource, yielding 3 PPs special significance (see 17.1). defensive benefits. for the Axis, but only 2 PPs for the Allies.

© 2014 Columbia Games Inc. 9 VERSION 1.16 EUROFRONT 1.0 THE MAPS

1.6 RAILROADS 1.8 ZONES & AREAS Dashed red lines are railroads. These Along some map edges are zones that MF Roads act as Supply Sources for units and a contain abstracted play areas instead of Unlike Europe, where roads can be assumed to means of rapid strategic Rail Movement hexes. exist everywhere, North Africa is undeveloped, (see 9.0). and roads exist only where shown and along Districts (circles) are small areas rail lines. Railroads often connect Areas in about 2 hexes in diameter. mapedge Zones. Short Rail Routes (thin) Therefore, off-road movement and supply are Regions (squares) are larger areas inhibited in the MF. Except along roads, unit are 2 hexes long; Long Rail Routes (thick) about 5 hexes in diameter. speed is reduced by one, and Supply Lines are 5 hexes long. Areas have terrain which affects between a units and its Supply Source can only See 18.3 Area Movement. be 1 hex long. combat and stacking just as for hexes. 1.61 Roads Areas are connected by rail or road In the Med Front, Roads are thin Routes. Some Areas contain ports, which MasterFront brown lines and also exist wherever allow Sea Movement. For those playing MasterFront on this map railroads are shown. See 18.0 for complete rules. (using abstracted North Front and MidEast campaigns), these areas are out of play: Roads also can connect Areas in the mapedge Zones. Short Roads (thin dotted) 1.9 OFF-MAP DISPLAYS • Britain north of the London hexrow are 2 hexes long, and Long Roads (thick The British/French Empire display • Finland, Norway, Sweden, Turkey, and dotted) are 5 hexes. (in the North Atlantic) and Scandinavia the Middle East (see 21.3). See 18.3 Area Movement. display (in Algeria) duplicate map Use Exit Zones and Transit boxes as defined in the MasterFront and abstracted rules. Roads act as road supply sources locations that are difficult to reach for and as a means of rapid strategic Road that player. Movement (see 21.352). Place friendly units there for convenience when those theaters are 1.7 NATIONAL TERRITORY quiet. When activity resumes, transfer The area within a national boundary units back onto the map. is termed home territory. In some cases other defined areas (e.g., islands) are also included in home territory. Control of an area does not make it home territory but Annexed areas (16.6 sidebar) do become home territory. Germany includes Austria and East Prussia (home territory). It controls Czechoslovakia (not home territory.) Italy includes Sicily and Sardinia. It controls Albania, Libya, Rhodes and Ethiopia. France includes Corsica. It controls French North Africa (Morocco, Algeria, Tunisia and West Africa). NOTE: Syria is considered a separate Minor Power. Greece includes Crete. Spain includes Mallorca. It controls Spanish Morocco. Note: "Greater Italy" / "Greater Finland", etc., are NOT considered Home Territory.

© 2014 Columbia Games Inc. 10 VERSION 1.16 2.0 THE UNITS EUROFRONT

2.1 UNIT LABELS 2.25 CAVALRY UNIT SPEED FIRE Cavalry units move 3 One adhesive unit label is attached to 3 43 TYPE DRY MUD SNOW POWER the face of each block. Blocks are placed 2 hexes in dry weather and

with the label facing the owning player. fire SF on offense and ARMOR 3 1 2 DF 1 defense. Cavalry are the 78 1 2.11 Unit Nationality only units which can move MECH 3 1 2 SF/DF AXIS units are black blocks. German through Mountain and Marsh hexes and 2 3 units have gray or black (SS) labels. Other move 2 hexes in Mud. INF 2 1 1 SF Axis labels are listed in the sidebar. 2.26 SHOCK (Soviet) 4 ALLIED units are blue blocks with MTN 2 1 1 SF 4 26 Shock units move one hex bronze (British), tan (Common-wealth) or DF 3 in all weather and fire CAV 3 2 2 SF olive (US) labels. Other Allied labels are

1 on offense and defense. listed in the sidebar. 2 Only the Soviet player SHOCK 1 1 1 DF 1 SOVIETS units are red blocks with tan has Shock. "Shock" units 5 5 5 labels. are special assault troops with massive STATIC 1 1 1 SF support. 5/6 5/6 5/6 FORT 0 0 0 SF/TF 2.2 UNIT TYPES 2.27 STATIC A unit’s type is shown by the symbol 2 7 53 Static units are moveable AMPH 2 1 2 SF in the center of its label. There are seven 2

1 by Supreme Command

basic types of unit: Armor, Mechanized only (strategically or by PARA 2 1 1 SF/DF Infantry (“Mech”), Infantry, Cavalry, 0 86 normal land movement). Static, Forts, and Headquarters (HQ). They represent low-grade HQ 2 1 1 - - - A unit's type determines its Speed and troops with minimal equipment. Firepower, as shown in the Table. Static units have a 0 CV cadre 1 Offensive/Defensive Fire 2.21 ARMOR step. 0cv static units are automatically 2 British/US Inf /Amph move 3 in Dry 3 53 Armor represents units eliminated if engaged alone at the end of 3 Ski troops move 2 in Snow

2 with large concentrations a Combat phase. 4 DF in mountains

of tanks. They move 3 1 5 By SHQ command only hexes in Dry weather and 2.28 FORT 15 fire DF on offense and 4 36 Fort units represent heavily 6 Rail/Sea movement only defense. In Desert terrain, they fire TF on 3 fortified troops such as the 7 DF on own Beachhead F

offense and DF on defense. 1 Atlantic Wall. Only one 2 fort unit can occupy a hex. DAK armor is elite in the MF firing TF 89 there (QF/TF in desert). Fort units can be moved Pro-Axis Unit Labels by strategic rail or sea movement only Nation Label Center 2.22 MECHANIZED (supreme command required) and are Italy buff light green Mech units represent reduced to cadre strength if moved. They Finland light gray grey-blue 4 53 Vichy violet red

3 highly motorized infantry cannot be moved at all when engaged.

Rumania grey-blue light blue

1 with extra tank support. 2 Fort units fire SF on offense and TF Hungary pink light red They move 3 hexes in AOK on defense. They have triple defense Bulgaria buff gold SF Dry weather and fire which also protects smaller friendly units Portugal wine pink tan DF on offense and on defense. In Desert in combat: when a fort unit is the largest Spain (Nat) yellow tan DF terrain, they fire on offense and unit in a battle it absorbs 3 hits before Sweden light blue yellow Turkey green red defense. losing a step. But equal-strength units Iraq red green 2.23 INFANTRY absorb hits until they are smaller, upon Syria purple green Infantry units move 2 which then next 3 hits apply to the Fort. Persia red green 3 44 hexes in dry weather and Palestine tan green

2 If unsupplied, Fort units lose TF and

fire SF on offense and triple defense, but can only be reduced 1 defense. Allied Infantry to 1cv cadres (not eliminated) by supply 74 Pro-Allied Unit Labels units are motorized and attrition (exception: Maginot Line fort units, Nation Label Center move 3 hexes. see 20.41). France dk. blue red Poland brown red 2.24 MOUNTAIN Norway red dk. blue 4 S Mountain units fire DF in Denmark red white

3 Mountains and in the North Belgium orange red

1 Front. They move like Holland orange blue 2 Infantry but have higher Greece light blue blue 49 costs. Yugoslavia* blue red Switzerland white red Spain (Rep) buff orange * 5 Pro-Allied Yugos/3 Pro-Axis, see 20.77

© 2014 Columbia Games Inc. 11 VERSION 1.16 EUROFRONT 2.0 THE UNITS

2.3 SPECIAL UNITS Supreme HQs (SHQs) are high German SS Corps 2.31 AMPHIBIOUS command HQs with special abilities to Because of Hitler’s favoritism, SS units always received the first, most, and best equipment. Amphibious units have command units on their Front without 4 37 regard for distance (see 5.7). Theater HQs This is simulated by increasing the firepower of

3 enhanced sea invasion (THQs) are low-cost SHQs with limited SS units, but keeping their building step cost

1 capabilities and attached the same as regular units. 2 beachheads (see: 15.6). abilities (see 5.8). Only these units can 6 E They move and fight like command Rail/Sea Strategic Movement. Infantry but have a higher cadre cost. STEP REDUCTION EXAMPLE 2.5 COMBAT VALUE 2.32 PARATROOP CORPS Around the unit symbol of each 4 43 3 3 4 2

3 43 Paratroop units have label are numbers (usually 4:3:2:1) that 3 4 1

2 special air movement represent the current strength or Combat

t 1 capabilities (see: 14.1). Value (CV) of the unit (not to be confused 2 s

Wst W 1 They fire SF offensively with its firepower). 17 and DF defensively. ARMOR 4 ARMOR 3 2.6 STEP REDUCTION 2.33 SS UNITS

Most units can have 1-4 possible

t s 4 41 German SS units (black W W levels, or "steps" of CV. Units can lose CV 2 s 1

3 labels) have enhanced t

1

in combat and regain CV by production. 4 1 firepower: the SS Armor

2 3

unit fires TF; the SS Mech When units sustain hits, they are rotated 2 4 4 3 3 1ss 4 unit fires DF offensively / counter-clockwise so that their new 3 TF defensively. SS mountain units fire TF (lesser) CV is on the "top" edge. Units in mountains. They have normal building reduced below their lowest CV step are ARMOR 2 ARMOR 1 costs for their type, but only one SS step removed from play, but can be rebuilt as may be rebuilt per Production per Front. Cadres (11.72). 2.34 SIEGE GUN CORPS 2.7 UNIT ID CODES Starting with the S’42 4 19 In the lower left of each unit label

3 scenario, the German 54th

at full strength is the historical Unit ID

1 Corps has the 1st and 70th 2 (in dark type). German, British, and USA Heavy Regiments 54 units are corps (“54” = “54th Corps”). All attached. Thenceforth, it other units are armies (“7” = 7th Army). fires TF offensively versus Fortresses. Rebuilding costs are normal, but it loses In the upper right of each label at its special ability if eliminated and rebuilt. full strength is its Appearance code (in light type), specifying its starting location 2.35 TITO or month of arrival (see OB Cards). 3 YR The Allied Tito unit

2 can appear suddenly in 2.8 MF & NF UNITS

Yugoslavian mountain 1 Only certain units can operate in the hexes, and has special TITO Med Front or North Front without penalty. powers within that country (see 16.73). Special MF units have an orange circle on the label. Special NF units have 2.36 VOLUNTEERS a blue circle on the label. Inside the 2 FR 2 IS Italian and circle is a letter R, V, or E. 1 1 French Residents (R) operate in that front volunteers without penalty, but are restricted to it can arrive MAQUI FRIULI (must remain there). to fight on the Allied side under certain specified Veterans (V) operate on that front conditions. without penalty and may enter and leave. Expeditions (E) are free to enter and 2.4 HEADQUARTERS leave that front, but avoid penalty only under certain conditions. III P Headquarters (HQ) units are special units that I I

0 command other units (see I 5.0). Their speed is two. AGN They have no firepower but command offensive Airstrikes. They have a 0CV step (which is not eliminated if engaged).

© 2014 Columbia Games Inc. 12 VERSION 1.16 3.0 STARTING PLAY EUROFRONT

3.1 GAME OPTIONS Note: Yugoslavia has 5 Allied units but The Scenarios Players can play the complete only 3 Axis units (see 20.77). 1939: Assault on Poland Campaign Game or a Scenario Game. Once all units are placed on the OB This is the historical start of the war. Hitler is Cards, see 22.0 for Scenario setup data, intent on the destruction of Poland, and the 3.11 The Campaign Games instructions, and special rules. Allies are unprepared for war, but determined The full EuroFront 1939-1945 to stop further German aggression. After Campaign Game starts with the 1939 Poland, Germany faces the task of conquering Scenario and ends after May 1945. A full- 3.3 GAME CONTINUITY Norway to ensure delivery of iron ore from Game-years are divided into 2 length game takes 60+ hours. Team play Sweden and naval access to the Atlantic. Seasons: Summer (June-November) can speed things considerably. The Soviets have repudiated their ties with and Winter (December-May). At each France for half of Poland and a free hand in 3.12 Scenario Games change of Season (i.e., before June and the Baltic States, Finland, and Bessarabia. A Scenarios are shorter games that December Production phases) a Season “sideshow” Winter War with Finland will allow begin at the start of any Summer Break occurs and when certain game the process of modernizing the Red Army to campaign and ends after May 1945. They parameters may change. These changes begin. take 6-12 hours per game-year. are found in the BASIC PRODUCTION / All Scenarios begin at critical points AIRPOWER table of the GAME DATA page 1940: Assault on France of the war strategically (see sidebar). and on the GAME RECORD sheets.) Poland has fallen. The Phony War of the 1940, 1941, and 1942 cover the Axis • Summer Airpower / Production winter has been shattered by the conquest of expansion. 1943 and 1944 cover the changes are shown [in brackets] in Norway. Russia remains passive as a terrible the Starting Forces table. onslaught hits France. Will Russia intervene, Allied/Soviet counterattack. to its own detriment? Rumania is key: the We recommend that players start • Winter Airpower / Production Axis must maintain access to its oil. Will the with a late-war scenario (1942+), working changes are found in the Winter defeat of France be followed by Sea Lion, a back to 1940 and finally the whole 1939 Transition Special Rules. Mediterranean campaign, or Barbarossa? Campaign Game. • Front Allocations (11.5) can be changed at Season Breaks. 1941: Assault on Russia 3.2 GAME SETUP • Special Rules that come into effect at France and the rest of western Europe has Players first decide which Scenario to a Summer or Winter Season Break fallen under Hitler’s boot. Only stubborn play and select sides. are listed in that Scenario’s Special Britain remains in its island stronghold. Will Rules section. Hitler challenge British sea and air power, 3.21 OB Cards drive for the Mid East, or turn east to fulfill GERMAN, SOVIET, ALLIED, PRO-AXIS 3.31 Procedure his quest for German Lebensraum and the NEUTRAL and PRO-ALLIED NEUTRAL OB At each Season Break, check the eradication of Communism? Cards are provided to organize national following: forces, simplifying setup and play. • Basic Production changes. For 1942: Hinge of Fate Starting Forces for each nation are Summers, these are shown by After a hugely successful but ultimately shown with CVs as of September, 1939. bracketed numbers [+10] in the indecisive 1941 campaign, the German war When nations enter play at a later date, Starting Forces table. Winter in the East still hangs in the balance. Britain, their forces are augmented to account changes are specified in the Winter using almost all its resources against a fraction of those of the Axis, has managed to hold on for Peacetime Production (16.32) that has Transition Special Rule. • Changes in Air Firepower on some in Egypt, preserving the economic power of occurred since then. the empire intact. This year’s campaigning will or all fronts. These are also shown in Reinforcements are shown on the OB likely decide the war, one way or the other. the places listed above. cards in chronological order. These arrive in the Production phase of the specified • Voluntary changes in MF or EF Allocations (11.5). NOTE: EF 1943: Closing the Ring month at an arrival location (11.81). The Russians have crushed the myth of Unless noted, Allied units arrive in the Allocations can be increased at Summer breaks only. German invincibility at Stalingrad and WF, Soviets in the EF, and Axis units in advanced into the Ukraine. The Allies have either front. • Scenario Special Rules that will overpowered the Afrika Korps and cleared apply to the upcoming season. To begin a game, place all friendly North Africa in preparation for a return to the Then, begin the next Month of play continent. This is Germany’s last chance for forces on the OB cards exactly as with Production and Diplomacy. military victory. However, time and economics shown. Maintaining exact historical IDs are against them. is optional, but unit-type, cv, nationality, GAME RECORD sheets help keep and parent game (EF/WF, etc.) must be track of the passing turns, maintain the preserved. proper sequence of play, list the arrival 1944: Anvil of Victory of reinforcements and track weather and The Soviets have the upper hand in the East, Important: Axis WF units have italicized seasonal changes. the Allies in the West. But the front lines are unit IDs on the labels. still far from Berlin. Will the Allies or Soviets Minor powers have two sets of reach it first, or can Germany somehow hold blocks, one blue (Allied) and one black on? (Axis). Stack both units on the applicable OB card.

© 2014 Columbia Games Inc. 13 VERSION 1.16 EUROFRONT 4.0 SEQUENCE OF PLAY

4.1 THE GAME MONTH Therefore four different sequences of THE GAME MONTH A Game Year is divided into Summer Player Turns are possible in a fortnight: SEASON BREAK [June/Dec] and Winter Seasons, each composed of six BEFORE THE 2ND FRONT DE PRODUCTION PHASE Months of play. Summer includes June- • EF Dry/Mud: Axis, Allies, Soviets • Determine Production Level November, and Winter is December-May. • EF Snow: Soviets, Axis, Allies. • Monthly Production To begin each Season, check for changes • Add Saved PPs in game parameters (see 3.3). AFTER THE 2ND FRONT DE • Add/Subtract Allocations • EF Dry/Mud: Allies, Axis, Soviets. • Add/Subtract Transfers A Month consists of Production • EF Snow: Allies, Soviets, Axis. • Save or Spend PPs and Diplomacy phases, followed by two • Add Replacement Steps Fortnights of play. • Place Reinforcements 4.3 PLAYER-TURNS • Build and Place Cadres A Fortnight consists of Weather During a Player Turn, the Active Determination and one Player Turn each Player completes several phases in fixed DIPLOMACY PHASE for Axis, Allies and Soviets (the order of sequence. • Allied Diplomatic Event play varies). • Axis Diplomatic Event The Passive Player participates in FORTNIGHT I Note: Production and Diplomacy are a limited manner (Alliance Reactions, Sea • Weather Determination omitted from the first month of all Movement Interdiction, Defensive Fire). Scenarios. They have already been • First Player-Turn • Second Player-Turn factored into the start data. 4.31 Command Phase • Third Player-Turn 4.311 Declarations of War 4.11 Production Phase Declarations of War are made FORTNIGHT II Players receive Production Points • Repeat Fortnight I Procedure at the start of the Command phase. A (PPs), based on resources and cities Declaration of War (DoW) must be THE PLAYER-TURN controlled, and spend them to build issued before entering the territory of Command Phase up friendly forces (see 11.0). Players a neutral. A DoW causes the affected • Declarations of War complete Production simultaneously. neutral to join the opposing faction, • Alliance Reactions • Activate HQs (designate Blitzes) 4.12 Diplomacy Phase which then deploys the attacked neutral’s Each side (Allies first) can attempt forces on the map. Movement Phase • Move units under command one (1) Diplomatic Event (DE) when its 4.312 Alliance Reactions given Preconditions are met (see 16.6). Following a DoW, a series of • Deactivate & move Mobile HQs DEs can bring neutrals into a faction or Alliance Checks (16.5) are made to • Sea Movement Interdiction cause other developments. see if any other neutrals react and also Combat Phase become belligerent. Any reactions that • Target Airstrikes 4.2 FORTNIGHTS occur cause further Alliance Checks in a • Select Active Battles 4.21 Weather chain reaction. • Resolve Each Active Battle • Offensive Airstrike On the Game Record sheets, each 4.313 HQ Activation • Defensive Fire month is noted for possible weather. During the Command Phase, the • Offensive Fire Some months have fixed weather but in active player must activate (turn flat, • Deactivate Combat HQs others weather is determined before each face-up) any HQs that are to exert Blitz Movement Phase* Fortnight by a dieroll. command (enable unit movement and/or • Repeat Movement Phase support combat) in that Player-Turn (see Weather can be Dry, Mud or Snow, Blitz Combat Phase * 5.0 Headquarters). (see 12.0). • Repeat Combat Phase WF & EF weather are determined 4.32 Movement Phase * Only if Blitz HQ(s) active independently. MF weather is based on All movement occurs during the Supply Phase WF weather (but always Dry). The NF is Movement phase. Only those units within • BH Placement divided into WF/EF portions, with the the Command Range of an activated HQ • Invasion Dispersal Recovery relevant weather applying in each part. (“under command”) can move. • Paradrop Linkup Check • Sea Supply Interdiction 4.22 Initiative An active HQ has a Command • Enemy Supply Check Range in hexes equal to its current On the East Front, the Initiative (first Politics Phase CV. A Supreme HQ can command the Player-Turn of the Fortnight) depends on • Demoralization movement of units anywhere on its front, the weather: the SOVIETS have it in Snow • French Armistice fortnights, the AXIS otherwise. including Strategic Movement by rail or sea • Revolt (see 6.6). On the West and Med Fronts, the AXIS • Surrender / Defection player has the initiative until the Second After other units are moved, an active • Defeat / Conquest Front Diplomatic Event, after which the HQ can either Mobilize (see 5.51), or ALLIES have the initiative. remain active to provide combat support.

© 2014 Columbia Games Inc. 14 VERSION 1.16 4.0 SEQUENCE OF PLAY EUROFRONT

4.33 Combat Phase 4.35 Blitz Combat THE GAME MONTH The Active Player can choose to After Blitz Movement, another Round SEASON BREAK [June/Dec] initiate a round of Combat in any or all of Combat may occur in battles chosen by PRODUCTION PHASE existing Battles (see 7.0). the Active Player. After Blitz Combat, Blitz • Determine Production Level NOTE: Combat must take place in new HQs deactivate in their current hex. • Monthly Production battles (in the preceding Movement phase, Unsupported Blitz Combat (outside the • Add Saved PPs units were moved into a hex containing command range of an active Blitz HQ) • Add/Subtract Allocations opposing units only). Combat is also is only allowed in Fronts with Blitz HQs • Add/Subtract Transfers • Save or Spend PPs mandatory in some other cases. active that turn. • Add Replacement Steps Battles fought outside Command 4.36 Supply Phase • Place Reinforcements • Build and Place Cadres Range of active HQs are Unsupported In the Supply phase, all enemy units Combat: defensive losses are reduced, are checked for supply status, and all DIPLOMACY PHASE but offensive losses apply in full. unsupplied units are reduced by one step. • Allied Diplomatic Event • Axis Diplomatic Event 4.331 Combat Sequence Supply status of friendly units is neither • Active Player assigns Airstrikes. checked nor affected. FORTNIGHT I • Active Player indicates Active Battles In addition, certain other supply • Weather Determination • First Player-Turn by revealing all units in these battle related determinations are made. hexes. • Second Player-Turn • Third Player-Turn • Active Player chooses the order in 4.37 Politics Phase which Active Battles are fought. The Active Player can check for the FORTNIGHT II • A Round of Combat in Active Battles is possible occurrence of any or all of • Repeat Fortnight I Procedure fought in in the following sequence: the following political eventualities, as THE PLAYER-TURN • Offensive Airstrike (if any). Apply conditions allow: Command Phase losses to defender. • Nations may become demoralized, • Declarations of War • Defensive Fire. Apply losses to and Allied Solidarity may weaken. • Alliance Reactions attacker. • Nations can offer Armistice, which is • Activate HQs (designate Blitzes) • Offensive Fire. Apply losses to then accepted or rejected. Movement Phase defender. • Conquered nations may Revolt. • Move units under command • Deactivate active HQs except those • Demoralized nations may Surrender. • Deactivate & move Mobile HQs designated Blitz HQs. Blitz HQs lose a • Nations that have lost their capitals • Sea Movement Interdiction cv but remain active in that hex for may be Defeated. the Blitz phases. Combat Phase • Conquest of Defeated nations may • Target Airstrikes 4.34 Blitz Movement occur. • Select Active Battles Units under command of a Blitz HQ • Naval Supremacy is evaluated. • Resolve Each Active Battle (i.e., within its now-reduced Command • Offensive Airstrike Range) can move again up to their • Defensive Fire normal movement range. However, units • Offensive Fire that have moved strategically the current • Deactivate Combat HQs Turn cannot use Blitz Movement. Blitz Movement Phase* • Repeat Movement Phase After units have been moved by Blitz Movement, Blitz HQs can either mobilize Blitz Combat Phase * or remain active to support Blitz Combat. • Repeat Combat Phase * Only if Blitz HQ(s) active Supply Phase • BH Placement • Invasion Dispersal Recovery • Paradrop Linkup Check • Sea Supply Interdiction • Enemy Supply Check Politics Phase • Demoralization • French Armistice • Revolt • Surrender / Defection • Defeat / Conquest

© 2014 Columbia Games Inc. 15 VERSION 1.16 EUROFRONT 5.0 HEADQUARTERS

5.1 HEADQUARTERS 5.3 HQ COMMAND Inactive HQs Inactive HQs remain upright in hidden Headquarters (HQs) are special 5.31 Command Range units that command friendly forces in mode, and move (like any other unit) under Activated HQs have a Command command of another activated HQ. movement and support them in combat. Range equal to their Command Value (in HQs move, defend hexes, and absorb hexes). Zero Command Range is limited combat losses just like any other unit, to units in the same hex only. Ø CV HQs An activated HQ Ø can only command units except that they can never voluntarily Command Range cannot be traced engage enemy units, nor do they fire in in its own hex and will self-destruct upon through impassable terrain (e.g., lake, sea, deactivation. Given the high cost of rebuilding land combat. Instead, they have Airstrike alpine) or enemy or neutral-controlled HQs, only desperate situations warrant this capability (see 5.4). hexes, but can be traced through disputed tactic. The “strength” of HQ units is called hexes and friendly battles. It extends over HQs reduced below Ø cv by disruption Command Value (CV) with values of front boundaries without adverse effect. have no command ability at all (including commanding invasions/paradrops). Ø, I, II and III. The Command Value Command Range is determined at determines an HQ’s range of control. the beginning of a Movement or Combat HQs lose 1 CV each time they exercise Phase, and lasts unchanged throughout Axis Logistics command, and can also take losses in that phase. While gamers can load HQs into a Front combat, but can be rebuilt by Production. without limit, historically the practical limit of Field HQs represent Axis or Allied 5.32 HQ Disruption logistics was probably reached in both the East Army Groups, and Soviet “Fronts”. HQs may become Disrupted due to and the Med. In the game, therefore, historical Command Range (in hexes) equals their weather or other conditions. Disrupted levels can only be exceeded at the cost of diminishing returns. CV: they can command all friendly units HQs function at one CV less than nominal within this range. value. The effect is cumulative if multiple causes apply. Supreme HQs (SHQs, see 5.7) Axis East Front HQs represent national high commands. Example: A disrupted HQ III has an OKH (SHQ) Their Command Range covers the entire effective Command Range of 2 hexes, and Army Group North Front. They can command rail/sea only 2 cv of Airpower. A disrupted HQ Ø Army Group Center Strategic Movement as well as normal land has no command ability at all. Army Group South movement, but they can control only a Note: SHQs in London, Berlin, Warsaw Army Group A few units at a time. or Moscow are not disrupted by weather. Theatre HQs (THQs, see 5.8) are 5.33 Axis Logistics Axis West Front HQs smaller SHQs with limited command Axis HQs activating outside their OKW (SHQ) ability within a specific front or nation. normal fronts (see sidebar) are penalized OB West for Command purposes as follows: 5.2 HQ ACTIVATION Army Group B • They are disrupted for Command During the Command Phase, the Active Army Group C purposes and cannot Blitz. Player activates any HQs by revealing Army Group E Exceptions: them (tipping them forward, face-up). Army Group G* HQs engaged in battle hexes can activate a) EF HQs command normally in WF; * AG 'G' is a MF Expedition (see 21.313) normally. b AG'G' (a MF Expedition) can command normally in the MF if it has Tunis or 5.21 Deploying HQS Axis Med Front HQs Istanbul Basing (see 21.385). When activating, HQs can deploy Army Group Afrika (move one hex). 5.34 Allied Coordination Commando Supremo THQ Note: in Mud weather, HQs cannot Movement. Allied HQs command the movement of national units only. Britain deploy: they can only activate in their Axis North Front HQs / US are one nationality for the purposes current locations. Dietl THQ HQs can deploy into friendly of this rule (but the French are separate). territory only, never into battles or enemy However, any Allied SHQ (including /disputed hexes. HQs can deploy out of GQG) can move any Allied minor battle hexes, but take immediate Pursuit power unit, regardless of location. Fire if this constitutes a Retreat (6.5). Combat. Allied (but not Soviet) HQs HQs can temporarily overstack when can provide combat support and airstrikes deploying, as long as stacking limits for any Allied units in Command Range. are observed at the end of the next Movement Phase. 5.35 Axis Coordination Axis HQs can command any Axis Deploying is not 'movement,' so e.g., units in movement and support any Axis HQs can deploy across a straits and still units in combat. mobilize later that turn.

© 2014 Columbia Games Inc. 16 VERSION 1.16 5.0 HEADQUARTERS EUROFRONT

5.4 HQ AIRPOWER (they cannot deploy another hex). Mobile HQs HQs have Airstrike capability. Their A Blitz HQ exerts command during Mobile HQs are most useful in retreats, exploitation, and general advances, where Air Range is based on their CV and their the Blitz Movement phase. Units firepower is secondary to maintaining the Air Firepower depends on the current within its reduced Command Range are advance. overall airpower balance. eligible to move again (except HQs During Combat, active HQs can just deactivated or units that moved conduct one Airstrike into any active battle strategically that turn). Combat Support HQs Combat HQs are preferred in pitched battles within Air Range. Only one Airstrike is Following Blitz Movement, Blitz HQs where attritioning the enemy or obtaining a allowed per battle. can mobilize (and deactivate), or remain breakthrough is the object. activated to provide Airstrikes and Combat See 13.0 AIRPOWER for details. Combat Support need not be provided by the Support during Blitz Combat. same HQ that commanded a unit to move. 5.5 HQ DEACTIVATION NOTE: Unsupported Blitz Combat is Any active HQ can provide combat support to After commanding movement and allowed only in Fronts with activated units within Command Range. /or combat, HQs are deactivated by Blitz HQs. reducing them 1 step and turning them Blitz HQs are deactivated by reducing Supreme HQs upright (hidden). Deactivated HQs them a second step and then returning Supreme HQs are useful for commanding cannot move in the Blitz phase. them upright. “oddball” movement of units in remote fronts HQs that deactivate at the end of or rear areas, and are essential for strategic Movement can move themselves 5.7 SUPREME HQS movement of units by road, rail or sea. (mobilize) and are termed Mobile. Supreme HQs (SHQs) are “high command” HQs with unique capabilities. HQs that remain active (face-up) OKW SHAEF AF during Combat for Combat Support • SHQs can command any unit on that III W III 48 II B I I

cannot mobilize during Movement. Front, regardless of distance. I I I

0 0

I 0 • SHQs can command (rail or sea) I 5.51 Mobilizing HQs Strategic Movement (6.62) as well as OKW SHAEF E AF E After deactivating, HQs can mobilize normal land movement. by making a normal land move in OKH STAVKA • SHQs can command Invasions (15.5) addition to any hex moved to deploy. III Si III M I I

I or Paradrops (14.2). I

0 HQs that mobilize are deactivated during 0

I Combat and thus cannot command • SHQs can command "strategic" I OKH Stavka Airstrikes or provide Combat Support. airstrikes at double cv range. • However, SHQs cannot Blitz or HQs that Retreat (are the last unit to provide Combat Support. leave a battle) by mobilizing must take Supreme Command immediate Pursuit Fire (see 6.52). 5.71 Supreme Moves Supreme HQs can command units to move The Command Range of SHQs and attack by land movement. However, they 5.52 Combat Support HQs extends over entire Fronts. They cannot provide combat support to ground Active HQs can forego mobilizing units (although they can provide long-range command a limited number of Supreme airpower). and remain activated during the Combat Moves within that front, regardless of Supreme HQs can move unsupplied units, phase in order to command Airstrikes range. Activated SHQs command 2 even when they have been surrounded in a and provide Combat Support to units Supreme Moves per CV. For example, II within range. Following Combat, Combat “pocket”. Normal HQs (unless they are inside CV SHQs can command four Supreme the same pocket) are usually unable to provide Support HQs deactivate in their current Moves. command to surrounded forces. hex. Note: SHQs in London, Berlin, Warsaw 5.6 BLITZ HQS or Moscow are not disrupted by weather. HQs and Weather HQs can be activated as Blitz HQs Supreme Moves can move any unit HQs, SHQs and THQs are disrupted by the weather in the hex they occupy, not the by placing a BLITZ marker on them. Blitz on the front (including unsupplied or weather in the hexes where they command. HQs must expend a second step and surrounded units), regardless of distance. The commanded unit can move normally However, a SHQ in its own capital is not command a second pair of Movement/ disrupted by weather. Combat phases in that Player-Turn. by land (for example, to attack or enter enemy territory), or more rapidly within During the initial Movement and friendly territory by Strategic (rail, sea or SHQ Over-Activation Combat phases, a functions as Blitz HQ road) Movement (see 6.62). Activating an SHQ twice per month (in both any other active HQ, except that it cannot Player-Turns) is possible, but limits future NOTE: Dice placed on the units which mobilize at the end of the first Movement options and should be avoided. phase. moved under SHQ command are useful to keep track of Supreme Moves expended, As with other units, Supreme HQs, can be built Following the initial & up only one step per Production phase, so the Movement as they are often mixed with other moves. Combat phases, remove Blitz markers SHQ will be weakened until it can be “rested” from Blitz HQs and reduce them 1 step, for a month. leaving them face-up in the same hex

© 2014 Columbia Games Inc. 17 VERSION 1.16 EUROFRONT 5.0 HEADQUARTERS

5.72 SHQ Command Range SHQs can move further than this SHQ Cross Command Example SHQ Command Range is not single strategic move (e.g., from England The Allied AF, 2cv strength, is located in measured in hexes, but extends over the to Gibraltar) by reserving Supreme Moves Gibraltar and can command four Supreme entire front they occupy. They can also for this purpose. moves. It elects to command two units in the sometimes Cross-Command into other Med Front and expends its remaining two moves to command one unit (half-efficiency) fronts (see below). 5.74 SHQ Combat Support Supreme HQs can never provide in the West Front. Axis SHQs. OKH can command combat support. Units they command Alternatively, the AF SHQ could command two units in either the East or West Front (but for movement fight unsupported unless moves in the West Front and only one move in not in the Med Front), whichever it they can receive combat support from an the Med Front. occupies. OKW can similarly command active Field HQ. Similar benefits would apply to the Axis OKW Axis units in the West or Med Front (but if it is located in Malta. not in the East Front). 5.75 SHQ Air Range Active SHQs can command Airstrikes Allied SHQs can command the HQ Airpower as other HQs, but with double Air Range movement of national units within the The Airpower of HQs gives them powerful (see also 13.31). Airstrikes can be made front they occupy, and Allied minor offensive capability when employed in a units anywhere. into any battle hex in range, even in Combat Support role. other fronts (but not into the Med Front Soviet SHQ STAVKA can command unless accompanying a sea invasion). the movement of any Soviet units on any front. 5.8 THEATER HQS 5.721 WF-MF/NF Cross-Command Theatre HQs (THQs) exist for certain Axis OKW and Allied SHQs in the Fronts and minor powers. THQs are less WF can simultaneously command units powerful, but cheaper SHQs. in the MF or NF (or vice-versa). They • THQs can only activate (and X command normally in the front they command units within specified half efficiency occupy and at in the fronts or nations (e.g. the Med Front other front (i.e., two Supreme Moves are for CS and ME, the NF for Dietl, or expended per strategic or normal land Finland for Mannerheim). move commanded). • THQs only command one (1) Example: Allied SHAEF in the WF can Supreme Move per CV. 4 II command one MF sea move (e.g., Tobruk 5 I I

• THQs have Air Range equal to their I

I to Alexandria) for two Supreme Moves 0 2

CV (not double). 1 expended. • THQs cannot Blitz, support combat, 5.722 WF-EF Cross-Command or command Paradrops or Sea Axis OKH can simultaneously Invasions. command units in the EF and WF, Exceptions: the following THQs can HQ ACTIVATION EXAMPLE commanding normally in the front it support combat in certain areas (tracing The HQ II unit deploys 1 hex (to Paris) occupies, and at half efficiency in the Command Range in hexes as for FHQs): and activates. It has Command Range 2 other front (at double cost as above). • Dietl within the North Front, hexes. All units within 2 hexes are under ME 5.723 Flex points • within the Southern Zone (MF), command and may move, except unit X • Sweden THQ within Sweden, and From certain locations, Axis and since the enemy hex blocks command • Mannerheim within Finland. Allied SHQs can Cross-Command in range to it. All friendly units under either of two fronts at full efficiency, or at • THQs can mobilize by rail, sea or command may move. If the HQ doesn’t half efficiency in another front. road Strategic Movement and can reserve mobilize, it will give combat support to all Supreme Moves to extend this (as 5.73) units within range. Berlin (EF Inactive*): WF or EF or Warsaw (EF Active*): WF or EF • THQs cost 5 PPs/step to rebuild. Malta/Gibraltar: WF or MF S Copenhagen/Glasgow: WF or NF 5.9 INVASION/PARA HQ HQs can activate to command Sea * See 21.22 Invasions (15.5) or Paradrops (14.2). 5.73 SHQ Mobilization Invasion HQs and Paradrop HQs Active SHQs can also deactivate and expend all movement command ability mobilize after Movement. If they do, they to send a single unit on a sea invasion are not active during Combat, and cannot or a paradrop, and must begin the command Airstrikes. COMMAND phase stacked with that unit. SHQs can mobilize normally by land SHQs (but not THQs) can serve as move, or strategically, by Rail (9.21), Invasion/Paradrop HQs. Sea (15.31), or Road Move (21.352). This does not count as a Supreme Move spent.

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hex is Disengaging. 6.1 UNIT MOVEMENT UNIT SPEED All unit movement must be Disengaging units can exit battle TYPE SNOW commanded by activated HQs. All hexes only into adjacent friendly hexes DRY MUD units under command of an active HQ (not enemy or disputed hexes, see 8.0), or SHQ can move. Units not under after which they can continue to move 3 1 1 command cannot move. Units can move normally. once per Movement. Important: units that disengage cannot re- F Units move individually, one hex at engage in that same move. 3 1 1 F a time, for 1-3 hexes, depending on their If all hexes adjacent to a battle hex speed (see UNIT CHART on page 96) and are either enemy, disputed or other battle 21 1 F 1 limited by terrain and weather conditions. hexes, the engaged units in it are pinned: All units except cavalry must stop upon they cannot disengage. entering a marsh or mountain hex. 3 2 2 MF Off-Road Movement. Units 6.33 Hexside Limits moving off- road in the MF have their The Hexside Limit is the maximum speed reduced by one (1). number of units that can engage or F 2 2 2 disengage across a hexside in that 1 1 1 F 6.2 STACKING LIMITS Movement phase. There is no limit on movement across hexsides unless it is The Stacking Limit is the maximum F 3 3 3 into or out of a battle. 0 0 0 number of friendly units that can occupy a hex after movement. In Battles, both The Hexside Limit depends on hexside players can occupy the hex up to the terrain and weather. A maximum of two 21 1 1 F Stacking Limit. units can engage or disengage across a Clear terrain hexside per Movement Any number of units can pass phase. Only one (1) unit can engage through a hex during movement. 2 1 1 or disengage across a non-Clear terrain 6.21 Terrain Stacking hexside (or any hexside in Mud weather). The Stacking Limit of a hex depends Both engaging and disengaging 2 1 1 on its terrain, as follows: contribute toward the hexside limit. That F Clear*: 4 units is, if a unit disengages across a forest Forest/Hill*: 4 units hexside, another unit cannot engage 2 1 1 Marsh: 3 units across that hexside during the same F Desert: 3 units Movement phase. 1 Allied Infantry/Amph move 3 hexes Mountain/Tundra: 2 units 2 Supreme move only F * In the MF, the stacking limit for Clear 6.4 ATTACKS 3 Rail/Sea (Supreme) Movement only & Hill terrain types is 3 units. Units initiating a new battle (entering Cities, fortresses, etc., are not a hex occupied only by enemy units) “terrain” and do not affect stacking. are Attacking, and mandatory combat Terrain & Movement follows. Units entering an ongoing battle Most terrain has no effect on unit movement 6.22 Overstacking (friendly units are already engaged there) (speed). The exceptions are Mountain and Players cannot voluntarily overstack do not constitute an attack and this does Marsh hexes, where units (except cavalry) hexes. If a hex becomes involuntarily not force combat. must stop even if the hex is not defended. overstacked (e.g., due to Repulse), excess Important: At least one unit must remain units are unsupplied and lose 1 cv in the in a battle throughout a Movement Disengaging enemy Supply phase, largest units first phase to maintain an ongoing battle. Units in combat are engaged and can only (owners choice between equals), Disengaging all units from a battle while disengage (leave the battle hex) into friendly Exception: HQs can temporarily engaging with new units constitutes both hexes. overstack when deploying, but stacking a Retreat and an Attack (mandatory Note that when friendly units control hexes to limits must be observed at the end of a combat). This may change who is the enemy rear, it becomes possible to move Movement phase. Original Defender (7.12). engaged units “forward” from battles into such controlled hexes. Attacking units are not revealed as 6.3 ENGAGEMENT they engage. Leave all units upright until 6.31 Engaging the beginning of the Combat phase to MF Movement A unit that enters a Battle Hex (one identify this as an Attack rather than an In the MF, roads exist only where shown (and along RR lines). Off-road movement speed in containing enemy units) is engaging, and Ongoing Battle. the MF is reduced by one hex for all units. must stop movement. Note that this means that static units in the 6.32 Disengaging MF cannot leave the roads! A unit that voluntarily leaves a battle

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6.5 RETREATS 6.61 Supreme Land Moves Retreats Retreats occur when one side in a A SHQ can use a Supreme Move Disengaging all units from a battle and Engaging battle disengages all remaining units to command any friendly unit within with new units constitutes a Retreat and a new attack (newly initiated Battle with forced from that battle. Command Range [sidebar] to make a normal land move (engage, disengage, Combat). This may also change who is the Original Defender in the Battle. 6.51 Rearguards retreat, enter enemy territory, etc). A player disengaging all friendly units Units moved by Supreme Land Move from a battle must designate one unit can move again during Blitz Movement Rearguards and Pursuit as Rearguard. The Rearguard is then under Blitz HQ command. Armor, Mech, and Cavalry units make ideal subject to Pursuit Fire from all enemy rearguards, as their superior speed makes them units in the battle before it makes its 6.62 Strategic Movement relatively immune to Pursuit Fire. They also disengagement move. Strategic Movement is high-speed make ideal pursuers, for the same reason. In movement by rail, sea, or road whch can Mud or bad terrain, cavalry excels in pursuit. The Rearguard remains in the battle Sacrificial 1 cv rearguards can at times be the hex during movement, placed on top only occur under SHQ/ THQ command. best option. of enemy units to identify it as such. Units that move strategically cannot move After all other friendly movement is again (Blitz movement) in the same Turn. PURSUIT FIREPOWER completed, Pursuit Fire is made on the Units cannot enter enemy territory or PURSUER FIREPOWER rearguard(s) by enemy units in that hex engage by Strategic Movement; units can (order chosen by retreating Player) The disengage strategically (but cannot Retreat). Faster Double (DF) rearguard (assuming it survives Pursuit Supreme Moves can be used to make Equal Single (SF) Fire) then disengages and completes its strategic Rail Moves (9.2) or Sea Moves Slower None move normally. (15.3). Multiple Rail Moves or Sea Moves NOTE: at least one unit must remain in a can be linked together to move long battle throughout the Movement Phase to distances, but Sea and Rail movement SHQ Command Range avoid a Retreat (see sidebar). cannot be combined in the same turn. SHQ Command Range extends throughout the Front they occupy, and usually over other 6.52 Pursuit Fire Supreme Moves can also be used in Fronts as well (see 5.72). the Med Front for Strategic Road Moves In Pursuit Fire, each pursuing unit SHQ command is the only way to move (21.352), which double unit speed along rolls one die per CV as for normal combat units distant from any friendly HQ. The fire (the retreating player must state the roads within friendly territory. commanded unit need not be in supply, nor in speed of his rearguard). However, the communication with the SHQ in any way, just Firepower of a Pursuing unit depends not 6.7 CHANGING FRONTS within the Front[s] Commanded. on its type but on its relative speed (under 6.71 Land Movement current terrain/ weather conditions) Units can move freely from one front Supreme & Strategic Moves compared to that of the rearguard. to another without effect, except: The distinction between Supreme Moves and Faster pursuers fire Double Fire (DF), • Residents (2.8) are restricted to a Front. Strategic Moves is important. scoring a hit for each '5' or '6' rolled. • SS, cavalry and siege gun units are Strategic Moves are a Rail, Sea or Road Equally fast pursuers fire Single Fire prohibited from the MF and NF. moves, which travel long distances quickly within friendly territory, but cannot be used (SF), hitting on '6'. Slower pursuers do not A unit’s movement speed depends on fire at all! Each hit reduces the rearguard to engage enemy forces or retreat. Strategic the weather conditions on the front where Moves require SHQ command. by 1 cv (see 7.3). it begins its move. However, units must Supreme Moves are all moves commanded by The active player chooses the order still observe the terrain and weather rules SHQs, including Strategic Moves and normal of Retreat resolution when several are of each hex entered (e.g., Mud). land moves (allowing engagement, retreat, occurring simultaneously. Any defensive and entry into enemy territory) by otherwise advantages due to weather/terrain (e.g., 6.72 Strategic Movement uncommanded units. Double Defense, see 7.34) do apply to the SHQ/THQs can command Rail or rearguard during Pursuit Fire. Sea Movement that begins on their front and continues into another front, but in Changing Fronts - Rail Movement Elimination of a rearguard has no such cases each Rail Move (9.21) segment Example: A unit in Leipzig is commanded to effect beyond the loss of the unit. move by rail to Konigsberg. It crosses into the beginning outside the commanded front EF after 4 hexes of its 10-rail-hex Rail Move. (see 5.72) is limited to 5 hexes maximum. 6.6 SUPREME MOVES Since that Rail Move began in the WF, the Example: OKW commands a unit in the unit can move another 6 hexes in the EF. Any Supreme HQs do not function like field WF to rail deep into the EF. Each Rail further Rail Moves beginning in the EF can HQs. Instead of commanding all units Move starting in the WF is 10 hexes long; only be 5 Rail Hexes each. within a given radius, SHQs command those starting in the EF are 5 hexes max. two (2) Supreme Moves per CV (e.g., a SHQ III can command six Supreme 6.73 Acclimatization Moves) anywhere within the SHQ’s All units entering the Med Front or Command Range (5.72). North Front from another front (not arriving reinforcements) immediately lose 1 or 2 cv (see 21.351 and 21.441).

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7.1 BATTLES • Fortress Battles: the Original “Attacker” and “Defender” Attacker engaged in a Fortress battle. A clear distinction must be drawn between 7.11 Battle Hexes Combat is optional for the Original the Original Attacker and Original Defender A Battle Hex is a hex containing Defender. of a hex and the “attacker” and “defender’ both friendly and enemy units. Battles in a combat round. The Original Defender Exception: Fortress combat is not begin when the Active Player moves units in a battle can choose to activate combat in mandatory in a Blitz Phase. into a hex containing only enemy units. that hex during his own Player Turn, but this This is called Attacking. would give the Original Attacker the benefits 7.2 COMBAT RESOLUTION of defensive first fire and defensive terrain for that round (n/a in Fortresses). 7.12 Original Attacker 7.21 Combat Rounds Original Defender Combat is resolved by executing a The player who initiates a battle is Combat Round in each Active Battle, in Extended Battles the Original Attacker for as long as any order desired by the Active Player Battles are usually not resolved in one Combat that battle lasts. The other player is the (north to south works well). Round. They often extend over several Original Defender. This distinction is fortnights, even several months. crucial because the Original Defender 7.22 Combat Sequence Players manage a series of ongoing battles maintains control of the Battle hex for A Combat Round is resolved for each along the frontlines over time, feeding reserves supply and other purposes. Active Battle as follows: into some battles, retreating in others, and counter–attacking where the enemy is weak. To maintain this distinction, units of • Active player makes an Airstrike (if the Original Defender are turned upright any), and losses are applied. after combat, while those of the Original • Passive player fires Defensive Fire, Attacker remain face-up. and losses are applied. 7.13 Airstrikes • Active player fires Offensive Fire, and HQs have attached airpower (see: losses are applied. 13.1). When a Combat phase begins, • 0cv Static Units without other each active HQ can deliver one Airstrike friendly units in the battle are to a battle hex (7.11) within that HQ’s eliminated (does NOT apply to 0CV Air Range (13.11). Only one Airstrike per HQ units). Combat phase can be assigned to a Battle. • Original Defender returns his units Airstrikes are assigned by placing upright, marking the end of the Combat Round for that battle. an AIRSTRIKE marker of value equal to the command HQ CV in the Battle hex. This sequence is also followed for This must be done while the units of the Blitz Combat Rounds. Original Defenders are still upright and 7.23 Counter-Attacks hidden. Because battles often continue from 7.14 Active Battles one turn to another, the Active Player Active Battles are those in which in any specific battle can be either the combat will occur in the current Combat Original Attacker or the Original Defender. phase. The active player indicates active Thus, when the active player battles by revealing all hidden units in activates an existing battle in which he that battle (tip hidden units forward, is the Original Defender, he becomes preserving current CV). the attacker for that combat round only, Generally, combat is optional. The giving the Original Attacker the benefit active player can activate none, some, of defensive terrain and defensive first or all battles. However, battles fought fire in that Combat Round. beyond command range of an active HQ Note: The Original Attacker never will be Unsupported Combat (see 7.4). receives Fortress defensive benefits (TF/Triple Defense). 7.15 Mandatory Combat Combat is mandatory in three cases: • New Battle. Friendly units were moved into a hex containing only enemy units. NOTE: Moving new units into an existing battle does not force combat (new units are revealed if that side is the Original Attacker). • Airstrike Battles: an Airstrike was allocated to that battle.

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7.3 COMBAT FIRE 7.35 Triple Defense Combat Example: In some defensive conditions Two Allied units (Armor 4cv and Mech 4cv) 7.31 Executing Fire (fortresses, fort units, unsupported combat move into a clear terrain defended by three To execute Defensive or Offensive in adverse terrain), defenders enjoy German units (Armor 3cv, Infantry 3cv, and Fire, the owning player rolls one die per Triple Defense, losing only 1 cv for every Infantry 2cv). Because this is a new battle, CV (i.e., roll 3 dice for a 3cv unit). The combat is mandatory. three one-third-hits. owning player chooses the order of unit Airstrike: The Allied player first executes a 2cv fire. Depending on the unit’s Firepower As with half-hits, partial hits Airstrike at TF. Two dice are rolled, a 3 and a (see UNIT CHART), certain results score accumulate within a combat round but 5, resulting in one hit scored. The Axis player hits and reduce the CV of enemy units. are ignored when left over at the end of must take that hit from a 3cv unit, and chooses one; and a unit that has taken a one-third- the 3cv Infantry, which is reduced to 2cv. 7.32 Firepower hit must take the next two one-third hits. Defensive Fire: The Axis player now fires all SF (Single Fire) hits on 6’s three defending units. The Armor 3cv (DF) DF (Double Fire) hits on 5’s and 6’s 7.4 UNSUPPORTED COMBAT scores one hit (2, 3, 6), and the two Infantry TF (Triple Fire) hits on 4’s, 5’s and 6’s During Combat the active player can 2cv units score one hit (2, 4) and (3, 6). The QF (Quad Fire) hits on 3's, 4’s, 5’s and 6’s first hit is taken from the Mech 4cv, the second choose to have Unsupported Combat in from the Armor 4cv. Example: A 3 cv Armor unit rolls three battles that are not within the Command Offensive Fire: The Allies, who have combat Range of any active HQ, or when no HQs dice at DF. Each 5 or 6 rolled scores 1 hit. support from an active HQ in range, now fire. Terrain can modify Firepower. In have been activated that turn. The Armor 3cv scores two hits at DF (3, 5, 5) marshes, Offensive Fire is always SF. In Note: Unsupported Blitz Combat can and the Mech 3cv misses at SF (3, 4, 5). The major cities Defensive Fire is at least DF. occur only in fronts where a Blitz HQ was first hit must be taken from the German Armor Mountain units fire DF in mountains. activated that turn. 3cv (the strongest unit) and the second can be taken from either Infantry 2cv. Fortress defenders fire TF Defensive Fire. Unsupported Combat raises the This ends the combat phase. The three Axis In desert, armor fires TF on offense and 'defense' level for passive units: normal mech fires DF on offense. units are now turned upright to indicate that defense rises to Double Defense, Double they are the Original Defenders. Airstrike firepower depends on the Defense rises to Triple Defense, etc. side and scenario (see: 13.23). However, Unsupported Combat Double Defense against a Fortress hex is ineffective: no 7.33 Applying Hits Only passive units can receive the benefit of offensive hits can be scored (defender still Each hit normally reduces an enemy Double or Triple defense. returns TF Defensive Fire. This can occur unit by 1 cv. Active units always apply Example: The Allied player initiates a battle with mandatory fortress combat. full losses in combat, but Passive units for Antwerp. Combat is mandatory that round. may only have to apply partial losses (see The Axis units have Defensive DF and Double 7.34 and 7.35). 7.5 FORTRESSES Defense. In the next Player-Turn, the Axis Original Defenders in fortress hexes player adds two more units to the hex and Each loss is applied to the currently receive special benefits in defensive counter-attacks. In this round, the Allied units strongest (highest cv) enemy unit in the combat. The Original Attacker never have Defensive DF and Double Defense. battle (owner chooses between equal-cv receives fortress defensive benefits. units). In general, all hits taken must be Recording Partial Hits applied if possible. • Combat is mandatory for the Original Attacker during active turns A 45 degree rotation of a unit can serve to When a unit on its last step takes a (but not Blitz Combat, see 7.15). temporarily indicate a “half-hit” scored against hit, it is eliminated and removed from that unit that combat round. • Original Defenders have Triple play (but it can be rebuilt later). Defense (7.35) in passive combat. Likewise a one-third-hit can be indicated by 30 degree rotation. Note: 0cv static units are automatically They also repulse Air Assaults at TR eliminated if engaged alone at the end of (dierolls of 1-3, see 14.41). a Combat phase. • The largest defending unit (owner’s Fort Units 7.34 Double Defense choice between equal cv units) has Triple Defense also applies when a fort unit is the largest defender (see 2.28). In adverse terrain (mountains, major Triple Fire (TF) when passive. cities, etc.) or unsupported combat (7.4), 7.51 Minor Fortresses passive units have Double Defense: hits Tobruk is a minor fortress. scored are reduced to half-hits, and two • Combat is not mandatory for the half-hits are required to cause a 1cv loss. Original Attacker after the initial Half-hits within a Combat Round attack. Unsupported combat can accumulate, carrying over from Airstrikes have effect versus Minor Fortresses. and from one unit’s fire to another. Units • Original Defenders have double which have taken a half-hit must take the defense in passive combat, and next half-hit: two half-hits must always the largest defending unit (owner’s cause a loss. However, half-hits left over choice between equal cv units) has at at the end of a Combat Round are lost least defensive Double Fire (DF).

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7.6 ASSAULTS are Repulsed more easily (rivers swollen). When all units initiating a battle In Snow weather, River Assaults are ASSAULT REPULSES are attacking across river hexsides, they impossible to Repulse (rivers frozen). (Defensive Fire) are conducting a River Assault [place Med Front River Assaults are less easily marker]. In the initial combat round, Repulsed (except across the Nile). River 1-2 (1-3 Mud)1 Defensive Fire may Repulse one or more assaulting units, forcing them to retreat 7.63 Sea Assaults Air 12 immediately. The chances of repulsing a Sea Sea FNS* NP* ENS* Similarly, a Sea Assault occurs when Assault depend on the type of unit all attackers are invading by Sea Invasion attacking (amphibious units have the by Amph. units 1-3 1-2 1 (15.53); and Air Assaults occur when best chance to land successfully) and by Other units 1-4 1-3 1-2 all attackers are dropping by air (14.41). the Naval Supremacy balance. If a unit 1 1 for MF rivers/canals except Nile. A combination of two or more of these is repulsed making a Sea Assault, it must 2 assaults is termed a Combined Assault return to its invasion port (see 15.531). 1-3 by Fortress Defenders (see 7.65). 7.64 Air Assaults * Friendly Naval Supremacy / Naval Parity / Enemy Naval Supramacy, from the point of Important: If even one attacking unit Air Assaults are difficult to repel, but view of the player rolling to interdict/repulse is not assaulting as defined above, the if repulsed, the paratroop unit takes enemy movement or supply. overall attack does not constitute an an automatic hit, and must return its Assault, and there is no possibility of original hex (see 14.41). Repulse. 7.65 Combined Assaults River Assault (Example) 7.61 Repulse When two or more different kinds of A player attacks across two river hexsides with Assaults are resolved during Combat. assaults are made simultaneously into one a 3cv armor unit and a 4cv infantry. Defending During the first Defensive Fire of a battle, hex, it is called a Combined Assault, and is a 4cv infantry unit. defending units fire and score hits the lowest Repulse number applies to all After an Airstrike scores one hit, the Defending normally, but certain low dierolls will assaulting units. player fires his (now) 3cv unit and rolls (1, 4, Repulse an attacking unit, forcing it to 6), scoring one hit and one Repulse. First, the return immediately to the hex from which weaker 3cv armor is repulsed, then the hit is 7.7 UNIT CAPITULATION applied to the 4cv attacking infantry. it attacked (see REPULSE TABLE, SIDEBAR).. Demoralized (16.71) Axis minor The attacking infantry (now 3cv) then fires NOTE: Ambivalent nations (16.711) powers become ambivalent (16.711) Offensive Fire, scoring one hit with rolls of Repulse assaults only on dierolls of '1'. about continuing the fight. They Repulse (3, 3, 6). A bridgehead is now established in Example: In a dry-weather River Assault, enemy Assaults only on dierolls of "1" that hex enabling other attacking units to join each ‘1’ or ‘2’ rolled repulses one and their units capitulate (and are the battle in future turns without possibility of attacking unit. eliminated) in reaction to certain Allied Repulse. combat dierolls (see below). After all defensive fire has been made, each Repulse is applied in turn • Norway: If Allied DE NP is in effect, Ground Support to the assaulting unit with the least cv Norwegian units capitulate on Allied Airstrikes are very helpful in Assaults, reducing Defensive Fire (and the chance of Repulse) strength remaining in the battle (owner’s combat dierolls of 1-2. before it occurs. choice of equals). Repulses are not • Vichy: If Demoralized (16.71), Vichy retreats: no Pursuit Fire is made. units are ambivalent and capitulate on Then, all hits are applied to the combat dierolls of 1 by British units, Combined Assault Example strongest (cv) attacking units. Hits or 1-2 by US units. A 3cv Paratroop unit makes an Air Assault in support of a River Assault by two infantry are applied to unrepulsed attackers • Portugal: Likewise, ambivalent units of 4cv and 3cv, making it a Combined if possible, then to repulsed units if Portuguese units capitulate on combat Assault. necessary. Finally, any unrepulsed dierolls of 1 by US units, and 1-2 by Normally, River Assaults are repulsed on ‘1’ or attackers return Offensive Fire. British units. ‘2’, but adding the Air Assault reduces repulses Repulse only applies to the initial to ‘1’ only. Assuming a defending infantry at Defensive Fire following an Assault: 4cv, and Defensive Fire dierolls of (6, 1, 5, 2), Attacking units that are not repulsed form one hit and one repulse are scored. Without a bridgehead, and from then on the battle the air assault, two repulses would have occurred. is treated as any other. The repulse would be taken by the 3cv Para 7.62 River Assaults or the 3cv Infantry (the lowest CV unit of the River Assaults are normally repulsed attacker’s choice) and the hit must be taken on dieroll of 1-2. That is, for every ‘1’ on the 4cv infantry, tthe strongest remaining or ‘2’ rolled during Defensive Fire, the unit. The attackers succeed in establishing a Bridgehead with two units. Without the weakest assaulting unit must return to the Paratroop support, both infantry units would hex from which it attacked. have been repulsed. During Mud weather, River Assaults

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8.1 HEX CONTROL 8.4 CONTROL EFFECTS HEX CONTROL Hex Control is defined by the location Hex control does not affect land of units and their ZOCs on the map at movement: units can move freely into the beginning of each phase and hex and out of vacant hexes that are A2 control status lasts unchanged throughout disputed or enemy controlled. A1 that phase (this includes Production and However, hex control has other Diplomacy phases, etc.). Movement through important effects as follows: a hex does not, in itself, affect hex control. A A3 In each new phase, hex control can • Command: HQs can deploy only D1 change due to movement, combat, supply into friendly hexes. attrition, etc. Command Range can only be traced through friendly or disputed hexes, 8.2 ZONES OF CONTROL not through enemy or neutral hexes. Z D2 Unengaged, supplied units have a • Movement: Strategic Movement Zone of Control (ZOC) that extends into (6.62) can be made into or through unoccupied adjacent hexes, but never across friendly hexes only. A4 impassable hexsides, rivers, or straits. Units can Disengage or Retreat only Engaged or unsupplied units have no ZOC. into friendly hexes. B • Supply: Supply Lines can be traced 8.3 HEX STATUS only through friendly or disputed Hexes can be Friendly, Enemy, or hexes, not enemy hexes. Hex Control Disputed. Use inverted markers to indicate The Rail/Sea Supply Network can be hex control as needed. Allied units A and B control their own hexes, traced only through friendly hexes, as does German unit Z. Hexes A1, A2, and A3 8.31 Friendly Hexes never through enemy or disputed lie within the ZOC of unit A and are Friendly to hexes. Hexes occupied only by friendly units, the Allied player. Hex D1 and D2 are Disputed, lying within the ZOCs of units A and Z. Hex or within the undisputed ZOC of friendly Rail Lines can be traced into, but not through, friendly Battle hexes. A4 is not a disputed hex because the ZOC units, are friendly controlled. Battle hexes of German unit Z does not extend across the are friendly to the Original Defender. river. IMPORTANT: Units never control foreign Command Range neutral territory. Command Range can always be traced through any hex containing an upright Friendly 8.32 Enemy Hexes unit or a Friendly ZOC. Hexes that are friendly to an opponent are enemy hexes. 8.33 Disputed Hexes An unoccupied hex into which both sides exert a ZOC is Disputed. 8.34 Neutral Hexes A Hexes within Neutral nations (16.1) A2 are neutral. ZoCs do not project into them, and command and/or rail and supply lines 1 cannot be traced through them. 5 C

3 1

1 4

5 8.35 Prior Control 2 2

3 Z

4 Hex control remains unchanged unless B 3 3 altered as above. 8.36 Hex Control By Isolation At the end of the friendly SUPPLY phase, enemy-controlled hexes that are A1 unoccupied and completely surrounded C by friendly-controlled hexes pass over to friendly control (note: seas are not "hexes"). Units B and Z are the Original Defenders (upright) and control their battle hexes. Important: this does NOT apply to areas The units in both battles have no ZOC. Units A and C control their own and all (Districts/Regions). Areas must be actually adjacent unoccupied hexes (except those across rivers). Unit B can disengage into any occupied to change control. adjacent hex except the other battle. The German armor unit can't disengage at all. If the Allied Armor was absent, hexes A1 and A2 would be disputed, (by the ZOC of Unit Z) but the German armor unit still could not disengage into either hex.

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9.1 RAIL LINES 9.2 RAIL MOVEMENT SUPPLY ORIGIN Rail lines are shown as dotted red Rail Movement is a form of Strategic lines. Rail lines connecting off-map Movement (6.62), always commanded AXIS: Berlin, provided it has Rail Supply to another friendly Victory City Areas can be heavy or thin dotted lines, by a SHQ or THQ. Rail Moves cannot (see 1.412). denoting their length (see 18.3). be combined with strategic Sea or Road ALLIES: London, provided it has Movement in the same turn, nor can they Rail/Sea Supply to the Atlantic Ocean. 9.11 Railways over Seas be combined with land moves (even in a Rail Bridges/Causeways. The Blitz phase). SOVIETS: the Siberia Region rail lines south from Melitopol (USSR) and west from Odense (Denmark) are 9.21 Rail Moves continuous where they cross Straits. A Rail Move consists of moving Rail Ferry Straits Normal land movement is not allowed one unit along friendly Rail Lines up to Rail Ferries (Red Straits) exist across the straits from Messina-Reggio (Sicily), and from across these causeways (unless there is ten (10) hexes. A Rail Move must begin, Copenhagen to both Odense and Malmo (map also a straits crossing). traverse, and end in friendly rail hexes errata), Denmark. Rail Supply and/or Rail Rail Ferries (red straits arrow). Rail only. Units cannot engage (enter battle Movement across other straits is not possible. ferries connect the Rail Lines between hexes) by rail. Reggio-Messina, across Lake Van, and Each Rail Move expends one Supreme Rail Lines and National Supply 6.6 Copenhagen-Odense. Move (see ). Units can make linked Because Rail Lines can be traced into and A Rail Move must stop at a Rail multiple Rail Moves to move further than out of (but not through) friendly battle hexes, Ferry. Another Rail Move is used in 10 hexes, each Rail Move expending one national Capitals can still act as national crossing, and still another Rail Move is Supreme Move. Supply Sources when engaged. The engaged used to continue on after crossing the See 6.72 for Rail Moves that cross front Capital can still trace National Supply to the Faction Capital (Berlin or London), tracing Rail straits in that same movement phase. boundaries. Supply out of its engaged friendly battle hex. Rail movement must end at straits Units that move strategically (by rail or And it can act as the national Supply Origin by with no ferry or causeway, and cannot sea) cannot also move normally in the tracing rail lines out of its engaged friendly continue on to the other side this turn. same Turn, including in the Blitz phase. battle hex to national units. 9.12 Rail Line Control Note: Allied Air Supremacy (beginning June 1944), limits Axis WF Rail A Rail Line is friendly if it connects Rail/Sea Supply & Production Movement to five (5) hexes per Rail Move. to the friendly Supply Origin (London, A city in isolation cannot effectively produce war materials. Equipping a combat unit Berlin or SIBERIA, see 10.2) within 9.22 Rail Disengagement requires a large variety of products and/or friendly territory. Although units cannot engage by resources, supplied in quantity, and usually Friendly Rail Lines cannot enter Enemy rail, they can disengage from friendly from multiple sources. or Disputed hexes. They can enter or Battle hexes by Rail Movement. However, leave (but not pass through) friendly Rearguard units can never Retreat (6.5) by Battle hexes. rail movement. Rail Entry hexes All mapedges are marked with potential Rail Friendly Rail Lines also extend across NOTE: Rail disengagements do count Entry hexes. Only those on the outer edge of sea zones along Sea Lanes (15.4) between against Hexside Limits. the map play area are Rail Entry hexes, not friendly ports. those abutting another map. In cases of doubt, the furthest 9.3 RAIL SUPPLY extension of a friendly Rail Line, can be A hex is in Rail Supply if a friendly marked with a Railhead Marker at the rail line crosses into the hex. beginning of a phase. IMPORTANT: Rail Lines cross into 9.13 Map-Edge Rail Routes friendly Battle hexes, but not into enemy Along some map edges are Zones battle hexes. containing off-map Areas (see 18.0). Rail Cities and Resource Centers require Routes often join such Areas. Rail/Sea Supply to produce. Short Rail Routes (thin red dotted [For unit Rail Supply see 10.31). lines) are considered 2 hexes long; Long Rail Routes (thick red dotted lines) are considered 5 hexes long).

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10.1 SUPPLY STATUS Siege. National Supply traced by sea Supply Status Sequencing Units able to trace a Supply Line to via a besieged port can support only 1 cv Important: Being “Supplied” is not the same a Supply Source are Supplied. Units that maximum. as “having a Supply Line”. cannot are Unsupplied. Straits. National Supply can pass The timing of supply status determination through a Straits that is commanded by means that units maintain their supply status between supply checks (which occur at the end the enemy (1 side enemy controlled), but 10.2 SUPPLY ORIGIN of each enemy Player Turn). This sequence All supply originates from the Supply not one that is enemy-controlled (both has very significant effects on game play. sides enemy controlled). See 1.371. Origin. Without a valid Supply Origin, For example, supplied active units can move friendly units are unsupplied. Cooperating Neutrals. National to unsupplied locations to cut enemy supply AXIS: Berlin, provided it has Rail Supply cannot pass through the land lines without suffering any immediate penalty. Supply (9.3) to another friendly Victory territory of “neutrals” Cooperating However, because supply checks occur City (square city symbol). (16.2) with the enemy (but can pass at the end of the opponent’s Player Turn, through neutral seas they control). It enemy units that become unsupplied by this ALLIES: London, provided it has maneuver suffer immediate attrition! can go through neutral Protectorates and Rail/Sea Supply (15.4) to the ATLANTIC Complying nations (see DE DS). Advanced units will be subject to a Supply OCEAN. Check at the end of the opponent’s turn, but NOTE: National Supply does not apply SOVIETS: The SIBERIA Region. if the preceding maneuver eliminates enemy to Great Power units, which trace supply units by supply attrition and opens new supply Note: Supply Origins function normally if directly to their Supply Origin. lines as a result, they will avoid becoming engaged. unsupplied! 10.22 Lines of Communication Also note that because active units moving 10.21 National Supply A Line of Communications (LOC) Major and Minor Power units must out of supply maintain their supplied status is a rail/sea (not road) route passing for a turn, they still exert ZOCs during that trace supply to their National Capital through friendly or neutral controlled entire turn, further extending their range for (1.46) which in turn must trace National territory, seas and straits only. disrupting supply and rai lines. Supply with a Line of Communications A LOC cannot pass through enemy- If a continuous front is not maintained (or (10.22) to its Supply Origin (London or broken), a few units can often cut off a large Berlin). Engaged National Capitals can controlled territory, seas or straits, or through engaged or disputed hexes. It number of opposing units, inflicting serious still trace unit supply in and National losses before the victim can respond. It is Supply out. can pass through engaged Regions but not essential to maintain a continuous front! engaged Districts (see 18.5).

Visualizing Supply Lines Two-hex Supply Lines to a Rail/Sea Supply Railhead Railhead Source can always be traced through hexes containing upright friendly units and through

2 3 6

2 Disputed hexes (see 8.33).

DISPUTED X Y 4 F 1 3 2

National Supply E D National Supply reflects the need for a belligerent to remain in communication with its great power ally. Isolation usually results in quick collapse of morale as well as supply. B C In game terms, nations cannot resort to ‘hunkering down’ in the capital at double

3 2 5

1 defense. National Supply requires countries 3

A 5

1 to defend their capital’s communications with their Supply Origin. If the capital is isolated, a nations’s armies are doomed. Some specific applications: Poland: because National Supply can be The Allies must be aware that their own position SUPPLY EXAMPLE traced through neutrals and seas, Poland (and is somewhat vulnerable. If the Axis successfully The Allies have just moved units X and Y after Rumania) can trace National Supply through engage the unit at Avignon (repulse is possible), a breakthrough at Lyon, cutting Axis Supply neutral Russia and northern seas to London. through those hexes. The Axis RailHeads are Allied units X and Y would be reduced since shown and the two Axis units (E, F) within the Allied RailHead would be at Avignon (Rail Belgium: engaging Brussels does not 2 hexes are supplied. The Supply Line to lines can enter friendly battles but may never compromise its National Supply, but control/ these two units can pass through Bordeaux or pass through any battle). Attacking the Allied engagement of Rotterdam AND Ostende Bordeaux E1 even though that hex is Disputed. unit at Lyon SE1 from Grenoble would cut off closes the straits to its National Supply or However, the RailHead is back at La Rochelle unit X only but there no risk of repulse. The reduces it to 1 cv maximum. because Rail lines cannot be traced through Axis might also attack Lyon or Clermont- Greece: engaging Athens fails to affect Greek Disputed hexes. Axis units A, B, C, and D are Ferrand with the isolated units with the goal of National Supply but reduces it to 1cv if all all cut off and will be reduced one step in the retreating to friendly hexes on the other side on other ports are lost or engaged. upcoming Allied Supply Phase. a subsequent turn.

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(enemy Supply phase). Units able to Bypassing Tactics and Supply Lines 10.3 SUPPLY SOURCES trace a Supply Line are Supplied. Another implication of the Supply rules 10.31 Rail Supply Units unable to do so are Unsupplied undermines the defensive tactic of denying rail Friendly rail hexes that are connected (place marker). They have no ZOC and lines with sacrificial blocking units in double by rail to the friendly Supply Origin (even are subject to Supply Attrition (see defense locations (limiting enemy supply if engaged) are said to be in Rail Supply. 10.6). options until these blocking locations are reduced). Units and Cities in such hexes are also in Once determined, the supply status Rail Supply (even if engaged). of a unit continues unchanged until the But blocking units are easily bypassed as follows: the blocking unit is engaged, canceling Hexes in Rail Supply act as friendly next Supply Check. In effect, Supplied its ZOC. Other active units bypass the enemy Supply Sources. The most advanced units carry enough supplies to last until blocking unit, occupying advanced locations such hexes are called Railheads. These the next check. within the 2-hex supply range of friendly rail can be clarified with RAILHEAD markers. lines, and exerting their ZOCs one hex further. Rail Supply cannot be traced into or 10.6 SUPPLY ATTRITION These ZOCs will then control all hexes behind through neutral territory (exceptions: see During the friendly Supply Check the blocking unit (which, being engaged, 16.2 Cooperation and 21.492 Swedish (SUPPLY phase), unsupplied enemy units has no ZOC), cutting its supply, while the Compliance). normally lose one step. bypassing units maintain valid supply lines! The blocking unit suffers supply attrition while 10.32 Sea Supply These are the only exceptions: advanced friendly units remain supplied and Sea Lanes through friendly seas • Fortress Supply (10.7). free to advance further next turn. connect friendly ports. Friendly Sea Lanes • Base Supply (10.71). and Rail Lines together form the Rail/Sea • Siege Supply (10.8). Supply: Split Allied/Soviet Turns Supply Network, which acts as a friendly • Fort cadres (2.28). Under certain conditions the Allies and Soviets Supply Source. • Tito within Yugoslavia (16.732). do not move in succession. For example: NOTE: Sea Lanes cannot pass though a during Snow weather prior to the 2nd Front, the order of turns is Soviet, Axis, Allies. Later Straits if either side is enemy controlled. 10.7 FORTRESS SUPPLY in the war, after the 2nd Front, the order of Units and Cities dependent on Sea Fortress hexes (including Tobruk) turns, during EF Dry/Mud weather is Allies, Lanes as well as rail lines are in Sea can supply one defending unit (Original Axis, Soviets. Defender) without a Supply Line. Units Supply (see 15.4). This can lead to problems interpreting supply receiving Fortress Supply must be in the attrition when both Allies and Soviets are NOTE: Engaged ports cannot be used fortress hex. for Sea Supply (except see 11.41 Siege contributing to the blocking of Axis supply (e.g., in the Balkans). Supply). The largest defender (owner’s choice between equals) is supplied. All other Supply attrition of an Axis unit cannot occur 10.33 Road Supply units are unsupplied and suffer supply during both the Allied and Soviet Supply Roads in the MF, NF and mapedge attrition. Phases in the same fortnight. If an Axis unit areas that are connected to Rail/Sea suffers supply attrition due to Soviet action, it NOTE: Units in Fortresses (and Bases) cannot suffer additional supply attrition due to Supply can also act as supply sources. do have a ZOC. Allied action in the same fortnight. Dependent units are in Road Supply. Road Supply extends into engaged 10.71 Base Supply In cases when one member of the Allied/ Soviet coalition puts Axis units out of supply Bases automatically supply one friendly Road hexes as for Rail Supply. during its turn, Supply Attrition for newly defending unit as above (if 2 or more 10.34 BeachHead Supply affected Axis units occurs that Supply Phase, units are there, neither is supplied!). but units already unsupplied during the other BeachHeads (see 15.63) can also faction member’s supply phase do not suffer provide a Supply Source, even when 10.8 SIEGE SUPPLY attrition again until the next friendly turn. deployed in enemy battle hexes. Sea Supply (15.4) through engaged Example: in Summer 1944 (turn order: Allies, ports is called Siege Supply, which can Axis, Soviets) the Soviets isolate German 10.4 SUPPLY LINES only support one unit at cadre strength forces in Rumania during their turn. These Supply Lines are routes no more (see 15.41). suffer supply attrition, and are marked as than two hexes long connecting a unit unsupplied during the Soviet Supply phase. NOTE: Fortresses do not provide Siege to its Supply Source. Next fortnight, the Allies, expanding from the Supply in addition to Fortress Supply. NOTE: MF Desert Zone supply lines can Yugoslavian coast, cut additional rail lines, Friendly Naval Supremacy: Siege isolating additional Axis forces in Rumania. be no longer than one hex (see 21.34). Supply can supply one unit of any CV. During the Allied Supply phase, those Axis Supply Lines can be traced through units newly unsupplied during the Allied turn Friendly Naval AND Air Friendly or Disputed hexes, including suffer attrition, but those already attritioned Supremacy: Siege Supply can supply any friendly Battle hexes. They can never during the Soviet Supply phase do not lose a number of units. Engaged ports serve as be traced through enemy hexes, neutral second step before the next Axis turn. Rail/Sea Supply Sources, to which units territory (16.1) or impassable terrain. can trace Supply Lines. 10.5 SUPPLY CHECKS NOTE: If Sea Supply is negated by Sea Friendly unit supply status is Interdiction, Siege Supply is also negated. determined during the Supply Check

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11.1 OVERVIEW Use the GAME RECORD SHEET to SIMO-PRODUCTION At the beginning of each month, record current Production Levels. Axis and Simultaneous production speeds play and both sides simultaneously complete a Allied PPs are tracked separately for each promotes doubt as players can pay only limited attention to opponent building. Production phase, which allows for unit active front. Soviet EF Production applies and HQ rebuilding. to all fronts. NOTE: Production is omitted from the 11.31 Basic Production first month of a scenario because Starting Each side automatically receives Basic Forces already include that month’s Production PPs each month. Basic Production. Production can be positive (for off-board Production is calculated separately production) or negative (reflecting non- for each active front. Every month, each military production and inefficiencies). front receives Production Points (PPs) Basic Production PPs arrive in the based on cities and resources controlled. Home Front (Soviets EF, Axis WF, Allies These PPs are spent to build units on WF). Other fronts get no Basic Production that front, or saved. PPs can also be but can receive Allocations (11.5) from Transferred (inefficiently) between fronts. the Home Front. Allocations can be increased at season breaks (June and EUF PP SOURCES 11.2 PRODUCTION December). NATION CITY RES. BRITAIN 22 Basic Production can change from SEQUENCE FRANCE 101 2 • Determine Available PPs for each one season to the next, as shown on the Baltic States 1 front. BASIC PRODUCTION TABLE (below) and in the scenario Starting Forces and Winter Belgium 2 • Home Front: Basic Production plus Transition tables. Bulgaria 1 front city/resource PPs, minus Allocations to other fronts. 11.32 City Production Czechoslovakia 3 • Other Fronts: PP Allocation plus local Major Cities have a production value Danzig 2 city/resource PPs (not MF). (white number), which is the number of Denmark 2 • Add incoming PP Transfers PPs they produce each month. Cities Finland 1 1 • Deduct Desert/Arctic Maintenance must be in Secure (11.71) Rail/Sea GERMANY (WF) 562 4 • Deduct Shipping Losses Supply to produce (see: 9.3 and 15.4). GERMANY (EF) 1 Engaged Cities can still produce. • Add previously Saved PPs Greece 2 • Subtract 10 PPs if PP Transfer is Note: MF and NF City and Resource PPs Holland 4 made to another front add to the Home Front Production. Hungary 3 1 • Spend or Save Available PPs 11.33 Resource Production Iraq [Britain] 4 • Spend PPs to build/rebuild units. Resource Centers (oil or pick ITALY 8 (any PPs left over are lost) symbols) also produce PPs each month, Norway 1 • Save all PPs if none are spent and similarly must be in Rail/Sea Supply Persia [Britain] 6 to produce PPs. Poland (WF) 1 1 11.3 PP SOURCES For the resource-starved Axis Poland (EF) 2 The Front Production Level is Basic economy, Resource Centers produce Portugal 1 (or Allocated) Production plus City/ double their printed amount. For Rumania (EF) 1 4 Resource PPs located on that front (NF/ example, Gyor, a 1 PP oil center, Spain 3 MF PPs are added to the home front). City produces 2 PPs/month for the Axis. and resource PP sources are listed in the Sweden 2 2 sidebar. 11.34 Isolated Minors Switzerland 2 For powers with National Supply but 3 Initial Production Levels on each USSR 55 24 no Rail/Sea Supply, see 20.64. front are noted in the scenario Starting Yugoslavia 1 Forces table. NOTE: When belligerent by DE FL, 1 Includes Tunis Finland is also an isolated power. 2 Includes Vienna (Note: Stettin is only 1 PP) 3 Excludes Riga

EUROFRONT BASIC PRODUCTION TABLE S39 W39 S40 W40 S41 W41 S42 W42 S43 W43 S44 W44 AXIS -30 -30 -30 -30 -30 -25 -20 -15 -10 -5 0 0 ALLIED -20 -15 -10 -5 0 10 20 30 40 50 60 60 SOVIET -24 -24 -24 -18 -12 -6 0 8 8 8 8 8 Bold Italics = Basic Production increases

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Axis can transfer 10 PPs from one front to 11.4 AVAILABLE PPS PP TRANSFER EFFICIENCY Available PPs are those available for another, but it is slow and inefficient. The a front after subtracting any adjustments Soviets cannot transfer PPs. Source to WF to MF to EF to Total Production. Record Available PPs 11.61 Transferring PPs WF 50%1 3 50%2 on the GAME RECORD SHEET. During Production, Axis and Allies can MF 50%1 3 50%3 Before the start of Production, make one 10 PP Transfer from each front EF 50% 50%3 Available PPs start either at zero or all to another front. Half are lost in transit, and PPs Saved from last month. 5 PPs arrive one month later. 1 Allies have Shipping Losses 2 After Production, this should either To transfer PPs, reduce the PPs Allies have Shipping Losses equal zero or PPs Saved (if no PPs were Available on the sending front by 10 PPs, if Narvik is Axis spent that month). and note +5PP Transfer on the receiving 3 Axis has Shipping Losses NOTE: Available PPs must either all be front for the following Month on the Game unless Mare Nostro (see 17.5) spent or all saved. If any Front PPs are Record Sheet. spent, any unused PPs are forfeit. PP Production Evaluations 11.62 Receiving PP Transfers Transfers are not considered expenditures City PP values are derived from economic When a PP Transfer arrives in a front, and do not prevent saving remaining PPs. production figures of the time, evaluated in add 5 PPs to PPs Available. war production terms: metals, chemicals, and especially machinery are emphasized, but more NOTE: The Soviets can only receive WF PP 11.5 PP ALLOCATIONS mundane items such as textiles, lumber, and Allocations are long-term assign- Transfers via Arctic Convoy if Murmansk food are also considered. ments of PPs from the Axis or Allied has Rail/Sea Supply to both London and Home Front (WF) to another front. Siberia. MF PP Transfers to the Soviets can be made via Persia if Teheran has Rail/Sea Front Allocations The AXIS and ALLIES can Allocate Supply to both London and Siberia. Allocations represent the ‘bandwidth’ of the WF Production to the Med Front. The logistic pipeline into a Front. Players can Axis (only) can allocate PPs to the East • PP Transfers into the MF are subject to expand that capacity if they choose, but only Front. The SOVIET player never makes PP Shipping Losses (even if that side has gradually. Allocations. Naval Supremacy). • Allied WF- Soviet PP Transfers (by Normally, Allocations can be increased Initial Axis EF PPs Arctic Convoy) are subject to Shipping only at Season Breaks (Jun/Dec), but The Axis usually owns 14 EF PPs when the EF Losses if the AXIS controls Narvik. can be decreased during any Production opens: Danzig (2), Konigsberg (1), Warsaw (2), . If are Ploesti (8) and Bucharest (1). Phase. Shipping Losses PP Transfers subject to Shipping Losses, roll one die for For details see, 21.23 and 21.37. every 5 PPs to determine the number of PP Transfers PPs arriving (cannot exceed the PPs sent). PP Transfers are short-run adjustments to 11.6 PP TRANSFERS the economic ‘master plan’ set out by Front During Production, the Allies and Allocations. As such, there are inherent inefficiencies.

PP Transfers to the Med Aside from Shipping Losses, logistical traffic to Africa was constrained by a lack of developed infrastructure. Port facilities were minimal by European standards, and road/rail transport was even worse.

PP Transfers to the East Axis logistical traffic to the East severely stressed the Russian rail system even at historical volumes: any increases in traffic would have been problematic. The Allies can increase PPs shipments to Russia via Murmansk Convoy (some are already factored in), a route subject to Axis air/ sea interdiction from Norway. PPs can also be shipped from the Med Front to Russia via Persia. Shipping Losses are not involved since these have already occurred en route to the MF. The Allies cannot transfer PPs to Russia until she joins the Allied side.

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11.7 UNIT BUILDING 11.73 HQ Costs UNIT Axis Allied Soviet HQ and SHQ rebuilding costs increase During Production, players spend PPs COSTS Stp Cad Stp Cad Stp Cad under certain conditions (THQs always to rebuild damaged or eliminated units. HQ1 10 20 10 20 10 20 cost 5 PPs). For unit costs, see sidebar. THQ 5 10 5 10 • • Allied unit costs apply to the West 11.731 Sea Supply Armor 8 12 8 16 4 8 Front. In the Med Front and North Front, HQs in Sea Supply (see 15.4) cost Mech 6 9 6 12 3 6 Allied units generally build with Extreme +5 PPs/step (+10 PPs/cadre) to build, Infantry 4 6 4 8 2 4 Costs (NF Scandinavians are exempt, unless they are in or adjacent to a friendly Shock • • (6) (12) 3 6 major port (or in a MF minor port) in see 21.462). See UNIT DATA TABLE Amphib • • 4 12 2 6 secure Sea Supply. on page 96. Until the MF is activated, Para2 12 18 12 24 6 12 Extreme Costs in the MF are doubled. 11.732 Road Supply Mountain 5 8 5 10 3 6 Axis unit costs apply to the West HQs in Road Supply cost +10 PPs/ Fort 10 15 10 20 • • step (+20 PPs/cadre) See 10.33. Front and East Front. Axis units in the Med Cavalry 6 9 6 12 3 6 Front and North Front use Extreme Costs 11.733 BeachHead Supply Static 3 23 3 3 • • (NF again exempt). Axis Scandinavians HQs in BH Supply (15.63) cost +10 minors use Axis costs). BH • • 20 20 20 20 PPs/step (+20 PPs/cadre). NOTE: Soviets use Allied costs until Great Note: Only one SS step can be built per Patriotic War (20.56) month in each front. 11.734 Strategic Bombing Starting W’43, Axis HQs in the WF cost 1All HQs +5 (+10/cadre) in Sea Supply. Soviet units on all fronts are built +5 PPs/step (+10 PPs/cadre). See 13.31. All HQs +5 (+10/cadre) in Road/BH Supply. with Soviet PPs. They initially use Allied unit costs (Extreme Costs in the NF), but 11.735 Axis Oil Supply (cumulative with Sea Supply) switch to Soviet Costs once Great Patriotic If no Line of Communications (10.22) Axis HQs +5 (+10/cadre) beginning W’43. War (see 20.56) is declared (use half exists between Berlin and a major oil Axis/Sov HQs +5 (+10/cadre) w/out Extreme Costs in the NF). source (Ploesti, Abadan or Baku), Axis HQ Oil Supply. costs rise by 5 PPs/step (cadres 10 PPs). 2 Major/Minor Power units are built Costs halved for grounded Paras. See 17.1. with faction PPs when their capital has 3 Ø cv cadre is cheaper than 1 step. Rail/Sea Supply to their faction’s Supply 11.736 Soviet Oil Supply Origin (see 10.2). If the Soviets lose Baku or its LoC to Replacements Isolated Minors (see 11.34) with Siberia, their HQ costs rise by 5 PPs/step Units can rebuild only one step each month National Supply only (no Rail/Sea Supply) (cadres 10 PPs). See 17.8. because it takes time (training) as well as equipment to build combat units. must build with National PPs, which are 11.74 BeachHead Prep spent, saved and tracked separately. For 20 PPs, BeachHeads can be Cadre Costs advanced from Prep to Ready status, or 11.71 Replacements Higher cadre costs reflect the price of having eliminated BHs can be rebuilt to BH Prep During Production, players can a unit completely destroyed in combat. It build up units in play, provided they status. is much easier to rebuild a unit when its are unengaged and have Secure Supply infrastructure (leaders, organization, support (make a supply check as needed). 11.8 REINFORCEMENTS services, etc.) remains intact. German cadres Reinforcements are new units arriving are cheaper to rebuild, reflecting their superior Interdictable Sea Supply, Fortress Supply at no PP cost. They cannot be built up in training and leadership. or Siege Supply is not Secure Supply. the month of arrival. Only one step can be added to each Allied HQs & Overseas Supply unit in a Production phase. PPs are spent 11.81 Arrival Locations Because the British/US draw supply from for each step added (see Step column of Reinforcements and newly rebuilt cadres must arrive in Arrival Locations, as London, British/US HQs on the continent the Unit Costs table). (France, Belgium, Germany, Denmark, etc.) defined below. Units in BH Supply (15.63), units in the MF or in the NF will cost 15 PPs/step engaged in Areas (18.6), and units in the Note: Reinforcements arriving in the first (Overseas Supply) unless in or adjacent to a MF before it has been activated (21.32) month of a game must be set up in valid Major Port (e.g., Antwerp). On the other hand, French HQs tracing supply overland to Paris have double the replacement costs that Arrival Locations. are not subject to this (unless they convert to would otherwise apply. Arrival Locations must be in Rail/Sea Free French and trace supply to London). Supply and not embattled. Two [2] units 11.72 Rebuilding Cadres HQs dependent on BH Supply are even more per Production can arrive in a major city, costly to build up (20 PPs/step). During Production, eliminated units one [1] unit in other locations. can be rebuilt into cadres, and placed in AXIS: German units arrive in German Arrival Locations (11.81). Axis Oil Supply (major/minor) home cities or Victory Cities Ploesti, Abadan and Baku do not need to be Cadre costs are listed in the Cadre (1.412). Italian units arrive in Italian major Axis controlled. The Axis must only have column on the Unit Cost Table. Rebuilt cities. Axis Minor units arrive in their cadres cannot be built up further in the access (LoC) to the oil, which can still be the national capitals. MF reinforcements arrive case when Rumania, etc., is neutral. same Production phase. in Tripoli, and NF reinforcements in Oslo.

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ALLIES: British/US/FF units can Home Cities arrive in friendly major ports (in Sea All Cities within national Territory. Supply). British units also arrive in home and French units in French cities major Alien Units cities. Allied Minor units arrive in their All units but MF Residents, MF Veterans and national capitals. MF Expeditions are MF Aliens. The same is SOVIET units arrive in Soviet home cities true of the North Front. (major/minor) or in home Districts/Regions. 11.82 Advanced Arrival The Desert Zone During Production, the arrival of ONE The MF Desert Zone includes North Africa and the Mid East [all MF hexes], but not the reinforcement unit can be advanced one Southern Zone (areas). This means that units month by expending PPs equal to that in India or South Africa (for example) are not unit’s cadre cost (note this secretly on the subject to Desert Maintenance (but are still GAME RECORD SHEET). A BH's arrival can subject to Acclimatization). be advanced a month at a cost of 20 PPs. Alternatively, ONE reinforcement unit The Arctic Zone of greater than 1 cv can be advanced 1 The Arctic Zone includes all NF areas, but not month by reducing its arrival strength by 1 cv. the Temperate Zone (hexes). Note: MF PPs and MF cadre costs must be used to advance MF Reinforcements. Desert & Arctic Maintenance 11.83 Delayed Arrival In the uninhabited wastelands of North Africa and the Arctic, everything necessary for life Reinforcement arrival can also be must be imported and laboriously transported delayed (no effect on arrival strength). to the front, including food, shelter and most importantly, water. 11.84 Unit Disbanding During Production, players can As a result, only a limited number of divisions could be supported there -- more units only eliminate voluntarily friendly units added to supply problems. (typically for stacking purposes), but The maintenance penalty represents that cannot rebuild them that Production. historical force levels in these locations Important: Minor Power units cannot be stretched logistics to the limit. disbanded (exception: Tito, see 16.732). MF/NF Residents and Veterans are never subject to Desert/Arctic Maintenance. 11.9 MF/NF PRODUCTION MF/NF Aliens are always subject to Desert/ In addition to using Extreme Costs, units Arctic Maintenance. located in the Med Front and North Front MF Expeditions are exempt from Desert are subject to special rules that modify Maintenance only when Morocco or Tunis/ Production. Details are found in 21.3 (MF) Istanbul Based (see 21.38). and 21.4 (NF). Important: MF Alien units in the MF Southern Zone (South Africa/India, etc). are NOT subject to Desert Maintenance.

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12.1 WEATHER In Mud weather, Marsh terrain effects apply to Clear, Forest, Hill, and Mountain WEATHER TABLE DETERMINATION hexes, except that stacking is unchanged. Dry, Mud, and Snow weather states MONTH WF EF are possible. Snow and Mud hamper 12.31 Command JUN DRY DRY operations in different ways. FHQs/THQs activating in Mud JUL DRY DRY Some Months have fixed weather, but weather are disrupted (commanding at 1 in others it is variable, see sidebar and the CV below nominal, see 5.32). Moreover, AUG DRY DRY GAME RECORD SHEETS. HQs in Mud weather locations cannot deploy one hex upon activation. SEP DRY DRY Each Fortnight begins with separate Note: SHQs in London, Moscow, Warsaw WF and EF Weather determinations. In OCT DRY MUD/DRY or Berlin are not disrupted by weather. each case both players rolls one die and NOV MUD/DRY MUD/SNOW the sum of the dice determines WF or 12.32 Movement DEC MUD SNOW EF weather for the that Fortnight (if Dry Mud weather reduces all unit weather is certain, omit this step). speeds to 1 hex per Movement phase JAN MUD SNOW (exception: Cavalry moves 2 hexes). The Odd dierolls mean Mud weather; even FEB MUD/DRY SNOW dierolls mean Dry or Snow weather (see hexside limit is 1 in all terrain. WEATHER TABLE). 12.33 Combat MAR DRY MUD/SNOW These weather rolls also determine the In Mud, all hexes have at least APR DRY MUD weather in the North Front and Med Front double defense, River Assaults are easier MAY DRY MUD/DRY (see below), and the occurrence of Storms to Repulse (7.62) and all units (except (see 12.5). Storms disrupt certain naval Siege Guns, see 2.34) fire SF offensively BOLD: Weather dieroll each Fortnight. operations within a Sea Basin (15.1). in all terrain. Airstrike Firepower is not ITALIC: Weather dieroll for Storms only. affected (though the commanding HQ's Odd/Even dieroll results shown for variable 12.11 WF Weather CV will be reduced by disruption). weather months. West Front weather is always Dry and Storm-free from March-October. 12.4 SNOW WEATHER From November-February, Mud and During Snow weather: Storms can occur. During these months • Marsh hexes adopt Forest terrain make weather determination dierolls to effects, except stacking remains 3, begin each fortnight. • Rivers freeze (see 7.6), and Weather Fate • The Gulf of Bothnia and White Sea With each player rolling one die, neither can 12.12 EF Weather freeze, becoming impassable (see 21.42). affect the weather with a “good” roll: it is pure Separate dierolls are made for East fate. Front weather each fortnight from October 12.41 Initiative In EF weather , the through May (June through September are Snow fortnights Weather Equalization [optional] always Dry). Storms can occur in the E. Soviets play first (see GAME RECORD If players agree, the second fortnight of a Baltic, Arctic and Black Sea basins. SHEET), modifying the order of Player random weather month can always have the Turns (see 12.7). 12.13 MF Weather opposite weather to the first fortnight. Med Front weather is always Dry. WF 12.42 Command Example: Players roll Snow weather for the weather rolls can produce Storms in the HQs in Snow weather locations are first fortnight of November 1941. If using Weather Equalization, the second fortnight will Mediterranean or Atlantic Basins, affecting disrupted (but can deploy). Soviet and necessarily be Mud. naval operations into the Med Front. Scandinavian HQs are exempt. 12.14 NF Weather [change] Note: SHQs in London, Berlin, Warsaw or Moscow are not disrupted by weather. Storms WF weather applies in the WF portion Storms only occur in one basin at a time. BHs of the NF (Norway/Sweden). EF weather 12.43 Movement are completely incapacitated during storms, and applies in the EF portion (Finland/USSR). Snow weather reduces all unit speeds invasions are impossible. EF/WF weather rolls can produce by one (to a minimum of 1). Storms in the Atlantic, Arctic, W. Baltic, or E. Example: In Snow weather, armor, mech Stacking Considerations Baltic sea basins (see 12.5) and cavalry units move 2 hexes, not 3. Terrain changes due to weather do not reduce stacking limits. The hexside limit across frozen rivers 12.2 DRY WEATHER remains 1 (ZOCs still do not extend Dry weather has no negative effect on across frozen rivers). game operations. Snow Invasions. The Soviets can 12.3 MUD WEATHER Sea Invade (15.52) into Snow hexes but not Sea Assault (15.53). The Allies and Mud weather has severe negative Axis can do neither. effects on game operations.

© 2014 Columbia Games Inc. 32 VERSION 1.16 12.0 WEATHER EUROFRONT

12.44 Combat NOTE: Invasion HQ Command Range Axis Winter Paralysis River Assaults across frozen rivers [for combat support] is still traceable Note that if the Soviets Mobilize in June/40, cannot be Repulsed (see 7.62). across a stormy sea. for example, Axis Winter Paralysis will occur during W40, not in W41 as is normally the • BeachHeads in affected seas are 12.45 Axis Winter Paralysis case. This can have serious consequences for disrupted (invert marker), losing their During the first EF winter, Axis the Soviets if the Axis then conducts a normal supply and port abilities for that Winter Paralysis is in effect: Barbarossa campaign in S41. fortnight (15.64). • During Winter Productions NOTE: Storms have no effect on Sea Weather & Initiative Examples (December-May), Axis EF HQs cost Supply and Sea Movement (ports are S’41: EF Dry: Axis, Allies, Soviets. 15 PPs/ step (cadres 30 PPs). storm-proof). • During Snow weather, all Axis units W’41: EF Snow: Soviets, Axis, Allies. in the EF have their speeds reduced 12.6 ASSAULT EFFECTS S’42: EF Mud: Axis, Allies, Soviets. to one (1) and offensive Firepower -- Second Front occurs -- reduced to SF (defensive Firepower is 12.61 River Assaults S’43 EF Dry: Allies, Axis, Soviets. unaffected). MUD: River assaults are repulsed on IMPORTANT: If the EF opens in March, dierolls 1-3 (Triple Repulse or TR) as W’43 EF Snow: Allies, Soviets, Axis. April or May, Winter Paralysis does not opposed to DR 1-2 in Dry weather. occur until the following winter. SNOW: In Snow weather, rivers freeze, and river assaults cannot be repulsed. STORM TABLE However, ZOCs still do not extend 12.5 SEA STORMS 2d6 WF EF WF and EF weather die-rolls also across frozen rivers and the hexside limit determine the occurrence of Storms, remains 1 unit/ hexside. Even None None which can only occur in Mud or Snow 12.62 Sea Assaults weather (on odd die-rolls, see STORM SNOW: Sea Assaults cannot be made in Mediterranean Black Sea TABLE, sidebar). Snow weather [the Soviets only can Sea 3 or 11 Storms affect all seas within the Invade in Snow, but not Sea Assault). Basin Basin specified Sea Basin (see 15.1) during W Baltic E. Baltic 7 that Fortnight [place STORM marker in the 12.7 INITIATIVE Basin Basin box provided]. Sea Basin boundaries are East Front weather can alter the shown as double-thick lines. order of play. The SOVIETS go before the Atlantic Arctic 5 or 9 NOTE: Weather rolls are still made in AXIS in EF Snow (Soviets/ Axis/ Allies). Basin Basin fortnights with certain Snow or Mud Otherwise the AXIS goes before the weather, to check for Storm occurrence. SOVIETS. Thus, the sequence of Player Turns 12.51 Storm Effects can change, as noted in the sidebar and • No Sea Invasion movement (15.5) is prompted in the GAME RECORD SHEET. possible through affected seas.

© 2014 Columbia Games Inc. 33 VERSION 1.16 EUROFRONT 13.0 AIRPOWER

13.1 HQ AIRPOWER 13.24 Resolving Airstrikes Airpower and Weather HQs have attached airpower Airstrikes are resolved before Airstrike FirePower is not affected by weather resources. During Combat, activated HQs Defensive Fire. One die is rolled per (e.g., Mud) but the commanding HQ may have can conduct one (1) Airstrike in a battle Airstrike CV. its effective CV reduced by weather disruption. within Air Range. Airstrikes cannot attack Hits are scored based on the current enemy airpower, and ground units cannot Airstrike Firepower (SF, DF, or TF), fire at Airstrikes. and are immediately applied to enemy units in the hex. All terrain and weather 13.11 Air Range defensive benefits apply (e.g., Double Air Range is equal to HQ CV. It is Defense in forests). Partial hits from traceable through enemy hexes and Airstrikes do carry forward to normal impassable terrain, but not through land combat. neutral countries. Airstrikes can cross front boundaries without penalty. Note: When Airstrikes are made into Exception: only MF HQs can airstrike Unsupported Combat battles, hits are only into the MF from another front (21.393). half-effective, just as for ground attacks. SHQs have doubled Air Range (e.g., SHQ IIIs have Air Range of 6). 13.3 AIR SUPERIORITY 13.31 Extended Air Range 13.12 Airpower Disruption Beginning W’43 [Dec 1943], Allied The effective CV of disrupted HQs Air Range is doubled to twice the CV of (5.32) is reduced by one, and this affects the commanding HQ. The CV (number of both Air Range and Airstrike CV. Air dice rolled) and Firepower (hit numbers) Firepower is unchanged. of the Airstrike are unchanged. Air Range of SHQs rises to triple the SHQ’s CV. 13.2 AIRSTRIKES Strategic Bombing. Beginning 13.21 Targeting W‘43, Axis HQ costs in the WF increase Airstrikes can only be made into by 5 PPs/step (10 PPs/cadre). active battles being contested during that Combat phase. Only one Airstrike per 13.32 Air Supremacy battle is allowed. In S’44, Allied Air Supremacy comes into effect in the West Front. Airstrikes are assigned before units in the battle are revealed or combat • Axis movement is suppressed: unit begins. Place an AIRSTRIKE marker of the speeds in the WF are reduced by one commanding HQ’s strength in the target (to a minimum of 1), and Rail Moves hex (e.g., an AIRSTRIKE 2 for a II cv HQ). are halved to 5 hexes each. • If the Allies also have Naval 13.22 Airstrike CV Supremacy, all Atlantic Basin seas Airstrike CV (number of dice rolled) become Allied controlled, regardless equals that of the commanding HQ. An of Naval Base ownership (e.g. Biscay HQ’s airpower cannot be divided into becomes Allied controlled despite multiple Airstrikes. Axis control of Brest). 13.23 Air Firepower Important: Loss of the seas around Airstrike firepower (SF, DF, or TF) Norway cancels the Axis Ore SeaRoute varies with time, increasing for the Allies (Axis loses 5 PPs). and Soviets, and decreasing for the Axis. Axis, Allied, and Soviet Air Firepower on each Front are shown at right (also see GAME TABLES), and changes are noted on EUROFRONT AIR FIREPOWER the GAME RECORD SHEETS. ALLIED airstrikes always use Allied Air S39 W39 S40 W40 S41 W41 S42 W42 S43 W43 S44 W44 Firepower. SOVIET airstrikes use Soviet Air Axis EF TF TF TF TF TF DF DF DF DF SF SF Ø Firepower. Axis WF TF TF TF DF DF DF DF SF SF SF Ø Ø AXIS airstrikes use EF Firepower Axis MF/NF DF DF DF DF DF DF DF SF SF SF Ø Ø against Soviet units, and WF or MF Firepower against Allied units (this Soviet SF SF SF SF SF SF SF DF DF DF TF TF includes Minor HQs and THQs). Allies SF SF SF SF SF DF DF DF TF TF1 TF2 TF2

Italics = Change 1 EXTENDED AIR RANGE 2 AIR SUPREMACY

© 2014 Columbia Games Inc. 34 VERSION 1.16 14.0 PARATROOPS EUROFRONT

14.1 PARATROOPS Assaults (7.62) except that the Para unit Para Repulse Paratroops are elite infantry with is only repulsed on a die-roll of ‘1’ (Single Only 20-30% of a Para corps is actually Paradrop capability. They lose this ability Repulse or SR). dropped in parachutes. Their job is to secure airfields to allow the balance of the corps when grounded (see 14.6). IMPORTANT: Air Assaults against a to land in gliders and air transports. A Para Fortress (e.g., Malta) are repulsed on repulse indicates the initial wave fails to secure 14.2 PARADROPS dierolls of 1-3 (no effect versus Fort units, the necessary airfields for the operation to 14.21 Paradrop HQs except see 20.72). succeed. The 1 cv hit upon Repulse reflects the loss of these “pathfinder” Paras. An activated Paradrop HQ expends If repulsed, a Para unit must take an all of its command ability for that Player- automatic 1 CV loss (in addition to losses Turn (including airpower) to command from defensive fire) and return to its Combined Assaults a Paradrop (mark with PARADROP HQ starting hex. Paradrops can be useful for supporting River and Sea Assaults because they can reduce marker). A Paradrop HQ cannot deploy: 14.42 Combined Air Assaults it must begin the turn already located repulse fire for all assaulting units, while When a Paradrop is combined with adding an extra unit to the assault, significantly in the same hex as the Para unit(s) to a River and/or Sea Assault, it will reduce reducing the chances of a complete repulse. be airdropped (but may Mobilize after). the repulse dieroll for all assaulting units BLITZ Paradrop HQs can command two to “1” (SR), except versus Fortress hexes Paradrops, one in each phase. Para Dispersal (see 7.65). Med Front Paradrops. Paradrops Paras do not alter hex control on the turn they airdrop (otherwise they would enable Blitzing into the Med Front are prohibited unless 14.5 PARA LINKUP units to disengage ‘ahead’ into the paradrop combined with a into the sea invasion During the friendly SUPPLY phase, just hex). Nor can Paradrops cut enemy rail lines or same [port] hex (see 21.39). after the Invasion Dispersal Recovery supply lines, unless they achieve Linkup. 14.22 Paradrop Range sub-phase, dispersed para units (just During Movement, Para units stacked airdropped that turn) must check for Para Linkup with Paradrop HQs can airdrop (move) Paradrop Linkup. Para units are notoriously light on logistics, into any hex (except mountains) within Dispersed Paras in friendly hexes, heavy weapons and ammunition. Dropping the Air Range of the Paradrop HQ. adjacent to unengaged friendly hexes, into advanced, unsupplied positions is a risky or stacked with undispersed friendly units venture. Without contact with ground units, Note: When a SHQ acts as a Paradrop paradropped units cannot survive for long. HQ, doubled (or tripled) Air Range achieve Linkup and recover from dispersal (turn upright). They then regain their Airdropped Paras must Linkup with non- applies. airdropped units. Limkup is achieved when ZOCs and hex control ability. stacked with such units (even if engeged), or 14.3 PARA DISPERSAL Dispersed Paras that do not achieve when adjacent to them (even across a river). Airdropped Para units are Dispersed Linkup are eliminated. Linkup is not acheived when adjacent to during the Player-Turn of the Paradrop NOTE: Linkup is not affected by the enemy battle hexes (i.e., behind the lines). (place them face down). presence/absence of a supply line. Important: Note that Paras can achieve Linkup Dispersed Paras have no effect with sea-landed units, as the latter recover from their dispersal before Paras are checked on hex control, including the hex they 14.6 PARATROOP for Linkup (see Sequence of Pl ay, p 14 sidebar occupy. Dispersed paras cannot move GROUNDING and Game Data, p. 96). (e.g., in the Blitz Phase), but combat is Grounded paratroops can no longer unaffected by dispersal. paradrop, but their rebuilding cost drops Paratroop Grounding (Optional) by half. Grounded Paras retain DF 14.4 PARA COMBAT All national Paras are immediately grounded defensive fire. Grounding is not reversible. once any national para unit has been Paras on the ground move and fight The Axis, Allies or Soviet player eliminated in any manner. like unmotorized infantry, except they fire can voluntarily ground all paras in any DF Defensive Fire. Production phase. Paras do not receive combat support German paras are automatically from their Paradrop HQ, so unless they grounded if Allied Air Supremacy (13.32) receive it from another HQ within Combat is in effect. Support Range, they fight unsupported. 14.41 Air Assaults Paradrops into enemy-occupied hexes that initiate a new battle, are termed Air Assaults. Paradrops into existing battles are not Air Assaults, nor are Paradrops combined with normal ground attacks (except as noted in 14.42). Air Assaults are treated like River

© 2014 Columbia Games Inc. 35 VERSION 1.16 EUROFRONT 15.0 SEAPOWER

15.1 SEA AREAS No ports. • Red Sea [3]: controlled by. ADEN. Other ports: Suez, Aqaba, and SOMALILAND. In EuroFront, seas are divided into W. BALTIC BASIN • Persian Gulf [3]: controlled by Basra. Sea Areas, Each Sea Area has a controlling • Skagerrak [3]: controlled by Other ports: Abadan and KARACHI. Naval Base (controlling port) shown as a Copenhagen. Other ports are black port symbol. Control of the Naval Hamburg, Malmo, Goteborg, Oslo, • Indian Ocean [3]: controlled by Base exerts control over the Sea Area. Aarhus and Kristiansand. KARACHI. Other ports: KENYA, SOMALILAND, SOUTH AFRICA. Each Sea Area also has a Sea • Western Baltic Sea [2]: controlled Interdiction Value shown as a number by Stettin. Other ports are Malmo, BLACK SEA BASIN inside a triangle [in brackets below]. This Copenhagen, Hamburg & Rostock. • Sea of Marmara [3]: controlled by represents the degree of suppression the Istanbul. E. BALTIC BASIN Naval Base exerts on enemy naval activity • Western Black Sea [2]: controlled by • Baltic Sea [2]: controlled by Danzig. in its Sea Area. Sevastopol. Other ports are Burgos, Other ports are Konigsberg, Memel, Varna, Constanta, Odessa, Nikolaev. Ports for each Sea Area are listed below Ventspils, Karlskrona and Stockholm. Samsun, and Istanbul. (Sea Areas are grouped into Sea Basins for • Gulf of Riga [3]: controlled by Riga. • Eastern Black Sea [2]: controlled weather purposes): The other port is Ventspils. by Batumi. Other ports are Kerch, • Naval Bases are in italics • Gulf of Finland [3]: controlled Novorossiysk. Trabzond, Samsun, and • Major Ports are in bold by. Tallinn. Other ports are Turku, Sevastopol. • AREAS are in SMALL CAPS Helsinki, and Leningrad. • Sea of Azov [3]: controlled by Rostov. • Gulf of Bothnia [2, freezes]: ATLANTIC BASIN Other ports are Kerch, and Mariupol controlled by Stockholm. Other ports: • Atlantic Ocean [3]: always Allied (not Novorossiysk). Turku, GALLIVARE & OULU. controlled. Ports are Vigo, Porto, Lisbon, • North Caspian Sea: controlled by Cadiz, Gibraltar, Tangiers, Casablanca, MEDITERRANEAN BASIN Astrakhan. Other ports are Guryev, WEST AFRICA, and SOUTH AFRICA. • Alboran Sea [2]: controlled by Baku, and Makhach Kala. • North Atlantic [3]: controlled by Gibraltar. Other ports are Malaga, • South Caspian Sea: controlled by Glasgow. Other ports are Shetlands Almeria, Cartagena, Valencia, Baku. Other ports are Rasht and and Scapa Flow. Barcelona, Mallorca, Tangiers, KRASNOVODSK. • North Sea [2]: controlled by London. Melilla, Oran, and Algiers. Western Med. Other ports are Shetlands, Scapa Flow, • [1]: controlled by ------Aberdeen, Edinburgh, Newcastle, Hull, Algiers. Other ports are Mallorca, Yarmouth, Ipswich, Dover, Calais, Bizerte, Cagliari, and Sassari. Ostende, Antwerp, Rotterdam, • Gulf of Lyon [1]: controlled by Hamburg, Amsterdam and Bremen. Marseilles. Other ports: Mallorca, • English Channel [2]: controlled by Toulon, Sassari, and Barcelona. Portsmouth. Other ports: Dover, • Ligurian Sea [2]: controlled by Weymouth, Plymouth, Calais, Le Genoa. Other ports are Toulon, La Abstract Naval Operations Havre, Cherbourg, and Brest. Spezia, Livorno, Olbia, and Bastia. Naval operations are represented abstractly • Irish Sea [3]: controlled by Liverpool. • Tyrrhennian Sea [1]: controlled in this land-oriented game system. This rules Other ports are Cardiff, Bristol and by Tunis. Other ports are Rome, section defines the movement of units by sea Glasgow. Naples, Reggio, Messina, Olbia, and tracing of supply lines by sea. • Bay of Biscay [1]: controlled by Brest. Cagliari, Palermo, and Bizerte. Sea Interdiction Values Other ports are Lorient, Bordeaux, • Central Med [1]: controlled by These reflect the danger of operating in that Bayonne and Bilbao. Tripoli. Other ports: Tunis, Sfax, sea area, considering geography and proximity of enemy naval and air bases. • Norwegian Leads [1]: controlled by Benghazi, Malta, Palermo, & Catania. Bergen. Other ports are Stavanger, • Ionian Sea [1]: controlled by Dual-Sea Ports Haugesund, ALESUND, ANDALSNES, and Benghazi. Other ports are Catania, Note that some ports border on two sea areas. These ports have two crossbars on the anchor TRONDHEIM. Messina, Reggio, Brindisi, Tobruk, symbols. • Norwegian Sea [1]: controlled by Kalamata, Patras and Canea. Hexes with two disconnected seacoasts TRONDHEIM. Other ports are NAMSOS • Adriatic Sea [2]: controlled by bordering on different seas (e.g., Bari, Cadiz, and NARVIK. Trieste. Others: Brindisi, Bari, Weymouth) only have ports on the sea with the • Nordkapp Sea [1]: controlled by Termoli, Ancona, Venice, Fiume, port symbol. NARVIK. Other ports are TROMSO and Split, Dubrovnik and Durres. South Africa PETSAMO. • Aegean Sea [2]: controlled by Athens. IMPORTANT: SEA MOVEM ENT BETWEEN THE Other ports are Canea, Kalamata, ARCTIC BASIN ATLANTIC AND INDIAN OCEANS M UST PASS THOUGH • Barents Sea [2]: controlled by Salonika, and Rhodes. SOUTH AFRICA (and stop there). Continuous sea movement is not allowed around the Cape of MURMANSK. Other port: PETSAMO. • Eastern Med [2]: controlled by Good Hope. • White Sea [3/freezes]: controlled by Alexandria. Other ports: Tobruk, Port Said, Suez, Jaffa, Nicosia, ARCHANGEL. No other port. Rhodes and Canea. • Arctic Ocean [2]: controlled by ALLIES.

© 2014 Columbia Games Inc. 36 VERSION 1.16 15.0 SEAPOWER EUROFRONT

15.11 Seapower Restrictions A unit can make multiple Sea Soviet SeaPower Only the Soviets can use any form of Moves in one MOVEMENT phase, but Without use of the Turkish Straits (long Seapower (eg, Sea Supply) in the Caspian Sea. Sea Movement cannot mix with Rail (or coveted by Russia), the Soviets cannot make normal land) Movement. use of any form of SeaPower (including Sea Unless Turkey is Allied, the SOVIETS Supply) in the Mediterranean Basin (e.g., to cannot use Seapower in the Mediterranean 15.32 Port Capacity trace supply via the Indian Ocean). Basin, nor can the ALLIES in the Black Seas. Port capacity is the number of Sea Straits Control 15.12 Straits Moves a port can handle per turn. Naval operations [Sea Movement, Sea Naval operations cannot traverse a Port capacity of a minor port is 1, Invasion, or Sea Supply] cannot traverse enemy-commanded Straits (i.e., not if either enemy-commanded Straiis (see 1.371). meaning that only one unit can either side is enemy controlled). enter or leave that port by Sea Movement in a Player-Turn. National Supply is traceable through a Straits 15.2 SEA CONTROL unless both sides are enemy controlled [so Each Sea Area has a controlling Naval Port capacity of a major port is 2: opposing factions can both trace National Base (controlling port), shown with a two units can attempt to enter or leave Supply through a Straits]. black anchor symbol. The owner of the (or one unit each way) per turn. NOTE: Sea Supply can be traced into a port on Naval Base controls that Sea Area. NOTE: Sea Invasions (15.5) are not an enemy-controlled Straits, but not through Naval operations within friendly and limited by port capacity. the Straits (e.g., via the port). neutral controlled sea areas are completely Example: If Tangiers is Axis controlled, the free of enemy interference. 15.4 SEA SUPPLY Allies can still trace Sea Supply into Gibraltar from inside the Med, but cannot trace Sea Sea Lanes are sea routes between Naval activities within enemy controlled Supply through the Cadiz straits. sea areas are subject to possible enemy friendly ports. Sea Lanes connect friendly interference, called Sea Interdiction (15.7). Rail Lines (see sidebar example) to form Sea Movement Rail/Sea Supply. Example: The Allies control Tunis, Malta, 15.21 Sea Basin Control Taranto, and Benghazi. AF SHQ commands Units dependent on Sea Lanes as Mediterranean Basin. If Italy is an Allied unit in Tunis to sea-move to Taranto. well as Rail Lines for supply are in Sea defeated, all Mediterranean Basin seas are This counts as two Sea Moves since two sea Supply. Sea Supply equals Rail Supply for areas are crossed (but only costs 1 Supreme Allied controlled, regardless of Naval Base production purposes. Move under Naval Supremacy). As both Seas ownership. are Allied controlled, no Sea Interdiction is Sea Lanes, like Rail Lines, can be Atlantic Basin. If Allied Naval & Air possible. traced into friendly battle hexes (ports), Supremacy are both in effect, all Atlantic but not through such hexes. Sea Lanes Sea Movement vs. Sea Invasion Basin sea areas are Allied controlled, ending at an engaged port have limited Sea Movement of units by sea between regardless of Naval Base ownership. supply ability (see: Siege Supply below). friendly ports is cheap and efficient. But Sea Movement cannot be used to enter Sea Lanes through enemy controlled 15.3 SEA MOVEMENT [or engage] coastal hexes that are not friendly Sea Movement is strategic movement seas are subject to Sea Interdiction ports. These moves require Sea Invasion between friendly ports. Sea Movement (15.7), which may interrupt the Sea Lane, (15.5), a much more expensive and difficult passes freely through friendly or neutral resulting in Supply Attrition. process. seas (but not through enemy commanded A Sea Lane cannot pass through a Port Capacity & Repulse Straits, see 1.371). Straits if either side is enemy controlled. “Attempts” to use a port count against Sea Movement through enemy It can end in a port on the Straits but capacity even when the attempted Sea Move is Repulsed by enemy Sea Interdiction and controlled seas is subject to Sea can go no further by sea even if the port forced to return to the port of embarkation. Interdiction, which can result in losses borders another sea. and/or Repulse (see: 15.7). Sea Invasions & Port Capacity 15.41 Siege Supply Port capacity governs Sea Movement, but not As with strategic Rail Movement, Sea Sea Supply to an engaged port called Sea Invasions. Blitz multiple invasions can be Movement must be commanded by a SHQ Siege Supply, can support one defending launched from minor ports. Invasions into a or THQ. Multiple Sea Moves can be linked unit, at cadre strength (correction). port hex do not interfere with full use of the for a long-distance move by sea. Excess units/cvs suffer Supply Attrition. port for Sea Movement (if, for example, a player wants to reinforce a captured port as Units cannot engage by Sea Movement, Under Naval Supremacy (15.8), one quickly as possible). but can disengage if a rearguard is left unit at any cv is supported. Shoals & Sea Movement behind (no Retreats). Under and Naval Air Supremacy Sea Movement and Sea Supply are possible 15.31 Sea Moves (13.32), any number of units can be through shoal hexes because ports have Sea Movement is composed of one or supported. The engaged port serves a cleared and marked channels. Rail/Sea Supply Source, to which units can more Sea Moves. A unit in port can move Sea Lane Example trace a Supply Line (10.4). to any other friendly port on the same sea An Allied Rail Line connects London to Dover. area for one Sea Move. Two Sea Moves are NOTE: Fortresses do not provide Siege A Sea Lane through the English Channel required to move between friendly ports Supply in addition to Fortress Supply. connects Dover to Cherbourg. The Allies can trace Rail/Sea Supply via the rail line out of across two sea areas, etc. Each Sea Move REMEMBER: Rail lines never emanate Cherbourg (once cleared). normally costs one SHQ Supreme Move. from an engaged port.

© 2014 Columbia Games Inc. 37 VERSION 1.16 EUROFRONT 15.0 SEAPOWER

15.5 SEA INVASIONS 15.512 Blitz Invasion HQs Sea Invasion Example Sea Invasion is movement by sea HQs can also be activated as Blitz The Allies control the English Channel. They from a friendly port to any coastal hex Invasion HQs (mark with BLITZ and have an HQ II and an amphibious corps in Portsmouth. The HQ is activated as an (except see 15.52) or area (must have INVASION HQ markers) to command Two- Wave or Long-Range Invasions (see 15.54 Invasion HQ and the amphibious unit is a port -- see 18.38). Unless moving moved by sea to invade Brest, which is Axis Blitz Invasions). between unengaged friendly ports, units controlled but currently undefended. can cross seas only by Sea Invasion. 15.52 Invasion Movement By capturing the port, the Allies have Note: Sea Invasions into the Med Front Amphibious, infantry, mech, armor, established a friendly Sea Lane, so Brest (and and North Front have special restrictions mountain, para, and HQ units can Sea any rail lines emanating from it) becomes an noted in 21.39 and 21.47. Invade. Cavalry, shock, static, fortress, and Allied supply source. Control of Brest also gives the Allies control of the Bay of Biscay. Sea Invasions are not Strategic siege gun units cannot sea invade. Movement. They are special moves The invading unit is moved from the requiring activation of a dedicated invasion port (where the Invasion HQ Invasion Command Invasion HQ to invade with one unit. is activated) to the target coastal hex. Invasions are a costly form of movement in terms of HQ expenditure. However, Invasion Normally, invading units must invade 15.51 Invasion Command HQ combat support under Naval Supremacy coastal hexes within the same sea area, During the COMMAND phase, Invasion can be very good (simulating naval gunfire though Long-Range Invasions (15.542) HQs can be activated to command Sea support), often better than land combat can cross 2 seas. support (due to doubled combat support Invasions (use INVASION HQ markers). Note: Friendly Naval Supremacy doubles range, traced by sea). Each Invasion HQ commands the the range [in Sea Areas] of Sea Invasions. The beaches can a good place to fight for both movement of one invading unit and no the invader (good combat support and DF other movement. They must begin the Sea Invasions cannot be made into amphibious firepower in BHs). They are also COMMAND phase in a friendly port, (i.e., Mountain, Marsh, or Shoal hexes. Mud usually a good place to fight for the defender: cannot deploy into it), stacked with any weather does not affect Sea Invasions. The keeping the beachhead engaged prevents unit(s) they will command to invade. Soviets (only) can Sea Invade (but not Sea cheap reinforcement and the landing of enemy Assault) into Snow weather hexes. HQs (which cannot enter engagements). NOTE: Invasion HQs may be activated for Combat Support purposes only, In the MF and NF, invasions can be without commanding unit(s) to invade (or made into port hexes only (see 15.9). Sea Assault Example being stacked with invadeable units). Invasion movement cannot pass In S’43, the Allies control Tunis, and have through enemy commanded Straits Naval Supremacy. A 3cv Italian army (infantry) Invasion HQs can launch Airstrikes defends Licata. and can provide Combat Support to (1.371). Invasions passing through The Allies activate an HQ III in Tunis and battles within Invasion Command Range enemy-controlled seas are subject to Sea Interdiction, which can result in losses and/ commands the US 6th amphibious corps (4cv) (see below), if they do not Mobilize. there to Sea Invade to Licata. or Repulse (see 15.7). SHQs can act as Invasion HQs, A 3 TF airstrike from the Invasion HQ scores but without Blitz capability or Combat 15.521 Opposed Invasions two half-hits (hill terrain) on the defending Support, as always. [THQs cannot.] Only one unit per MOVEMENT phase Italian army, reducing it to 2cv. can sea invade into a defended hex (a 15.511 Invasion Combat Support The Italian unit rolls (2/6) for Defensive Fire second unit can invade during BLITZ and scores one hit but fails to repulse the For Combat Support purposes, MOVEMENT, see Two Wave Invasions - invader (SR vs. amphibious units). Invasion HQs have Command Range 15.541). The Allied unit loses a step, and then returns equal to their CV, as usual, and can fire at 3 SF (no BH yet), scoring one ineffective support combats within this range. This limitation does not apply to undefended hexes, which can be hit (4/6/2). However, Invasion HQ Command simultaneously invaded by multiple units During the Supply Phase, the Allies place Range is traceable only through sea or (up to maximum stacking). the US 6th BH there to ensure supply for the coastal hexes (and never through all- invader, and provide naval gunfire support land hexes or hexsides) into invade-able 15.53 Sea Assaults (15.66) in future combat. coastal hexes only. It is not traceable Sea Assaults are Sea Invasions that through enemy-controlled straits (1.371) initiate battles, and are subject to possible Getting HQs Ashore or into shoal, mountain, or any other non- Repulse. Invasions into existing battles are To break out after an invasion against enemy invadeable hex (e.g , MF non-port hexes). not Assaults. resistance is virtually impossible without Important: Sea Invasions can be sent Amphibious, infantry, mountain, mech, landing a HQ unit. HQs can only cross beyond Invasion HQ Command Range, and para units can Sea Assault. seas in two ways: either by Invasion into an but any resulting combat is unsupported. unengaged hex or sea movement into an Armor and HQ units can Sea Invade unengaged friendly port. HQs can never move Invasion HQ Command Range can but cannot Sea Assault (e.g., they can into a battle hex. extend through enemy-controlled seas invade into undefended hexes but cannot and through the sea portion of enemy initiate a battle by sea invasion). Armor controlled coastal hexes. can invade into existing battles but not Invasion HQ Combat Support Range HQs (they can never voluntarily engage doubles under Naval Supremacy. into enemy occupied hexes--see 5.1)

© 2014 Columbia Games Inc. 38 VERSION 1.16 15.0 SEAPOWER EUROFRONT

15.531 Repulse 15.56 Invasion Dispersal In assaults, the initial defensive fire Like airdropped Para units, units ASSAULT REPULSES can Repulse assaulting units as well as invading by sea are Dispersed during the (Defensive Fire) scoring hits normally. See the Repulse Player-Turn of the Invasion. River 1-2 (1-3 Mud)1 Table (sidebar) regarding the repulse of Dispersed units have no effect on hex sea assaults. control, including the hex they occupy. Air 12 Repulse is applied to the weakest cv Dispersed units cannot move (e.g., in the Sea FNS NP ENS assaulting units first. Repulsed units return Blitz Phase), but combat is unaffected . by Amph. units 1-3 1-2 1 immediately to their port of embarkation, Dispersed Sea Invaders automatically without returning fire. See 7.61 Repulse recover during the SUPPLY phase of the by Other units 1-4 1-3 1-2 for details. invasion turn, regaining their hex control 1 Note: Combined Assaults (see: 7.65) using ability (and ZOCs). 1 for MF rivers/canals except Nile. 2 Paradrops often reduce the chances of Para Linkup. Unlike Paras, dispersed 1-3 by Fortress Defenders Repulse. sea invaders need not achieve Linkup to NOTE: In the table above, FNS/ENS 15.54 Blitz Invasions avoid elimination. However, because sea applies to the player rolling to interdict or Blitz Invasion HQs can command two invaders recover from dispersal before repulse enemy movement / supply. types of Blitz Invasions. Paras are checked, airdropped Paras can acheive Linkup with recovered invaders. Two-Wave Sea Invasions Blitz Invasion HQs must command Blitz two-wave invasions are common in invasions in both phases. They cannot EuroFront. Firstly, with the ever-present mix Invasion Command in one phase with 15.6 BEACHHEADS Each amphibious unit has an possibility of Repulse, a second wave gives normal or paradrop command. a second chance. Secondly, it is usually wise associated BeachHead (BH) marker. In to get maximum strength ashore quickly, to 15.541 Two-Wave Invasions the SUPPLY phase, BHs can be placed in withstand or deter enemy counterattacks on Blitz Invasion HQs can command the invaded hexes, serving as supply sources the Beachhead. invasion movement of one unit during while the hex remains embattled, and as Long-Range Sea Invasions MOVEMENT and a second unit during temporary ports after it is won. If enemy Long-Range invasions are expensive but often BLITZ MOVEMENT (this can be a previously units control a BH hex with no friendly worth the surprise value. repulsed invader). units present, the BH is eliminated. Note: Lacking amphibious units, the Axis cannot The second-wave invader must BHs are listed in Scenario Long-Range Invade, but can Sea Invade across 2 land in a hex invaded in the previous Starting Forces, and can also arrive sea areas if it has Naval Supremacy. MOVEMENT unless a second-wave invasion as reinforcements. The Axis has no Sea Evacuations hex has been pre-assigned by placing a amphibious units, and hence no BHs. When a unit must move from a coastal BLITZ marker there during MOVEMENT, in hex back to a friendly port by sea and Sea which case this hex must be invaded. 15.61 BH Preparation Movement is impossible (e.g., a Retreat or Ready BHs are available for 15.542 Long-Range Invasions no port/BH in the embarkation hex), a Sea immediate use. They are kept face down Evacuation is the only means of extracting Blitz Invasion HQs can also command in the BH Ready box (on map). the unit. amphibious units (only) to invade Example: In Summer 1944, the Allies have across two [2] sea areas to more distant Preparing BHs are not ready for use, a 3CV amphibious unit and BH stalemated coastal hexes, landing during the BLITZ and are kept facedown in the BH Prep box. During Production, they can be in Calais after invading, and an HQ III in MOVEMENT phase. Portsmouth. raised to BH Ready status for 20 PPs, and NOTE: friendly Naval Supremacy eliminated BHs can be rebuilt to BH The Allies activate the HQ as an Invasion HQ, doubles the maximum range of Long- Prep status for 20 PPs. and “reverse invade” the amphibious unit back Range Sea Invasions to 4 Sea Areas. to Portsmouth. Since this is a retreat, engaged 15.62 BH Emplacement Axis units get Pursuit Fire. A 3 cv German 15.55 Sea Evacuations armor unit rolls 3SF (speed 2 in S’44), scoring During any Allied SUPPLY phase Sea Evacuations are Invasions in 1 hit. An Axis 2cv infantry (speed 1 in S’44) following a Sea Invasion by an amphibious reverse. The evacuating unit is “reverse- also present cannot fire. The amphibious unit unit, its associated BH can be emplaced invaded” from a coastal hex to a friendly returns at 2cv and the BH is eliminated. in the invasion hex provided the BH is port, commanded by an Invasion HQ in Sea Invasion Threats Ready and the amphibious unit is in the the target port. Usually, not all Allied BHs are currently hex. Only one BH can be emplaced per invasion-ready. With BHs kept facedown, the If Retreating, the evacuated unit takes hex. Axis cannot tell where the invasion threat Pursuit Fire based on a speed of ‘1’ (‘2’ for Once emplaced, BHs cannot be is most serious, even if the locations of the amphibious units). moved (except as below). Allied amphibious corps are known. Sea Evacuations are also subject to Unengaged BHs that are no longer Beachhead Supply Opposed Invasion limits (15.521). Only useful where emplaced can be removed Invasions without BeachHeads will suffer one (1) unit can be evacuated from a to the BH Prep box (no cost) in any continual supply attrition until a port is battle hex per MOVEMENT phase. This captured. Players should not count on BH friendly SUPPLY phase. limit does not apply to unengaged hexes. Supply in winter, because of Storms.

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15.63 BeachHead Supply 15.72 Sea Movement Interdiction Beachhead Support BeachHeads act as a supply source for When an opponent is attempting to BHs represent the logistic and naval support friendly units in their own hex, even if the traverse a friendly-controlled sea by Sea for invasions. DF for Amphibious units in BHs hex is embattled and enemy controlled. Movement, the passive player can attempt represents ongoing naval gunfire support. Sea Interdiction after all enemy movement Naval bombardment proved crucial in breaking In friendly controlled hexes (even up several panzer counterattacks well after if embattled), BHs act as Supply Sources is complete. D-Day. (to which friendly units can trace 2 hex In each case, the passive player ). rolls a number of dice equaling the Sea supply lines Sea Movement Interdiction Interdiction Value of each friendly sea area To act as a Supply Source, a BH must Sea Movement (ordinary sea transport) is crossed. Certain results cause Repulse be able to trace a Sea Lane to a friendly more likely to be repulsed or damaged than or hits to the moving unit (see: Sea port. This Sea Lane cannot pass through Invasion Movement (valuable and heavily Interdiction table, sidebar). enemy controlled straits, and is subject to escorted convoys). Sea Interdiction (15.7) if it passes through If any Repulse result occurs, the unit Example: In S’43, the Axis controls the enemy-controlled seas. returns to its port of departure. Bay of Biscay from Brest. The Allies control Bordeaux and attempt to Sea Move a unit 15.64 BH Disruption 15.73 Sea Supply Interdiction there from Dover. BHs dependent on Sea Supply passing During the Enemy Supply Check The Axis player rolls one die for Sea through enemy controlled seas are (SUPPLY phase), the active player can Interdiction, obtaining (2), a successful subject to enemy Sea Interdiction (15.7). attempt to interdict enemy Sea Lanes interdiction despite enemy Naval Supremacy. passing through a friendly controlled sea. The Allied unit returns to Dover. Storms disrupt BHs. bordering on Success negates the enemy Sea Lane that Sea Basin, negating all functions of that turn (possibly leaving enemy units affected BHs for that fortnight (invert). Sea Supply Interdiction unsupplied). Sea and BH Supply across enemy seas is 15.65 Mulberries Check each enemy port/BH unreliable until Sea control is obtained. Sea Unengaged BHs function as separately for interdiction. For each Supply (port-based) is easier to interdict than temporary minor ports (capacity 1) for port being checked, the passive player BH Supply is. Sea Movement (this is in addition to specifies a Sea Lane to friendly Rail on-map port capacity). BHs do not form Supply. The active player rolls a number MOVEMENT INTERDICTION Sea Lanes connecting friendly rail lines. of dice equal to the Sea Interdiction Value (Passive Player Roll) Invasions cannot be launched from BHs. of friendly seas this Sea Lane traverses. FNS NP ENS 15.66 Shore Bombardment If one (or more) Repulse result is obtained, that Sea Lane is interdicted Allied amphibious units occupying Invasions R 1-3 R 1-2 R 1 (unusable) during that SUPPLY phase their own BH hex fire DF, both H 4-6 H 5-6 H 6 (BHs are disrupted: invert). Resulting offensisvely and defensively. unsupplied enemy units then must suffer Sea Moves R 1-4 R 1-3 R 1-2 15.67 The Soviet BH supply attrition. The Soviet amphibious Coastal H 3-6 H 4-6 H 5-6 Example: During the Axis Supply phase, Army has an associated BH, which can the Allies need a Sea Lane through the SUPPLY INTERDICTION supply units in its own or adjacent hexes Axis-controlled Bay of Biscay to Bordeaux (Active Player Roll) only, but does not provide DF for the or Lorient. Naval Parity applies, so an CA unit. It cannot be deployed in the Axis roll of 1-3 would interdict. The Sea FNS NP ENS Mediterranean Sea Basin. Interdiction value of the Bay of Biscay BH Supply R 1-3 R 1-2 R 1 Note: The Axis has no amphibious units, is “1,” so the Axis player rolls one die hence no BHs. for each port: 5 for Bordeaux and 3 Sea Supply R 1-4 R 1-3 R 1-2 for Lorient. Lorient is interdicted but FNS: Friendly Naval Supremacy 15.7 SEA INTERDICTION Bordeaux receives Allied Sea Supply this ENS: Enemy Naval Supremacy Sea/Invasion Movement and Sea/BH Supply Check. R: Repulse Numbers Supply are totally secure from enemy H: Hit Numbers interference when confined to friendly controlled seas. However, when passing NOTE: In the table above FNS/ENS through enemy seas, units and supply applies to the player rolling to can be damaged or repulsed by Sea interdict or repulse enemy movement Interdiction. or supply. 15.71 Sea Interdiction Values Each sea area has a Sea Interdiction Value (in triangle), which rates its defensibility with naval forces based in the controlling Naval Base.

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15.8 NAVAL SUPREMACY 15.82 Naval Supremacy Effects Naval Supremacy Determination Naval Supremacy and Naval 15.821 Sea Movement If none of the Seas/Straits of a Seaway are Parity describe the overall naval balance Naval Supremacy doubles the range enemy controlled, that Seaway is passable. The side (Allies/Axis) with the most passable between two opposing sides. of : a unit can cross two (2) Sea Moves Seaways has Naval Supremacy. If equal, Naval A fairly equal naval balance is termed Sea Areas per Sea Move. Parity is in effect. Naval Parity. Parity always applies NOTE: Double-range Sea Moves cannot between the Axis and Soviets. be split to move two units one sea each. Northern Seaway Naval Supremacy describes the 15.822 Sea Invasions • Eastern Baltic Sea (Danzig) overall naval superiority of one side. It Naval Supremacy doubles the • Western Baltic Sea (Stettin) implies improved naval capabilities for maximum range of an Invasion Move from • Denmark Straits (Odense/Copen./Malmo) that side and weakened ones for the one to two sea areas (Long Range Blitz • Skagerrak (Copenhagen) enemy (see 15.82). Naval Supremacy invasions can traverse up to four Sea does not affect sea control. Areas). [This does NOT allow two units • Norwegian Leads (Bergen) Between the Axis and Allies, the to each move one sea each for a single • Norwegian Sea (Trondheim) naval balance is determined by use of Invasion Move.] • EXCLUDES Nordkapp Sea (Narvik) Seaways (see 15.81). The side with use Naval Supremacy also doubles the of more Seaways has Naval Supremacy. combat support Command Range of Middle Seaway If both sides can use the same number of Invasion HQs to twice the CV of the • Cadiz Straits (Cadiz/Tangiers) Seaways, Naval Parity prevails. commanding HQ (e.g., 6 sea hexes for • Gibraltar Straits (Gibraltar/Tangiers) is re-evaluated at a HQ III). [Remember, SHQs cannot Naval Supremacy • Alboran Sea (Gibraltar) the end of every POLITICS phase. support combat.] • Western Med. Sea (Algiers) 15.81 Seaway Control 15.823 Sea Assaults OR: Gulf of Lyon (Marseilles) Naval Supremacy reduces the chance Seaways are sea passageways AND Ligurian Sea (Genoa) traceable through friendly and neutral of friendly sea assaults being repulsed, • Tyrrhenian Sea (Tunis) controlled seas (Cooperating neutrals do and increases the chance of repulsing • Central Med. Sea (Tripoli) not block Seaways) and Straits. Seaways enemy sea assaults (see SEA ASSAULT table are not traceable through enemy- on map). • Ionian Sea (Benghazi) controlled Seas/Straits (15.12 /1.371). 15.824 Sea Interdiction • Eastern Med. Sea (Alexandria) 1) Southern Seaway: A sea Line of Naval Supremacy increases the • Suez Canal (Suez/Port Said/Port Said E1) Communications between the Atlantic chances of successful Sea Interdiction Ocean and India via South Africa. of enemy naval actions and reduces Southern Seaway (never Axis) The Allies usually have a Southern the chances of successful enemy Sea • Atlantic Ocean (always Allied) Interdiction of friendly naval actions (see Seaway. The Axis never does (it can never • South Africa (always Allied) SEA INTERDICTION table on map). control South Africa), but can deny one to • Indian Ocean (Karachi) the Allies by controlling Karachi. 15.825 Siege Supply 2) Middle Seaway: A sea Line With friendly Naval Supremacy, an Naval Supremacy Examples of Communications between the engaged port can supply one unit at any 1939 (Historical) Axis Allies Atlantic and Indian Oceans via the cv, not just 1 cv (see also 15.83). Northern Seaway Yes No Mediterranean. 15.826 Shipping Losses Middle Seaway No Yes The Allies have a Middle Seaway as the Shipping Losses still apply to a side game opens (Italian seas are neutral, that has Naval Supremacy, unless other Southern Seaway No Yes hence usable). The Axis does not (cannot conditions (eg, Mare Nostro) change this. Total Seaways 1 2 pass either Gibraltar or the Suez canal). = Allied Naval Supremacy 15.83 Naval & Air Supremacy Italian belligerence closes this seaway Siege Supply: With both Air and Naval to the Allies (Central Med and Ionian Supremacy, an engaged port can supply 1941 (Historical) Axis Allies become Axis). The Allies regain use of this any number of units. Northern Seaway Yes No seaway by taking Benghazi and Tripoli. Middle Seaway No No* IMPORTANT: If both Allied Air and 3) Northern Seaway: A sea Line of Naval Supremacy are in effect, all Southern Seaway No Yes Communications between the E. Baltic Axis sea capability in the Atlantic and Total Seaways 1 1 Sea and the Norwegian (change: not Mediterranean Sea Basins is lost. Nordkapp) Sea. = Naval Parity *Italian belligerence has closed the Middle At game start, the Axis has a Northern 15.9 MF/NF SEAPOWER Seaway to the Allies [Central Med/Ionian Seaway. The Allies do not due to Axis Sea Invasions/Assaults into the MF become Axis, not neutral]. control of the W Baltic. Allied control of and NF must originate in Ports and land any Norwegian naval base would negate in Ports. For front-specific Sea Invasion Axis use of this Seaway. rules, see 21.39 (MF) and 21.47 (NF).

© 2014 Columbia Games Inc. 41 VERSION 1.16 EUROFRONT 16.0 WAR AND PEACE

16.0 WAR AND PEACE However, a Cooperating nation yields all Soviet Neutrality future Production to a faction, and its While most Neutrals set up freely upon Belligerent nations are actively Peacetime Production (16.32) terminates. belligerence, the Red Army is far too powerful at war. Neutral nations are at peace. to have this privilege. Cooperating nations are technically Apply accumulated Peacetime Production to national forces on the Neutral Soviet forces are deployed, built, and neutral, but have granted concessions to maneuvered by the Allied player in plain view Neutral OB card and turn them upright one side or the other. of the Axis player, and all movements must be to show this has been done. paid for with Soviet HQ expenditures (which 16.1 NEUTRALITY Thereafter, the controlling faction can are not cheap in 1939/40). Most nations begin the game as build Cooperating forces (those upright on neutrals. Neutral forces are not deployed the OB card) using faction PPs and costs Cooperation on the map until they become belligerent (MF rules apply to units in the MF), but During WW2, some minor powers granted (exception: Soviets are always in play). all builds apply even if that nation joins Germany transit rights through national the opposing faction instead. Neutral Territory. Belligerent territory and favorable trade agreements supplying critical resources. However, these forces cannot enter neutral land territory Compliance is a special type of limited Cooperation that applies to nations neither contributed troops nor allowed wiithout a prior Declaration of War. German forces to stay within their territory. In Sweden after Axis DE DS (see 21.492). Belligerent ZOCs do not extend into EuroFront this is called Cooperation. neutral territory, nor can Belligerents trace command or rail/supply lines through it. 16.3 BELLIGERENCE Belligerent nations have joined Swedish Compliance Note: National Supply (see 20.63) can Upon Axis DE DS, Swedish Compliance comes either the AXIS or the ALLIES (their forces, be traced through neutral land territory into effect. This is a special form of limited territory and production being controlled (exception: see Cooperation 16.2). “cooperation” with partial cession of PPs and by that faction). Neutrals never join the Neutral Seas. Neutrals exert no use of rail lines (see 21.492). SOVIETS. seapower. Belligerents can move/trace Neutrals can become belligerent in supply through neutral-controlled sea Unit Restriction three different ways, which affects their areas/straits (except Turkey, see 1.371). Early in the war the Wehrmacht high range of movement: command argued against having Satellite 16.2 COOPERATION • By Declaration of War (16.4): Such forces involved in their campaigns as this Some nations (e.g., Vichy) Cooperate nations are termed Co-belligerents. would introduce language and military problems into operational planning, and with the Axis as the result of an Axis These units may go anywhere. require Germany to supply and protect poorly • By Alliance Reaction (16.5): These Diplomatic Event (DE). Other nations equipped Satellite forces. Cooperate with the Allies (see 20.921). nations are called Interventionists. Their forces are restricted (16.311) to Most of the General Staff also advocated Cooperating nations remain neutral keeping Italy neutral, having concluded home territory and adjacent nations. but transfer their future Production to a (correctly, as it turned out) that her entry on faction and allow it use of their railroads. • By Diplomatic Event (16.6): These the Axis side would be a hindrance rather than nations are termed Satellites. Their a help to the war effort. 16.21 Cooperation Effects forces are restricted to home territory Later, as casualties mounted in the east, Hitler Production: That nation’s full and adjacent hexes/Areas. sought a more active role for Satellite forces, (wartime) Production capacity is 16.31 Belligerent Forces and some allies sent sizeable contingents, but transferred to a faction, ending its others declined. Upon belligerence, the owning faction Peacetime Production (16.32). deploys national forces freely within As the tide of war turned, Hitler’s allies Territory: Units can move / trace became less willing to contribute soldiers to national territory (minors can only set up his war, and only allowed limited forces to be supply through national territory by one unit per hex). rail only, but cannot remain within stationed outside the homeland. national territory without a prior National forces are shown on the Example: Rumania joins the Axis by Declaration of War (see 16.41). OB cards as of September 1939. Before Diplomatic Event RX, so its forces are deployment, they must be built up to restricted to Rumania/1939 (and adjacent National Supply: Though ostensibly reflect Peacetime Production (see 16.32) hexes). Its 3rd Army is then released by neutral, a Cooperating nation does not that has occurred since September 1939. Diplomatic Event 3R. It fights in Russia but is allow the opposing faction to trace eliminated. If rebuilt, this unit is permanently National Supply through its borders. 16.311 Unit Restriction restricted to Rumania/39 and adjacent hexes. Seas: The opposing faction can Restricted units must remain within use seas controlled by Cooperating a defined area, or they are unsupplied (see nations (without Interdiction). 10.5 and 10.6). Politics/Diplomacy: Cooperating Sometimes restricted units are nations can never join the opposing released from restriction by Diplomatic faction by Alliance Reaction or Event, but released units that are Diplomacy (ignore such results). eliminated are permanently restricted 16.22 Cooperating Forces thereafter even if rebuilt. Cooperating forces do not enter play.

© 2014 Columbia Games Inc. 42 VERSION 1.16 16.0 WAR AND PEACE EUROFRONT

Note: In defining home territory for 16.41 Betrayal Alliance Reaction Example this rule, use current or 1939 borders, AXIS Declarations of War upon Pro- [Assumes France defeated, no Betrayals] whichever is larger. Axis or Cooperating neutrals, or other • The Axis Declares War on Yugoslavia Axis nations (eg, by exceeding Occupation (Axis COMMAND phase). 16.32 Peacetime Production Limits 20.132 ) are considered Betrayal Yugoslavia joins Allies. Place its units face Before belligerence, neutrals are (exception: Axis entry into the [pro-Axis] down in Yugoslavia to indicate New Belligerent building up military capability at a ME Mandates does not require a DoWar). with Alliance Checks pending (tip units back to reduced rate. Peacetime Production preserve Sept/39 cv). With the following exceptions, ALLIED is equal to one fourth of a neutral’s • Yugoslavia Alliance Checks nominal (wartime) production. To Declarations of War upon any neutral Determine possible Reactions. Read across calculate the accumulated Peacetime constitute Betrayal: the Yugoslavia row on the Alliance Table Production of a new belligerent: • Allied DoWs on Norway and the ME (France is defeated, so use the 2nd number • Count months elapsed since Mandates are exempted under certain of each pair m/n). The following neutrals September/39. These figures are conditions (see DEs NX & ME). may react joining Yugoslavia’s side, unless shown in gray in the 2nd from right • After DE 2F, Allied DoWs on minors otherwise noted (* = Always Joins Axis. † = Always Joins Allies). column of the GAME RECORD SHEET. Cooperating with the Axis are exempt. Example: Jan/41 = 16 months elapsed Betrayal annuls all future Alliance Nation (Reacts) DR Result since September/39. Reactions in favor of that faction, and Italy (1*) DR1 Joins Axis (only). • Multiply months elapsed by national adds +1 to all future Diplomatic Event die- Hungary (1-2*) DR3 Remains neutral. (wartime) Production, and divide this rolls by that faction (reducing the odds). Rumania (1-2) DR2 Joins Allies (Yugo). figure by four (drop fractions). This AXIS Betrayal also cancels Surprise Bulgaria (1-2*) DR5 Remains neutral. equals PPs of Peacetime Production Attack effects (20.16) in future. Greece (1-3†) DR3 Joins Allies (only). available. 16.42 Axis-Soviet Border Disputes As they react, place Italian, Rumanian, and Example: Bulgaria (production 1 PP) During Soviet neutrality (i.e., Molotov Greek units face down in national territory joins the Axis in May/41. Multiplying Pact in effect), both Axis and Soviets must (means New Belligerent: Alliance Checks 20 months elapsed times 1 PP and pending). When finished, turn Yugoslavian occupy all mutual border hexes within/ dividing by four yields 5 PPs of Peacetime units upright to show its Alliance Checks are adjacent to E. Poland, the Baltic States, Production. complete. and Bessarabia to avoid Border Disputes. • Spend these PPs to build up national • Italy Alliance Checks If either side fails to occupy mutual forces as desired before deploying [Uppermost New Belligerent in AR table.] border hexes in these areas, the other them on the map. Unused PPs are Hungary (1*) DR1 Joins Axis (only). side can occupy and annex (16.6 sidebar) lost. them without a Declaration of War. [Spain is not Republican]. Note: Peacetime Production cannot be Moreover, any new border hexes Place Hungarian units face down in Hungary applied in unsupplied locations (e.g., (New Belligerent). Turn Italian units upright Ethiopia). resulting from such annexations then (checks completed). become similarly exposed to new border • Hungary Alliance Checks Remember: Cooperating units (upright disputes if left undefended. In effect, on the OB Cards) receive no further either side can advance 1 hex/turn [Uppermost New Belligerent in table.] Peacetime Production. across undefended borders within the [Italy, Yugoslavia and Rumania belligerent]. specified areas. Turn Hungarians upright (checks done). 16.4 DECLARATIONS OF WAR Grace Period. If the Axis-Soviet • Rumania Alliance Checks Belligerent units can never enter border changes by any means other than [Hungary, Yugoslav, Greece belligerent] neutral territory until a Declaration of Border Dispute (e.g. Politics, Conquest, War (DoW) has been issued (except: see Bulgaria (1-4*) DR6 Remains neutral or Diplomacy), both sides are allowed 16.21 and 16.42). Declarations of War are Turn Rumanians upright (checks done). one Month to garrison their new borders made at the beginning of the COMMAND before the other can annex them by • Greece Alliance Checks phase, and cause the target neutral[s] to Border Dispute. [Italy, Yugoslavia, Rumania belligerent] immediately join the opposing faction. Bulgaria (1-2*) DR3 Remains neutral. Alliance Reaction checks (16.5) are then Turn Greeks upright (checks done). immediately made to see if other neutrals 16.5 ALLIANCE REACTIONS also become belligerent in reaction. Whenever a Declaration of War is [No New Belligerents remain to check.] made, other neutrals may react and • Deploy New Belligerent Forces To Declare War, a faction must be also become belligerent. If so, their Axis applies Peacetime Production to Italian able to enter the targeted neutral and belligerence may trigger further reactions then must actually attempt to do so. and Hungarian units (unless previously in a “domino” effect. Cooperating) then deploys them as desired Chamberlain Rule: The ALLIES cannot within national territory. Declare War before W’39, or while Phony 16.51 Alliance Checks After Declarations of War are made, Allies apply Peacetime Production to War (20.43) is in effect. Yugoslavian, Rumanian, and Greek units then check for Alliance Reactions using the deploys them in national territory. ALLIANCE REACTIONS table (see DIPLOMACY pages 88-91).

© 2014 Columbia Games Inc. 43 VERSION 1.16 EUROFRONT 16.0 WAR AND PEACE

Find the uppermost New Belligerent in 16.71 Demoralization Alliance Reactions vs. Diplomacy the left column of the table. Trace across Demoralized nations can Surrender Alliance Reactions reflect ”heat of the its row to find its Alliance Linkages with (16.8) and/or suffer other effects (below). moment” decisions to join in the defense of (or other Linked Neutrals (top row). Use the Demoralization is caused by: attack on) an attacked neutral, and is a one- time, yes/no determination. first figure in each cell before French France (20.44): Poland is defeated The chances of Alliance Reaction are based defeat and the second figure after. and a French/Belgian major city or a on the number, currency and strength of The passive player rolls one die per Maginot Line fort is lost. alliances concluded between the parties, or Linked Neutral (ignore belligerent nations Norway (20.81): Allied DE NP hostility and/or territorial disputes between and those with no linkage). (Norway-Finland Expedition Proposed). neighboring countries. If the die-roll is equal to or less than Satellite Italy (20.25): Allies control Diplomatic Events randomize the entry of the linkage number, that Linked Neutral Libya, Sicily, Sardinia, Albania or a Neutrals into the war. As opposed to Alliance also becomes belligerent, joining the Major City in Italy. [2F not needed.] Reactions (which are one-time hit-or-miss same side as the New Belligerent it reacted Minor Axis Satellites (16.3): DE 2F. affairs), Diplomatic Events represent long- term application of diplomatic, military, to, unless otherwise specified). Vichy: DE 2F or Allies control Libya. or economic pressure, and have a sense 16.52 Secondary Reactions 16.711 Ambivalence of inevitability about them (players can attempt most DEs repeatedly, as long as the When a Linked Neutral reacts to Norway, Vichy and Portugal Preconditions are met). become a New Belligerent itself, its become ambivalent if demoralized. belligerence triggers a further round of Their units Repulse (7.61) enemy Assaults NOTE: Some DEs are not truly “diplomatic” in nature, but the terminology is retained for Alliance Reaction checks. weakly (only on dierolls of '1') and may Capitulate in combat (see 7.7). continuity with previous editions. If multiple checks are pending, check the uppermost New Belligerent in the table 16.72 Armistice Diplomacy/Politics Terminology first. Complete all checks for one New Once per game, during Allied “Rumania AXIS” means that Rumania must Belligerent before proceeding to the next. POLITICS, the Allies can offer French belong to the Axis faction. (Defeated nations NOTE: Neutrals are checked for possible Armistice. The Axis must immediately do not belong to any faction.) reaction to each New Belligerent in a either accept or reject Armistice (20.46). “Rumania AXIS controlled” means all single “chain reaction” of Alliance Checks. NOTE: if France is demoralized, Allied Rumanian hexes must be Axis controlled. After all New Belligerents have been Solidarity is checked every Axis Politics “EF all-Snow month” means that EF Snow checked for Alliance Reactions, players (see 20.45). Once it fails twice, the Allies weather must be certain (fixed) for the entire deploy newly belligerent forces. The active must offer Armistice next Allied Politics. upcoming month. side deploys its newly belligerent forces Once per game, during Axis POLITICS, “Annexation” means incorporation of an first, then the passive side. the Axis can offer Finnish Armistice. The area into home territory (i.e., new units and Soviets must then immediately either reinforcements can arrive there). This occurs in the cases of Bessarabia and E. Poland 16.6 DIPLOMATIC EVENTS accept or reject Armistice. See 21.48. / Baltic States (annexed to the USSR), W. The DIPLOMACY phase follows 16.721 Withdrawal Poland / Danzig (annexed to Germany, and Production each month. The Allies-Soviets Following Armistice, units left inside Transylvania (annexed to Hungary). (jointly) can attempt one Diplomatic neutralized territory may immediately Event (DE), for which the PreConditions make one Rail or land move to a friendly Politics vs. Diplomacy are currently met (see the DIPLOMACY location (hex/Area) bordering on that Political events can occur at the end of every pages 88-91). Next the Axis has the same territory (no command needed). Units turn (2 times per month), and any number of opportunity. unable to do so are eliminated. these can occur in a fortnight. Procedure: Announce which DE is In contrast, only one Diplomatic Event can being attempted, then roll one die (unless 16.73 Revolt [Allies only] occur per month for each side. it occurs Always). If the result is within Revolt can occur in exploited nations the specified range, the DE occurs (along if the Allies/ Soviets control any national 3 Player Diplomacy with any Other Effects listed) and cannot territory. A Resistance Army appears in home territory (and is restricted to it). When the Allies and Soviets are being played be declined (e.g., Soviet Mobilization). as separate factions, only one Diplomatic Exploitation: Nations that have been Event is allowed per month. Players must 16.7 POLITICS defeated by the AXIS for one complete agree which event is attempted or none can During the Politics phase, the active Winter season (Dec-May) are exploited. attempted. player can check for any or all of the 16.731 France, Greece & Norway following political events (in this order): Once exploited, France, Greece and • Demoralization/ Solidarity Norway can Revolt if national hexes are • Armistice (ALLIES only) controlled by the Allies/Soviets (can only • Revolt/ Surrender (ALLIES only) happen once, multiple attempts allowed). • Defeat/ Conquest Note: If the Axis betrays Vichy, France • Naval Supremacy (see 15.8) can Revolt at any time (no Exploitation or Allied hexes needed).

© 2014 Columbia Games Inc. 44 VERSION 1.16 16.0 WAR AND PEACE EUROFRONT

During friendly POLITICS, the Allies/ 16.82 Land Satellites Control of Territory Soviets can check for Revolt by rolling one For Rumania, Hungary, Bulgaria Control of nations, islands, or colonies is die. If the result is less than the number Yugoslavia, War Weariness equals the defined as control of ALL its hexes. It is not of Allied/Soviet controlled national hexes number of Allied/Soviet controlled necessary that every hex be occupied. (or areas), Revolt occurs. hexes*, plus currently eliminated/ Resistance Army. Upon Revolt, unsupplied units. For this rule, units Satellite Surrender the Allies/Soviets place a Resistance without Secure Supply (11.71) are When an Axis minor has been [reluctantly] army (Maqui/Edes/Norwegian static) at considered unsupplied. forced into the war by Diplomatic Event, it will 1 cv in any national hex not containing *Note: use 1939 or current borders, readily Surrender once enemy forces begin conquering its home territory. a German unit or ZOC. It arrives whichever is smaller. unsupplied (no ZOC) as a normal Allied / On the other hand, if an Axis minor has been Soviet unit, subject to all normal rules. 16.83 Norway a victim of Declaration of War, or has reacted If Allied DE NP is in effect, Norway to the belligerence of a neighbor, it will not 16.732 Yugoslavia is demoralized and can Surrender to the Surrender and can only be defeated by the capture of its capital. If Yugoslavia has been exploited, Allies as for Maritime Satellites (16.81). it can Revolt once per game in any See Allied DEs and Defection (below). Allied POLITICS (no controlled hexes or Surrender and Eliminated Units dieroll needed). The Tito unit arrives 16.84 Surrender Effects Only currently eliminated units count against unsupplied at 1 cv (2 cv after 2nd Front) • That nation is defeated (16.9). a Surrender dieroll. A player can therefore in any mountain hex within Yugoslavia • Territory control is unchanged until resist Surrender by rebuilding eliminated (cannot be Axis occupied). Conquest (16.92) occurs. national units back into cadres. Tito functions as an Allied mountain • Defection. One national unit not in a unit, subject to all normal rules, except hex containing German/foreign Axis ALLIED Volunteer Units units/ZOCs is replaced by a 1 cv for the following special abilities within France (Revolt)† Maquis Yugoslavia only: national Volunteer unit (see sidebar). This unit is to national Greece (Revolt) Edes • Tito is immune to supply attrition restricted territory and adjacent hexes. Yugoslavia (Revolt) Tito (but if unsupplied, it still has no ZOC and cannot build, as usual). • All other national units are Norway (Revolt/Defection) 1 (static) eliminated. • Tito can disengage/retreat into Italy (Defection) Friuli unoccupied mountain hexes *Note: If no unit Defects, a Volunteer unit Vichy (Defection) 2 Mtn Cps* regardless of Axis ZOCs, and is can be built in the national capital in † Can appear in Occupied France or Vichy. any future Production. If no such unit is immune to Pursuit Fire. * Arrives next Production in Algiers/Tunis provided, use any national unit. • If disbanded (11.84) voluntarily (not killed), Tito can reappear again in a Season that starts 3+ months later. 16.9 DEFEAT SOVIET Volunteer Units A Great or Major Power is defeated Rumania (Defection) 1R 16.8 SURRENDER when its capital is enemy-controlled Bulgaria (Defection) 1B AND all national units are eliminated If demoralized (16.71) certain Axis Hungary (Defection) 1H Satellites (16.3) may Surrender if Allied during any POLITICS phase. or Soviet forces control any national A Minor Power is defeated when its Defeated Nations territory. Land Satellites and Maritime capital is enemy-controlled OR all it Defeated nations no longer exist in the game Satellites are treated slightly differently. units are eliminated during any POLITICS. (they no longer belong to any faction regarding Note: After Allied DE NP, Norway can Exceptions: Switzerland and Norway, DEs, etc). also Surrender to the ALLIES (see 16.83). although minor powers, are defeated as Procedure: During friendly POLITICS, major powers (see 20.76, 20.81). Conquest the Allies/Soviets roll 1 die for each Surrender (16.84) also causes defeat. As long as enemy forces remain within its demoralized Satellite in which they control home territory, no automatic change of territory: if the result is less than that 16.91 Defeated Nations territory control occurs. Conquest occurs only Satellite's War Weariness, it Surrenders. Defeated forces are permanently when no enemy forces remain in a Politics eliminated and defeated nations no Phase. Conquest then confers control of all 16.81 Maritime Satellites longer exist (but Conquest still applies). national territory. For Italy, Spain, or Vichy*, War Weariness is the number of enemy- 16.92 Conquest After its defeat, control of a nation's Med Front Colonies controlled ports (major ports count Italy: Libya. double) plus currently eliminated Capital at the end of any POLITICS phase France: Morocco, Algeria, Tunisia. or unsupplied units. For this rule, units confers total control of all national without Secure Supply (11.71) are territory, provided no units of the Britain: Egypt, Palestine. considered unsupplied. opposite faction remain therein. *Note: For Vichy only, MF ports/units Note: Conquest also applies to British/ are counted, otherwise not. Italian/French Colonies in the Med Front.

© 2014 Columbia Games Inc. 45 VERSION 1.16 EUROFRONT 17.0 STRATEGIC OBJECTIVES

17.1 AXIS OIL SUPPLY 17.6 MED FRONT CONTROL Strategic Objective Evaluation The Axis Oil Supply is defined as The conditions below are evaluated Example: If MF Victory has been awarded and a Line of Communication (see 10.22) each friendly Politics, and are reversable. then lost, the MF Allocation level reverts to the level prior to MF Victory, not to 15 PPs.) traceable between Berlin and a major oil source (either Ploesti, Baku, or 17.61 North Africa Victory Abadan). Control of all six (6) major ports Ploesti Oil in North Africa (Algiers, Tunis, Tripoli, Effect: If the Axis has no Oil Supply, all The “Achilles heel” of the Third Reich was Benghazi, Alexandria, Suez) provides petroleum. The Allies out-produced the Axis Axis HQ steps rise in cost by 5 PPs (cadres sufficient MF control to overcome by almost 20:1 in oil. Ploesti’s oil provided +10 PPs). Acclimatization problems: about 40% of Germany’s supply (an equal amount was made chemically from coal). 17.2 AXIS ORE SUPPLY Effect: A player controlling all 6 major North African ports can ignore MF After the Soviets overran Ploesti in September The Axis Ore Supply is a Line of 1944, the Axis fuel situation deteriorated Acclimatization. Communications (10.22) between Berlin rapidly, affecting especially the Luftwaffe. and Gallivare (Sweden). 17.62 Desert Victory Effect: If the Axis has no Ore Supply, Control of all seven (7) major ports Swedish Iron Basic Production drops by 10 PPs. in the MF Desert Zone (the above 6 plus Swedish mines at Gallivare and Kiruna The Axis Ore SeaRoute is a Line Basra) provides sufficient control of the supplied about 30% of Germany’s iron ore, the of Communication traceable between MF to overcome Maintenance problems: bulk of which shipped from Narvik, Norway. Berlin and Gallivare via Narvik and the Effect: A player controlling all 7 MF In early 1940, the British actively considered Northern Seaway (the main delivery route Desert Zone major ports can ignore invading Norway, under the pretext of sending aid to Finland in its Winter War with the USSR. for Swedish iron ore). Desert Maintenance. But Britain actually wanted to interdict iron Effect: If the Ore SeaRoute is broken, the 17.63 Med Front Victory shipments from Gallivare, the rich Swedish Axis loses 5 PPs of Basic Production. Control of all MF major ports orefield just inland from Narvik. except SOUTH AFRICA (Desert Victory plus Allied planners judged that depriving Germany 17.3 SATELLITE RELEASE Karachi) signifies complete control of the of Swedish iron ore would be crippling to its Axis control of Sevastopol and Med Front, merging it into the West Front war production, though recent studies have Odessa allows the release of certain Axis cast some doubt on this. Nevertheless, Hitler for that faction. called Norway the “zone of destiny” and (16.3) armies from (but Satellite restriction • Use WF PPs/Costs, defended it heavily throughout the war. not eliminated and rebuilt units). • Ignore all special MF rules (MF-WF Effect: see Axis DEs 3R and XR. Invasions/Paradrops, Axis Logistics, etc.). Oil and Ore Supplies • SHQs gain full MF/WF Cross- Note: Soviet recapture of these cities once Note that the oil / ore supply locations again restricts affected units. Restricted Command at 100% efficiency. themselves need not be Axis controlled. units outside allowed territory are Neutrality is sufficient. unsupplied. 17.7 SPANISH VOLUNTEERS Allied control of pro-Republican (red) Sevastopol and Odessa 17.4 BALKAN cities in Axis or Nationalist Spain rallies Republican volunteers. Sevastopol, the main base for the Soviet Black PACIFICATION Sea Fleet was reputedly the strongest fortress Result: The Allies can build Republican The Balkans are defined as: Greece, in the world. The threat of air or seaborne static cadres in controlled red cities of Albania, Hungary, Rumania, Bulgaria, and attack on the crucial Ploesti oilfields from Nationalist or Axis-conquered Spain (at there or Odessa tied down large Axis forces. Yugoslavia. normal WF unit costs). One such unit Balkan Pacification means that all can be built in each captured minor city six Balkan nations either: and two in each Major City. These units Mare Nostro • have joined the Axis, or are normal Allied units (not immune Mussolini’s “New Roman Empire” propaganda to supply attrition in red cities/towns), sought domination of the Mediterranean • are controlled by the Axis, or Sea as a renewed Mare Nostrum. Only the • are Cooperating with the Axis. tracing supply to London, but restricted presence of the British Mediterranean Fleet Effect: Favorable Axis diplomatic events to Greater Spain and adjacent hexes. prevented Italy’s large navy from achieving may result: 3R, XR, ME, and TX. The reverse applies equally if the this goal. Axis controls black (pro-Nationalist) cities Assuming France has fallen, Axis control of 17.5 MARE NOSTRO in Republican or Allied-conquered Spain. Gibraltar, Malta, or Suez would expel Allied Axis control of Gibraltar, Malta, naval forces from the western, central, or eastern Mediterranean, respectively, giving the or Suez ensures secure Axis sea lanes to 17.8 SOVIET OIL SUPPLY Axis secure sea lanes to North Africa. North Africa. If the Soviets lose Baku or Rail/Sea Effect: Axis MF Production is not subject Supply to it, their HQ costs rise by 5 PPs/ to Shipping Losses. step (cadres 10 PPs). Note: This rule does not apply under There is also a penalty for the loss of Allied Naval Supremacy. the Soviet Oil SeaRoute. See 20.591.

© 2014 Columbia Games Inc. 46 VERSION 1.16 18.0 MAP EDGE AREAS EUROFRONT

18.1 MAP EDGE AREAS of tracing Command Range and Air Range. Districts Along some map edges are the Long Routes (thicker dotted lines) are Districts are small offmap areas shown as Arctic, Eastern and Southern Zones, which counted as 5 hexes long. circles. They function much like hexes except rail movement is allowed into friendly battles. contain abstracted off-map Areas, either: Straits between areas are 1 hex long. Sea movement is not because the Ports are Districts [circles]: small areas about 2 considered to be besieged hexes in diameter; OR 18.32 Rail Routes Rail Movement is the fastest and Regions [squares]: large areas about 4- Regions 6 hexes in diameter. cheapest method of movement between between friendly areas along a Rail Route. Regions are much larger offmap areas, shown Regions and Districts differ mainly as squares. They are large enough that regarding Supply: supply lines into/ Short Rail Routes are two (2) rail engagement by enemy forces is not considered through Districts are affected by hexes long. Long Rail Routes are five (5) to affect the rail net or ports. Rail Movement the presence of enemy units (i.e., rail hexes long. is still allowed into or through the Region. Sea engagement), while those in larger Regions Rail Moves involving both hexes and Movement is allowed into friendly battles. are not (see 18.5). routes can be freely combined using Areas have terrain, which affects Route distances as above. Linking such Tracing Air/Command Range by Sea stacking, combat and supply as for hexes. rail moves is allowed. When tracing Air/Command Range over It does not affect movement. a combination of Routes and Sea hexes, 18.33 Road Routes consider any area bordering a sea hex to be 18.11 Area Control A unit moving along a Road Route one hex further away. As with hexes, Areas change control (or engaging by Rail Route) moves by Example: Bremanger is 4 hexes from the only upon undisputed enemy occupation. Marches only. Units can make one March Shetlands (3 North Sea hexes plus 1 hex The Original Defender retains control of or DoubleMarch per turn. further). Thus Alesund is 6, Andalsnes 8, engaged areas. Nations initially control all Dombas 10 and Trondheim 12 hexes from the 18.331 Marches Shetlands (via 2-hex Short Routes). areas within home territory. Any unit can March along a Short Air/Command Range is NOT traceable over sea Route, regardless of its speed, weather, 18.12 Area Stacking areas that are not covered with hexes (e.g., the Stacking varies with Area terrain the or terrain. Marches can be commanded Norwegian Sea). same as hexes. by normal HQ command or by SHQ/ THQ command (cost 1 Supreme Move). Counting Area Movement 18.2 AREA COMMAND Any unit can DoubleMarch along There is NO aditional movement cost for a Long Route, regardless of its speed, 18.21 HQ Movement entering an Area. The movement cost is for weather, or terrain. DoubleMarches can traversing the Route only. Activation. HQs cannot deploy along be commanded by SHQ/THQs only (2 a Route (too far, see 18.31). Example: II cv THQ Dietl in Petsamo can support Supreme Moves per DoubleMarch). combat in Murmansk (with an Airstrike!) in Dry Deactivation. HQs can mobilize Marches have no on-map movement. weather. along Short Routes by 1 March (see 18.33). SHQ/THQs can also mobilize 18.34 Sea Movement/Invasion Engaging Enemy Areas along Rail Routes by Rail (18.33). Units can Sea Move between friendly Units entering an enemy controlled area HQs can enter engaged areas (unlike Areas with Ports (but see 18.35 regarding cannot use Rail Movement. Therefore units for hexes), either under the command engagement) by normal Sea Movement. engaging enemy areas must move by March, of another HQ or when mobilizing (but Sea Invasions can only be made into even along Rail Routes. cannot attack alone). Areas with Ports (NOTE: mountain/marsh A March along a Short Route costs 1 Supreme terrain do not prohibit this). Remember: Move. A DoubleMarch along a Long Route costs 18.22 HQ Command Range THQs cannot command Sea Invasions. 2 Supreme Moves. Command Range along Routes is Movement along Road Routes always requires measured by equivalent hex distances. 18.35 Engaged Areas Marches. Example: An HQ III can exert command Ports and Rail Lines in Districts (small 2 hexes along a Short Route, plus 1 hex areas) are affected by engagement just further on-map. like hexes: no Sea or Rail Movement is allowed into them (and Ports are besieged). 18.23 HQ Air Range However, for the Original Defender, Air Range is calculated as for 18.22. use of Ports and Rail Lines in engaged Regions (large areas) is not affected. 18.3 AREA MOVEMENT The Original Defender (only) can move 18.31 Routes units in and out of engaged Regions by Rail (red) and Road Routes (brown) Rail or Sea Movement, and can even rail are dotted lines connecting off-map Areas right through engaged friendly Regions. to each other or to on-map hexes. Units can only enter enemy controlled Short Routes (thin dotted lines) are areas by by Marches (18.311), never by considered 2 hexes long for the purposes strategic Sea or Rail Movement.

© 2014 Columbia Games Inc. 47 VERSION 1.16 EUROFRONT 18.0 MAP EDGE AREAS

18.36 Disengagement besieged (Siege Supply applies). Both sides Units can disengage by March or by can trace Rail/Road Supply into (but not Strategic Movement, but must Retreat by through) engaged Districts. March (Pursuit applies). 18.6 AREA Units must disengage into friendly hexes/areas, including re-engagement PRODUCTION into friendly battle areas. 18.61 Area PPs Area PPs follow the same rules as for 18.37 Engagement Limit hexes. Rail/Sea Supply is necessary to The engagement limit is two (2) produce PPs. units per Route, regardless of route type, terrain or weather. 18.62 Area Unit Costs Units occupying areas are rebuilt 18.38 Sea Invasion using normal rebuilding costs. Coastal areas containing ports can Engaged Unit Rebuilding: Because be Sea Invaded (15.5) in the same way as opposing units in the same area are not coastal hexes, except that (unlike hexes) necessarily close, they can be built up area terrain (e.g. mountains) does not during Production, but using double prohibit Sea Invasion. Areas without ports, normal costs. Cadres can also be rebuilt however, cannot be sea invaded. in engaged arrival areas at double cost. 18.39 Paradrops This applies to units of both Original Paradrops are NOT permitted into Defender and Original Attacker (must be off-map Areas. supplied). 18.63 Arrival Locations 18.4 AREA COMBAT New units (rebuilt cadres and arriving Combat within areas is always reinforcements) can arrive in qualified optional except that [river/ sea/ air] friendly areas. Assaults must be fought that turn. SOVIET/AXIS units: home areas. Original Attacker forces always ALLIED units: friendly-controlled areas remain revealed, whether or not combat containing a major port. is to occur (unactivated HQs of the Original Attacker remain upright, but can be inspected by the opponent). Defending units are revealed only during combat. Area terrain and weather apply normally regarding combat.

18.5 AREA SUPPLY A major difference between Districts and Regions is the treatment of engaged ports and rail lines within them. 18.51 Region Supply The Original Defender of an engaged Region (large area) retains full use of its rail lines, roads, and ports. If a port is present, Sea Supply (not Siege Supply) applies. Rail Movement, Rail Supply, and Road Supply can pass into or through friendly Regions even when engaged. Original Attackers can trace Rail or Road Supply into (but not through) an engaged Region. 18.52 District Supply Districts (small areas) follow the same supply rules as hexes: Rail Supply terminates in engaged Districts (i.e., cannot be traced through them), Rail Movement must stop there, and ports are

© 2014 Columbia Games Inc. 48 VERSION 1.16 19.0 VICTORY EUROFRONT

19.1 VICTORY 19.5 THE STRUGGLE FOR Victory Conditions Players can score a ‘sudden-death’ EUROPE (1944) The Axis Victory conditions are based on Victory at any time. Otherwise, Victory is attaining a defensible and economically viable Starting so late in the war, the empire (one that is capable of matching Allied determined at the end of May/45. 1944 Scenario employs special victory industrial power in the long run), not upon The 1944 Scenario (only) uses conditions using Victory Cities. Nazi survival into 1945 or some variation on a Victory Conditions in 19.5. There are 21 Victory Cities in the slow death. game, shown on the map as black The Allied Victory Conditions are based upon 19.2 AXIS VICTORY squares (Berlin counts double). the total destruction of the Nazi empire within Note: for Victory calculation purposes, the historical time frame. Allied planners The Axis and Allies/Soviets try to use full 'wartime' Production (i.e., not worried that further continuation of the war control as many Victory Cities as possible might result in Allied and Soviet manpower divided by 3) even for powers that are not by June 1945. shortages, and deterioration in the strategic belligerent (e.g. Soviet Union). balance due to the introduction of advanced To determine Victory, double the German weaponry such as the Me262 jet 19.21 Axis Decisive Axis Victory City total at the end of May fighter and the type XXI U-boat. If, during any Production, the Axis 1945 and compare this to the Allied/ PP total is at least twice the total of Soviet total. Axis Decisive Victory (200%+) Allied/Soviet Production, the Axis Neutral Victory Cities do not count This Victory Level typically requires the defeat immediately wins a Decisive Victory for either side. of Britain or the USSR. (game ends). Victory Cities must in in Rail/Sea Axis Major Victory (100%+) 19.22 Axis Major Supply to be counted. Axis Major Victory requires the Axis to control At the end of May 1945, Axis non-neutral continental Europe, the Ukraine, Production exceeds combined Allied/ 19.51 3-Way 1944 Game The 1944 Scenario can also be and the Mid East (or an economic equivalent: Soviet Production. ±145 PPs) into Summer 1945. played as a 3-way Game, with the 19.23 Axis Minor Soviets played separately, not as part of Axis Minor Victory 75%+) At the end of May 1945, Axis the Allied “team.” Axis Minor Victory requires the Axis to control Production totals at least three-quarters In this case, the Allies, Germans and non-neutral continental Europe plus some of of combined Allied/ Soviet Production. Soviets all vie for control of Victory the Ukraine (or an economic equivalent: ±125 PPs) into Summer 1945. 19.24 Axis Marginal Cities at the end of May ‘45. Other game rules are unaffected, At the end of May 1945, Axis Axis Marginal Victory (66.7%+) notably: Production totals at least two-thirds of Axis Marginal Victory requires the Axis to combined Allied/ Soviet Production. • Allied and Soviet units cannot occupy hold all continental Europe (or the economic the same hex (and hence cannot fight equivalent: ±115 PPs) into Summer 1945. 19.3 ALLIED VICTORY each other). • Allied and Soviet units can pass Draw (33.3%+) 19.31 Allied Decisive through each other’s territory but hex The Axis must retain its core territory (Rhine- Allies/ Soviets control Berlin by the control is not affected (neither can Alps-Vienna-Vistula) or economic equivalent end of W’43 (May/44). take control of a hex controlled by (±75 PPs) into Summer 1945. the other). 19.32 Allied Major 3-Way Game Victory Examples At the end of W’44 (May/45), the Allies/ Soviets control Berlin by the 1) The Axis can win the 1944 3-Way Game by end of S’44 (November/44). player (Allied/Soviet/Axis) with the most holding a perimeter into Summer 1945 that Victory Cities wins. 19.33 Allied Minor includes Germany, Copenhagen, Oslo, Prague, NOTE: Although the Axis must still be and Amsterdam. This would give them 9 Allies/ Soviets control Berlin by the severely weakened for either the Allies Victory Cities, leaving 10 for the Soviets and end of W’44 (May/45). or Soviets to win, 1944 will play out Allies to share. 19.34 Allied Marginal quite differently as the Allies and Soviets 2) Historically the Soviets won the 3-Way Game, capturing 10 Victory cities: Bucharest, Allied/Soviet Production totals at maneuver for postwar advantage! Sofia, Belgrade, Budapest, Konigsberg, least triple total Axis Production at the Warsaw, Vienna, Prague, and Berlin (2). end of May 1945. The Allies captured 8 Victory Cities: Rome, Milan, Paris, Athens, Amsterdam, the Ruhr, 19.4 DRAW Hamburg, and Munich. If none of the above results are The Axis retained none (Copenhagen was Axis achieved, the game is a Draw. controlled but is not counted due to lack of Rail/Sea Supply with Berlin lost). Istanbul, Madrid, and Stockholm remained neutral.

© 2014 Columbia Games Inc. 49 VERSION 1.16 EUROFRONT 20.0 GERMANY

20.1 GERMANY (see Betrayal, 20.17). The Curzon Line Germany is the Axis great power. Italy. The Occupation Limit (4 units) The Curzon Line is the 1941 German/Soviet Germany includes East Prussia and also applies to Italy Proper (20.2) unless border, comprising the E/W Poland division plus the E Prussia-Baltic States border. Austria, and controls Czechoslovakia. Italy is demoralized (16.71). Note: Swalki (originally part of Poland) is west of Danzig and West Poland are annexed 20.14 The Molotov Pact the Curzon Line. to Germany upon DE PW (Phony War). Entry of non-national Axis units Danzig & West Poland 20.11 German Forces into the Baltic States, Turkey, Persia Once Poland is defeated, Axis DE PW (Phony German units have gray labels (SS or Finland (unless FL/FX is in effect), War) can annex Danzig and West Poland (that labels are black). Med Front units have constitutes a Declaration of War on the part west of the Curzon Line) effectively by orange circles on the label; North USSR. incorporating them into Germany. Front units have blue circles. Axis units can enter Eastern Poland German WF Infantry Med Front Veterans have “V” inside (east of the Curzon Line, see sidebar), but German WF infantry corps are generally must exit all units during the month of divided into two units, one being a static an orange circle. These units can operate component. As a result, their infantry Polish Partition [Allied DE PP]. Failure in the Med Front without penalty (but are components are now limited to 3 cv. not restricted to it). to do so constitutes a Declaration of War on the USSR. Important: no German units are allowed Med Front / North Front Units in Egypt before the Afrika HQ arrives. 20.15 Axis-Soviet Borders MF Veterans The DAK unit is elite armor only During Soviet neutrality, the Axis Afrika HQ within the MF. Outside the MF, it is a should occupy all hexes that border the DAK Armor Corps normal armor unit. annexed Soviet territories of East Poland, LtAfr Mech Corps 2 Para Static Corps Med Front Expeditions have “E” the Baltic States and Bessarabia. Failure MF Expeditions [Tunis/Istanbul Basing] inside an orange circle. These units can to do so risks their loss (see 16.42 Axis- Soviet Border Disputes). AG ‘G’ HQ operate in the Med Front without penalty South Armor Corps under certain conditions (see Tunis/ 20.16 Axis Surprise 90 Infantry Corps Istanbul Basing 21.385). When the Axis Declares War upon a 90 Static Corps North Front Veterans have “V” neutral, it is Surprised for that fortnight. NF Veterans inside an blue circle. These units have • Surprised HQs are disrupted. Dietl THQ 18 Mountain Corps reduced acclimatization on entry into the • Assaults (7.6) within the territory of a North Front and can operate in the Arctic 36 Mountain Corps surprised nation cannot be Repulsed 33 Infantry Corps Zone without penalty. (ignore Repulse results). Note: fortified 33 Static Corps The Dietl THQ can provide combat ports (1.44) cannot be Surprised. 19 Infantry Corps support within the NF. • Sea Interdiction (15.7) is nullified in 19 Static Corps seas controlled by Surprised nations . 70 Static Corps 20.12 Command and Supply 71 Fort Corps German units can be commanded by If Axis Betrayal (20.17) occurs, Axis German or Italian HQs. Surprise effects are canceled in future. Axis Occupation Limits Berlin is the German capital. It 20.17 Axis Betrayal Most Axis minor powers resisted the large is also the Axis Supply Origin (10.2) An Axis Declaration of War upon scale stationing of German forces on their soil, provided it can trace rail/sea supply a pro-Axis Neutral (see OB Cards), rightly fearful for their independence. Mussolini to another friendly Victory City (black Cooperating neutral or Axis minor refused to allow German forces in Libya until numbered square). power (e.g., violating Occupation Limits) after the disaster at Beda Fomm, and resisted constitutes Betrayal. major deployments in Italy itself until Tunis 20.13 Unit Restrictions had fallen. In the future, no further pro-Axis 2.131 Cooperating Neutrals Alliance Reactions can occur and +1 is The Molotov Pact Axis forces can pass through the added to all Diplomatic Event dierolls (see The Molotov Pact, signed in August 1939, territory of a Cooperating neutral by Rail 16.41 for details). secretly mandated German and Soviet spheres Movement (only), but cannot remain of influence in Eastern Europe. Finland, without a prior Declaration of War (see 20.18 Winter Paralysis Bessarabia, the Baltic States, and Poland east 16.4 & 20.17). During the first Winter season that of the Curzon Line (the 1941 German-Soviet the East Front is active, the Axis suffers border in Poland) were assigned to the Soviets. 20.132 Occupation Limits Germany was assigned the remainder of Axis Minors. No more than four (4) serious disadvantages (see 12.45). Central Europe, including Western Poland. German (or other foreign Axis) units can 20.19 Axis Production Axis Surprise be inside the territory of an Axis minor Prior to activation of the East Front The Nazis gained considerable military unless Allied/ Soviet units have entered (21.22) or Med Front (21.32) all Axis PPs advantages from their unscrupulous policy its territory (as currently defined). are considered West Front Production. of attacking neutrals without an advance Exceeding Occupation Limits requires After activation, Axis Production on these Declaration or War. The Allies (and Soviets) never receive Surprise benefits. a Declaration of War upon the Axis minor other fronts is segregated (see 11.5).

© 2014 Columbia Games Inc. 50 VERSION 1.16 20.2 ITALY EUROFRONT

20.2 ITALY 20.23 Unit Restriction Greater Italy Italy is an Axis major power. It Italian MF Residents are Restricted to The full extent of Mussolini’s ambition for Italy includes Sicily and Sardinia, and controls the Med Front. included all the territories listed plus Ethiopia. Mussolini liked to call this fictional creation the Albania, Libya, Rhodes, and ETHIOPIA If Italy becomes belligerent by “New Roman Empire”, but he proved himself (which contains a base). Diplomatic Event IX (as is usual), like all an unworthy Caesar. Italy Proper is composed of Satellites (16.311) its other forces are mainland Italy, Sicily and Sardinia. restricted: in Italy's case to Greater Italy and adjacent hexes. Some or all restricted Italian Belligerence & Naval Parity Greater Italy is composed of: Italy units may be released from restriction by When Italy joins the Axis, the Ionian and Proper, Albania, Yugoslavia, Greece, the Central Mediterranean seas become Axis Axis Diplomatic Events XR and IU. entire Med Front, and all Mediterranean controlled, blocking the Mediterranean Seaway Basin islands. Italian units are commonly 20.24 Command & Supply for the Allies. restricted to Greater Italy and adjacent German HQs can command Italian If the Axis has secured a Northern Seaway by hexes. units, and vice-versa. conquering Denmark and Norway, Allied Naval Supremacy ends and Naval Parity begins. 20.21 Italian Forces National Supply. Italian units trace Italian units have yellow labels with supply to Rome, which must then trace Med Front Units green centers. Med Front units have National Supply to Berlin (see 10.2). orange circles on their labels. The East MF Residents 20.25 Italian Surrender CS THQ Front unit has a red circle. Provided Italy is an Axis Satellite, it 10 Infantry Army MF Residents have “R” inside an is demoralized (16.71) by Allied control Libya Colonial Army orange circle. They operate in the Med of Sicily, Sardinia, Libya, Albania or any 1 EAfrica Colonial Army (Ethiopia) 20 Mech Corps [reinforcement] Front without penalty, but cannot leave it Italian major city. Once demoralized, it can (restricted to the MF). MF Expeditions Surrender once the Allies control any 8 Infantry Army EF/MF Expedition. The Italian 8I port in Italy Proper ( 16.8). infantry has “E” inside its red circle. This 20.26 Italian Defeat Italian Restriction unit can operate in the EF if released by Italy’s agenda in WW2 involved a renewed Axis Diplomatic Event XR. It can also Upon Italian defeat (see 16.9), all seas in the Mediterranean Basin (see 15.1) empire in the Mediterranean and Balkans. operate in the MF without Maintenance Mussolini wanted no part of a major land war become Allied controlled, regardless of penalty if Tunis Based (see 21.385). in Europe. naval base ownership. 20.22 Belligerence For political reasons, Mussolini refused repeatedly to countenance loss of Libyan Italy can become belligerent territory even if military disaster loomed. by Declaration of War or Alliance Requiring Italian Med Front forces to defend Reaction, but most often does so by North Africa to the death simulates this Axis Diplomatic Event IX (which is a political imperative. mandatory DE for the Axis if France is defeated and Italy is not belligerent). Italian Surrender Setup: Upon belligerence, the 1EA As the tide of war approached, Italy began to static unit starts in Ethiopia, the 3 MF doubt the wisdom of continuing the struggle Residents start one per Libyan port, and by serving as a battleground for the defense the Lib mech unit arrives in Tripoli the of the Reich. Secret talks undertaken with the next Production. Allies led to Italy’s surrender even as Allied landing craft approached Salerno Bay. Other Italian units are initially However, Hitler anticipated this development deployed in Italy Proper and Albania, and deployed sizeable German forces into at least one unit in each Italian major city Italy. Most Italian forces were easily disarmed, and Albania. although several units resisted and paid dearly Peacetime Production: Upon (officers were shot). belligerence, supplied Italian units can be built up with Peacetime Production (see Control of Sicily and Sardinia 16.32). MF Residents may be increased Control of either island is defined as control of at double Extreme Costs. The Ethiopian all its hexes. static 1EA is not supplied (see 10.71) and cannot be built up with Peacetime Production. The Med Front is activated by Italian belligerence. In the next Production phase, both sides make their initial MF PP Allocations (see 21.37).

© 2014 Columbia Games Inc. 51 VERSION 1.16 EUROFRONT 20.3 BRITAIN/U.S.

20.3 BRITAIN/U.S. 20.32 US Belligerence Commonwealth Forces Britain/US is the Allied great power. In Dec. 1941, the USA joins the While British soldiers were respected by the Britain and the U.S. are considered one Allies. US forces function as British Germans for their defensive staunchness, Commonwealth troops were well regarded for nationality for game purposes. units: no distinction is made regarding command, supply, production, etc. their attacking prowess. Britain controls Gibraltar, Malta, There was great selflessness in the submission Cyprus, Egypt, Palestine, Arabia, Sudan, 20.33 Command & Supply of Commonwealth forces to British command, Somaliland, Aden, Kenya, Afghanistan, British/US HQs can command the despite serious differences in strategic outlook India, South Africa and bases in Iraq and movement of British/US forces only and style. Persia (21.397). (exception: Allied SHQs can move Allied 20.31 British/US Forces minor units, see 5.34). The US Army British forces have tan labels. Canadian London is the Allied Supply Origin, The strengths of the US Army were logistics, forces have blue centers and Polish forces provided it can trace rail/sea supply to firepower, and organization, with artillery, air, and logistical support on a level unapproached red centers. US forces have olive labels, the Atlantic Ocean. by any other army. Free French with dark blue centers. All Chamberlain: The Allies cannot these units are functionally equal. Med Common language aside, rhe outstanding level Declare War before W’39, nor during the of cooperation achieved with Britain was due Front units have orange circles on the Phony War (except: Norway, see DE NX). in no small part to Eisenhower, and also to the label, North Front units have blue circles. personal qualities of the British commanders. 20.34 Unit Restrictions North Front Expeditions have “E” Med Front: Until the Med Front inside a blue circle. opens (Italian belligerence), only MF Med Front Units • the 3 NF Brigade Groups (NExp, HA & Residents can occupy the Med Front, and MF Residents (British) TA) are restricted to the NF and Britain, only the Fortress Garrisons can occupy ME THQ and may enter the NF with reduced Malta/Gibraltar. WDF Mech Corps Acclimatization (21.441) and operate PalF Infantry BrigadeGroup French Colonies: While France is in the Arctic Zone without Maintenance HabF Mech BrigadeGroup undefeated, British forces cannot enter (see 21.461) after Allied DE FR. IndF Infantry BrigadeGroup French North Africa (FNA), unless Axis ANZ Infantry Corps [reinforcement] •The Canadian Mech units are not units have entered first. restricted, but only gain the above NF MF Veterans (British) privileges after Allied DE 2F. Red Army: Allied units (blue blocks) 21 AG HQ 13 Mech Corps Med Front Residents have “R” inside cannot enter a hex containing Soviet units (red blocks). 10 Infantry Corps an orange circle. These units can operate 30 Armor Corps NOTE: Allied/ Soviet territory is common in the Med Front without Maintenance but MF Expeditions cannot leave it (restricted). for command, supply, and movement AF SHQ [British] The 3 MF Resident Brigade Groups purposes. Units can enter hexes controlled 15 AG HQ [British] (HabF, PalF, and IndF) must set up in (but not occupied) by the other, but this 5 Infantry Corps [British] separate Mid-East Mandate ports or bases, never alters its ownership for PP purposes. 2 Para Corps [British] SHAEF US SHQ (or see Setup cards for Historical game). 20.35 Full Motorization 2 US Amphib Corps The other 2 MF Residents set up in British/US infantry and amphibious 6 US Amphib Corps separate Egyptian ports. units are fully motorized, moving 3 hexes in Dry weather. Med Front Veterans have “V” inside North Front Units an orange circle. These units can operate 20.36 Allied Betrayal NF Expeditions in the MF without penalty (no Maintenance) Allied (not Soviet) Declarations of *NExp Infantry BrGroup [after FR]] but are subject to Acclimatization upon War upon neutrals normally constitute *HA Static BrGroup [after FR] initial entry (see 21.351). They are not Betrayal (see 16.41): all future pro-Allied *TA Static BrGroup [after FR]] 1 Cdn Mech Corps [after 2F] restricted to the MF but must re-acclimatize are cancelled, and +1 is Alliance Reactions 2 Cdn Mech Corps [after 2F] if they leave and re-enter (change). added to all future Allied (but not Soviet!) * Restricted to Britain/NF Med Front Expeditions have “E” Diplomatic Event dierolls (making success inside the orange circle. These units can less likely). operate in the MF without penalty (no Exceptions: the following Allied DoWs Britain Stands Alone Desert Maintenance) only if Morocco Based are not considered Betrayal if the Once France is defeated, the Allies must (see 21.382). conditions specified below are in effect: walk a very fine line to successfully defend Garrisons (static units) are restricted to both Britain and the Mid East. They have • DoW on Norway: DE NX in effect. very limited offensive potential until the US Britain, Gibraltar, and Malta (units in the • DoW on a ME Mandate (20.92): DE enters the war, and even then the buildup is latter 2 fortresses are subject to special excruciatingly slow. rules before the MF “opens”, see 21.315 ME has occurred. and 21.32). Two Home Guard garrison • DoW on a Cooperating Axis Minor: units arrive following French defeat. DE 2F in effect.

© 2014 Columbia Games Inc. 52 VERSION 1.16 20.4 FRANCE EUROFRONT

20.4 FRANCE 20.43 Phony War The Maginot Line France is an Allied major power. It The Axis Peace Offer DE (following The location of the Maginot Line fortifications includes Corsica and controls French North Polish defeat) begins the Phony War. was well known before the war. Unlike several German-held fortifications in the war, which Africa (Tunis, Algeria, Morocco, W. Africa). During Phony War, the ALLIES can neither Declare War nor build more than 1 survived isolation for lengthly periods, the If France is defeated, Vichy (20.48) Maginot Line surrendered once surrounded. French cv/month. or Free France (20.49) comes into being. These successor states can use surviving Phony War ends upon AXIS entry French Artillery French units, but follow distinct rules. into France/Belgium/Holland, ALLIED control of a City/Resource hex within French infantry units in EuF are armies, French North Africa (FNA): Control not corps. Larger than other armies in the Germany, or Soviet Emergency (DE SE). of a Colonial Capital confers control over game (e.g., Italian, Soviet, minor power), with its territory (but Conquest applies, 16.92). 20.44 French Morale excellent artillery, they were considered the equal of any in Europe. Defensively minded Axis FNA Colony Capital France is demoralized ( and slow, in practice they proved vulnerable to Morocco Casablanca POLITICS) when Poland is defeated and the Blitzkrieg. Accordingly, they are represented as Algeria Algiers AXIS controls a French/Belgian major 4cv units with DF defensive firepower. Tunisia Tunisia city, OR Maginot Line hex. Upon French defeat (20.47) control of Effect: All French HQs are permanently Phony War FNA capitals passes to the Allies, Axis, or disrupted, its infantry reverts to SF/SF Grievously damaged in WWI, France went Vichy depending on how defeat occurs. (the Artillery effect is lost), and Allied reluctantly to war over Poland, opposing Solidarity (below) must be checked. aggressive Allied action in hopes Germany 20.41 French Forces would remain defensive in the West. When French WF units have purple/red 20.45 Allied Solidarity Hitler followed his quick Polish victory with labels. They are restricted (16.311) to Once France is demoralized, Allied an offer to quit hostilities based on accepting France, Belgium and nations adjacent Solidarity is checked in that and each Poland’s extinction, many French saw nothing to them. At least one unit (HQs are units!) subsequent Axis POLITICS phase. to gain (and much to lose) by continuing must start in each French major city. the struggle. As a result, the French Army Solidarity is based on the size of the improved little if any over that winter. Eliminated French units can be rebuilt in British Expeditionalry Force (BEF): defined any French major city. as the number of British units in (or French Army Artillery: French eliminated in) France/Belgium, with units Allied Solidarity Example infantry units, due to their size (armies) in/adjacent to Belgium or AXIS controlled Brussels is captured by the Axis during May I, and strong artillery, have DF defensive hexes in France counting double. 1940. During Axis Politics, the French become Demoralized. In Allied Politics, Allied Solidarity firepower. Offensive firepower remains SF. Procedure: During AXIS Politics, the must be checked. Sedan Appendix: One French unit Axis player announces “solidarity check”; Example: 1 British unit was killed in France can occupy the Phillippeville/ Sedan hex the Allies state BEF size. The Axis rolls (1), 2 are in Belgium (4), and one is in France, of neutral Belgium. This unit is subject to one die: if the result is greater than or NOT adjacent to Axis-controlled hexes (1). Belgian Surprise. equal to the BEF, Solidarity fails. Allied Solidarity =6. so Solidarity fails on "6". Maginot Line: The 3 French fort units On the first failure, the Petain Regime must be deployed in Metz, Strasbourg, takes over France. If it fails a second French Armistice and Mulhouse and cannot be moved. They time, France must offer Armistice in the As French National Supply becomes untenable, lose all special fort unit abilities (including next Allied POLITICS. failure to offer Armistice risks the loss of FNA survival at 1cv) while unsupplied. as well as France. Once National Supply is lost, 20.46 French Armistice all French units (including MF) begin dying MF Residents: French units with Once per game, the Allies can offer of attrition. After the last unit dies, France orange circles containing “R”on the labels. French Armistice during Allied POLITICS, is Defeated in the next Axis Politics phase, They are restricted to the Med Front, but seeking negotiated peace in France (may allowing the Allies an opportunity to Sea exempt from Desert Maintenance. They are be forced, see above). Invade into FNA ports (now Axis controlled) initially deployed in or adjacent to FNA before the Axis can occupy them (by Sea ports, at least one unit per colony. The Axis must immediately either Movement) in their ensuing turn. A struggle accept or reject Armistice. for FNA will likely follow. 20.42 Command & Supply Acceptance: France is defeated -- all Accepting Armistice eliminates the French Command Coordination: French units are eliminated, and a new army at once, but guarantees a Vichy- HQs can only move French units, not neutral nation, Vichy, is created defended “soft spot” for later Allied invasion British units (GQG SHQ can also move from part of France (see 20.48). The in French North Africa. It also complicates the process of Spain Joins the Axis (as Vichy must Allied minor units, see 5.34). They can rest, Occupied France, becomes Axis be Betrayed). provide combat support any Allied unit. upon Conquest (see 16.92). Rejection means that French troops become Gamelin: during the fortnight of Rejection: France is defeated and Free French (effectively British troops), and Belgian Surprise (20.16), Allied HQs in Free France is created (see 20.49). can be evacuated to North Africa or Britain France cannot Blitz (are NOT disrupted). Anglo-French Union is declared, and by sea. This usually means a stronger Allied National Supply: French National all remaining French units convert to presence in North Africa, though Spanish Supply (10.2) traces Paris to London. Free French. involvement, which becomes more possible, may offset this.

© 2014 Columbia Games Inc. 53 VERSION 1.16 EUROFRONT 20.4 FRANCE

20.47 French Defeat 20.483 Vichy Forces French Defeat France is defeated once Armistice is As a Cooperating neutral, Vichy forces Retention of its overseas empire was one either accepted or rejected (with Vichy are stood upright on the Pro-Axis Minor of France’s main reasons for the Armistice or Free France, respectively, becoming its OB card to show that they are buildable settlement with Germany. successor state). It is also defeated if the but not eligible for Peacetime Production Capital and all units are lost (see 16.92). (Vichy PPs are ceded to the Axis). Mussolini the Jackal Upon French defeat: 20.484 Vichy Belligerence Despite the Pact of Steel with Germany, and his extensive territorial ambitions, Mussolini If the ALLIES Declare War on Vichy, • (Italy neutral) DE IX (Italy Joins AXIS) understood Italy’s military and naval inferiority XIS black block is mandatory for the Axis next it joins the A (use Vichy to France and had no intention of fighting the Diplomacy phase. units). The Med Front Residents set up Allies until the military balance was favorable. in/adjacent to FNA ports, at least 1 unit/ • British units can now enter FNA. The rapid collapse of France surprised • The two (2) British Home Guard units FNA Colony (see 20.4). The other 2 units all of Europe, but Mussolini was quick to set up in European Vichy territory. arrive next PRODUCTION. attack France once it was clear that his • Use the second figure in each cell of If the AXIS Declares War on Vichy, Mediterranean rival was doomed. With France out of the way, no Balkan or Mediterranean the Alliance Reaction table. Vichy joins the ALLIES as Free French (see 20.49). Its units (blue block Vichy power could match Italy, and the empire • Axis DE RB becomes possible. building could begin. Jealous of German • Occupied France (see below) can units) set up as above. successes, Mussolini could not have been Revolt (16.73) once exploited. NOTE: An Axis DoW on Vichy is restrained by German “advice” (hence Arab Nationalism: If France is Betrayal, and also puts France in Revolt automatic belligerence). defeated (16.9) without an Armistice offer, (see 16.731). all FNA colonies immediately become Vichy can also join the ALLIES via Syria Axis controlled, except where Allied Allied DE VF if the Allies successfully In reality Syria was a Vichy colony, but its units/ZOCs are located. invade Occupied France (setup as above). overt aid to Germany provoked Allied invasion and conquest, without any effect on Allied- 20.48 Vichy 20.485 Vichy National Supply Vichy relations. So in EuF, Syria is treated as If Armistice is accepted, Vichy is The Vichy capital, Lyon, must trace an independent ME Mandate. created from part of France. Vichy is National Supply (10.2) normally. initially a neutral minor power (capital A FNA colonial capital (20.4) can Vichy Forces Lyon), Cooperating with the Axis (see also act as national capital for Vichy MF Under Armistice terms, Vichy was limited to a 16.2). As long as Vichy remains neutral, Residents (only), provided it can trace 100,000-man domestic army, but could retain controlled seas (Gulf of Lyon, West National Supply (eg, via Spain). its existing colonial forces. Mediterranean, and Tyrrhenian Sea) also remain neutral. 20.486 Demoralization Vichy becomes demoralized if Libya Vichy Surrender 20.481 Vichy Territory is Allied controlled or the Allied 2F DE When the Torch invasion landed in Morocco Vichy territory is shown on the occurs (see 16.71). and Algeria, there was considerable confusion map, and also includes Corsica. Vichy among the local Vichy commanders as to their Ambivalence (16.711): Demoralized retains control of French North Africa response. Vichy units only Repulse Allied Assaults (Morocco, Algeria, Tunisia, & W. Africa). The Allies had made surreptitious approaches on a DR of ‘1’ (see 7.61). They can also Withdrawal: Upon Armistice, all to “sympathetic” Vichy generals; some did Capitulate (7.7) to Allied units in combat: what they could to aid the invaders, some Axis & Allied units within Vichy territory if a US unit rolls 1 or 2 in combat, all resisted fiercely, and others sat on the fence must immediately Withdraw (16.721) to a Vichy units in that battle are eliminated. pending “orders” from higher up. controlled hex bordering Vichy territory British units obtain the same result on Following the consolidation of the Torch (no command needed and unit speed is dierolls of 1. landings, few Frenchmen wanted to continue irrelevant). Subsequent entry into Vichy fighting for the Nazi regime. All resistance 20.487 Vichy Surrender territory requires a Declaration of War. ceased within a few days. If demoralized, Vichy may Surrender Occupied France: The remainder (see 16.81) if the Allies have captured NOTE: After Vichy Surrender the FF 2 mountain unit (MF Veteran) arrives in Algiers/ of France (aside from Vichy territory). any Vichy ports (including FNA ports). Control is not affected by French defeat. Tunis as an Allied reinforcement. In the next Production following 20.482 Vichy Cooperation Vichy Surrender, the Free French 2 Mtn Vichy Capitulation upon Repulse As a Cooperating neutral (16.2), unit appears (Algiers or Tunis) as a Allied repulse of a Vichy assault (i.e., on a DR Vichy’s production (4 PPs with Tunis) is Volunteer reinforcement unit. included into Axis WF Production. 1) can also result in Capitulation. Axis forces can move or trace supply through Vichy territory by rail only (cannot use ports). They cannot remain within Vichy territory without a prior Declaration of War (and this would constitute Betrayal).

© 2014 Columbia Games Inc. 54 VERSION 1.16 20.4 FRANCE EUROFRONT

20.49 Free France 20.494 Command and Supply Free France 20.491 Anglo-French Union British/USA HQs can command Free The Free French under De Gaulle, If Armistice is rejected, Anglo-French French units and vice versa. headquartered in London, were denounced by Vichy France as traitors. Union (AFU) is declared: FF forces (including French Converts) not Many were survivors of Dunkirk who elected • France is defeated (see 20.47). do need National Supply: They trace supply directly to London (HQs to remain in the Allied armed forces rather Control of French territory is than be repatriated home. unchanged (Conquest applies). must pay Overseas Supply costs when applicable – see 11.731). The Free French attempted to seize Vichy • Free France, a new nation united West Africa (Dakar) in September 1940, but with Britain, is created. Important: Converted French HQs can were repulsed by the Vichy French. They were • Surviving French units convert to only activate in France, Belgium, later successful (with British assistance) in Free French (see 20.492). FNA, or adjacent nations/colonies. capturing Madagascar from Vichy forces, and participated in the liberation of Europe. • British units can now enter FNA. 20.495 Production • Axis Diplomatic Event IU (Italy Free French units are built with Allied Unleashed) becomes possible. PPs as for British/US units. French HQs Integration Given the command problems of the 20.492 French Converts Exception: Converted (blue/red) French French army, language differences, and the Upon AFU, all surviving French units cannot be rebuilt if eliminated. personalities involved, incorporation of the units (including HQs) convert to Free French command structure into Allied forces French (20.493). They remain in play but could not have been effected. cannot be rebuilt if eliminated. 20.493 Free French Forces Free French (FF) units are effectively British/US units. They trace Rail/Sea Supply directly to London and are no longer restricted to France/Belgium and nations adjacent to them. Free French units (always blue blocks) include three different types: • French Converts (blue/red labels): If AFU occurs, French survivors convert to Free French (20.492) These units cannot be rebuilt if eliminated. • Pro-Allied Vichy units (light blue/ red labels): if the Axis Betrays (20.484) Vichy, its units are considered Free French. They can be rebuilt if eliminated. • Free French reinforcements: (light blue labels), which can also be rebuilt: a) Following Vichy Surrender (to the Allies, see 16.81) the FF 2 mountain corps (MF Veteran) arrives in the next Production (Algiers or Tunis) as an Volunteer unit (16.84). b) The FF 1 Tank and 3 Infantry corps arrive normally As Allied reinforcements in 1944. Important: All FF units not already MF Residents are considered MF Expeditions, exempt from Desert Maintenance when Cape Town/Morocco Based (21.38), but still subject to MF Acclimatization.

© 2014 Columbia Games Inc. 55 VERSION 1.16 EUROFRONT 20.5 SOVIET UNION

20.5 SOVIET UNION • Soviet Production triples to its full wartime level. 20.51 Soviet Neutrality Soviet Territory • The Reserve Armies (SOVIET OB card) The Soviet Union is a Great Power that Mother Russia is the USSR of 1939, which arrive immediately in/adjacent to excludes the assigned Molotov Pact territories is initially neutral. Even while neutral, its their designated Cities (as on label). below (which can be annexed). forces are in play (controlled by the ALLIED • If is due to an Axis Greater Russia is the USSR of 1941, including side), and the following rules apply: belligerence Declaration of War (not Mobilization), all the Molotov Pact territories. Territory. The USSR as of 1939 is all remaining Strategic Reserve units called Mother Russia. Greater Russia arrive in the following Production. includes all its annexable Molotov Pact The Molotov Pact • Cavalry units can build up past 1cv. territories (see sidebar). Leningrad is The Molotov Pact, signed in August 1939, secretly mandated German and Soviet spheres always a fortress. 20.53 Soviet Forces of influence in Eastern Europe. Finland, Soviet Forces are restricted to Greater Soviet units (red blocks) cannot enter Bessarabia, the Baltic States, and Poland Russia while neutral. Units are moved hexes occupied by Allied units (blue east of the Curzon Line were assigned to the normally by HQ command, and built blocks) and vice-versa. Soviets. Germany was assigned the remainder of Central Europe, including Western Poland. up by Production, but cannot enter Axis Allied/Soviet territory is common or neutral territory prior to belligerence for command, movement, and supply (exceptions: see Molotov Pact below and purposes. Unit entry into hexes Molotov Pact Territories 21.48 Winter War ). controlled (not occupied) by the other Bessarabia is the portion of Rumania east of Non-Belligerence. The Soviets power does not alter hex/PP ownership. the Prut River, plus Cernauti and the hex west cannot Declare War on any nation prior (see 20.58). It is annexed to the USSR by Axis North Front Veterans (“V” in a blue DE RB. to Belligerence (20.52). Polish Partition and circle) can operate in the NF Arctic Zone East Poland is Poland east of the Curzon Line Winter War Diplomatic Events do not without Arctic Maintenance (21.461). affect Soviet neutrality. (the 1941 German-Soviet border). It is annexed Soviet units use ALLIED costs until to the USSR by Soviet DE PP. Molotov Pact: Soviet units are Great Patriotic War (20.56) occurs, and The Baltic States are Lithuania, Latvia, and restricted to the USSR during the first SOVIET costs thereafter. Units in the Arctic Estonia. They are also annexed to the USSR by fortnight of Sept/39, after which they can Zone use Extreme Costs before GPW and Soviet DE PP. enter E. Poland & the Baltic States only. half Extreme Costs afterwards (see also Finnish Karelia is the area between the Soviet- Border Garrisons: To avoid Border 21.462). They are MF Aliens, (21.314) Finnish 1939 and 1940 borders. It is annexed Disputes (16.42), the Soviets should occupy subject to all relevant rules and costs to the USSR upon Finnish Armistice or defeat. all hexes within E. Poland, the Baltic States, when in the Med Front. and Bessarabia that border Axis territory. Occupation Limits: No more than Soviet Peacetime Cavalry Peacetime Production: Soviet four (4) Soviet units can be within the Because of the huge cost of maintaining Peacetime Production (see 16.32) is one- territory of any Allied minor power (e.g., cavalry, units were kept at minimal strength third its full wartime Production. Cavalry Poland), unless Axis units have already in peacetime, additional horses being cannot be built in peacetime. entered that minor’s territory. requisitioned in time of war. Strategic Reserve: The 5 Strategic 20.54 Command and Supply Soviet Strategic Reserve Reserve units can arrive individually by The Soviet Supply Origin is the DE SR. Following SG or SE (but NOT SM) In Spring 1941, when the German buildup SIBERIA Region (see 10.2). all remaining units arrive next Production in Poland and Rumania could no longer be ignored, the Soviets transferred strong in any valid arrival location (11.81). Soviet forces move only by Soviet HQ command. STAVKA can command field armies from the Urals, Siberia, and the 20.52 Belligerence Soviet units on any front. The Soviet Nth Caucasus into western Russia. The Soviets can become belligerent HQ is disrupted and cannot blitz outside only in two ways [no Alliance Reactions]. the North Front. Stalin’s Purges of 1937-39 • By Axis Declaration of War, OR Red Army Purge: Initially, Soviet Due to typical dictator paranoia (possibly • By Allied Diplomatic Event SM (Soviet HQs cost 20 PPs/step (40PPs/cadre). encouraged by an Abwehr intelligence plot) Stalin purged the Red Army in 1937-38, Mobilization). See 20.55. Red Army Reforms: DEs S1 & S2 eliminating 90% of its generals. The Red Army 20.521 Belligerence Effects reduce Soviet HQ costs. This process took years to recover, reflected by the high HQ • The Soviets join the Allies. can only begin via Finnish Armistice (see costs in 1939-40. • The Molotov Pact is cancelled: Soviet Winter War 20.57), Soviet Emergency (DE SE) or (DE SG). forces are no longer restricted to the Great Patriotic War Red Army Reforms • S1 reduces Soviet HQ costs to 15 USSR/E. Poland/Baltic States. Once combat experience exposed the • The Soviets can issue Declarations of PPs/step (30 PPs/cadre). failings of the purged Red Army command, War which are not considered Allied • S2 reduces Soviet HQ costs to 10 reforms were instigated, and Stalinist Betrayal (see 20.36). PPs/step (20 PPs/cadre) cronies were replaced by professionals like Zhukov (ironically, the protégé of Marshall • The East Front is activated (see Tukhachevsky, purged head of the Red Army). 21.22). The Axis begins separate tracking of EF Production separately.

© 2014 Columbia Games Inc. 56 VERSION 1.16 20.5 SOVIET UNION EUROFRONT

Axis Surprise. Soviet HQs are 20.58 Molotov Pact Annexations Soviet Mobilization disrupted during the Soviet player-turn Beginning Oct/39, the Soviets can do The Allies can only bring the Soviets into following an Axis Declaration of War DE PP (Polish Partition), which annexes the war by Diplomatic Event, and with some (Surprise also cancels assault repulses see Eastern Poland and the Baltic States serious adverse side effects. It is also difficult 20.16). Surprise does NOT apply if: into the USSR. Also see DE CL. to mobilize the Soviets early in the war, becoming less so as time goes on. • Axis Betrayal (20.17) has occurred;or Upon termination of the Winter War • Axis has Declared War on Republican with Finnish Armistice, the Soviets annex Spain (see SCW Scenario #10B). Finnish Karelia, the area between the Anti Comintern Pact First the Germans and Japanese, then the Soviet HQ costs rise if 1939/1940 borders. Oil Supply. Italians and Spanish signed the Anti-Comintern their Oil Supply is disrupted (see 20.591). Once France and Poland are Pact aimed at preventing the spread of , the AXIS can do DE RB International Communism. Soviet Mobilization 20.55 Soviet Mobilization defeated (Rumania Cedes Bessarabia), which annexes galvanizes anti-Communist sentiment among The only way the USSR can initiate Bessarabia into the USSR (and enables the Fascist powers, bringing them into the Axis war against the Axis is via Soviet DE SM Rumania Joins Axis). orbit. (Soviet Mobilization), which equals a Soviet Declaration of War upon the Axis. However, 20.59 Soviet Production Mobilization has major negative effects: Japanese Intervention 20.591 Soviet Oil Supply Japan was an original signatory of the Anti- 1) DE SG (reduced SOVIET unit costs) The Soviet Oil Supply is a Rail/Sea Comintern Pact, and the third nation to join cannot occur until W/41; and Supply route from Baku to the Soviet the Axis. Border clashes in Manchuria in 1939 2) Axis DEs JI, RG, AC BP and IU Supply Origin (SIBERIA). If it (or Baku raised the possibility of a Soviet war with become possible. itself) is lost, Soviet HQ costs rise by 5 Japan. Stalin’s fear of a two-front war against PPs (cadres +10 PPs). Germany and Japan led to non-aggression 20.56 Great Patriotic War pacts with Germany (Aug/1939) and Japan Upon Great Patriotic War, the Soviets The Soviet Oil Supply SeaRoute (April/41). being using (reduced) SOVIET unit costs goes from Baku to Guryev by sea Had the Soviets betrayed Germany, Japan (see GAME DATA). For Extreme Costs use and on by rail to SIBERIA. Soviet Basic would have remained a constant threat. The Soviet Costs x150%, rounded up. Production drops by 5 PPs if it is Trans-Siberian Railway, sole lifeline to Soviet interrupted (assuming Baku is retained). Far East, is dangerously exposed, running very Note: Great Patriotic War does not affect close to the border of Japanese Manchuria for HQ costs: these can only be reduced by DEs 20.592 Lend Lease 1000 miles. S1 & S2 (see 20.54). Murmansk Convoys. If belligerent, If the Axis Declares War on the USSR, the Soviets lose 5 PPs of Basic Produc– Bessarabia Great Patriotic War occurs immediately. tion if Rail/Sea Supply from Siberia to London via Murmansk is cut. Bessarabia, a former province of Czarist If the Soviets Mobilize (declare war Russia, was seized by Germany as part of on the Axis), Great Patriotic War can only Persia. The same applies if Rail/Sea their harsh peace with Soviet Russia in 1917 occur by DE SG, which is not possible until Supply from Siberia to London via (Treaty of Brest-Litovsk) and then awarded to W'41, with Soviet Emergency in effect. Teheran is cut. Both penalties can apply. Rumania by the Treaty of Versailles after the First World War. Important: Upon Great Patriotic War, 20.593 Soviet Steamroller The DE sequence SA-SB upgrades Stalin’s desire to recover the territory was Soviet Saved PPs are halved (to prevent blocked by the Franco-Rumania alliance, but the firepower of specified Soviet units. doubled value for previously Saved PPs). four days after the French Armistice, Stalin 20.561 Soviet Emergency SA: Arms Buildup Initiated demanded Bessarabia from Rumania, and Soviet Emergency (SE) is a Soviet During DIPLOMACY, the Soviets can Hitler declined to intercede. Bessarabia was do DE SA ('Always') if they have: : quickly overrun by Soviet troops, driving DE that can occur after Axis forces have Rumania firmly into the Axis camp. entered the USSR, Finland, Turkey or the • all units in play on the map (no Mid East. It becomes more likely on Axis units currently eliminated and all entry into Mother Russia (USSR/1939). reinforcements have arrived), Axis RB NOTE: This DE is Axis because it is a Soviet Emergency enables Soviet DE • all HQs at full strength, and • Reserved 100+ PPs during the Precondition for Axis DE RX: Rumania Joins SG if the Soviets have mobilized and DE S1 Axis. No sane Allied player would execute it. preceding Production (OK to Spend when Finnish Armistice has not occurred. It See Axis Diplomacy. also terminates Phony War (see 20.43). some PPs to build cadres/HQs etc). SB: Arms Buildup Completed 20.57 The Winter War DE SB upgrades the offensive Soviet Oil Supply Beginning Winter/39, the USSR can firepower of Soviet Shock and Mech units: While Ploesti provided 45% of the Axis Oil, initiate the Russo-Finnish Winter War the Caucasus provided 85% of Soviet Oil, First Buildup: Shock fires TF/DF; via DE WW, which does not affect either distributed mainly via the Volga. [and] fires DF/DF. Soviet or Finnish neutrality (see 21.48, Mech Distribution via Krasnovodsk would depend 1939 Scenario and the ALLIED DIPLOMACY The sequence SA-SB may be done a on a single 2000-mile (30+ hex!) rail line to table for details).Winning the Winter War 2nd time (completely re-qualifing for SA the Urals via Tashkent. In effect, rail transport distances would be tripled, and petroleum enables Red Army Reforms. as above) to upgrade Soviet Armor. deliveries would be correspondingly reduced. Second Buildup. Armor fires TF/DF.

© 2014 Columbia Games Inc. 57 VERSION 1.16 EUROFRONT 20.6 MINOR POWERS

20.6 MINOR POWERS 20.7 WF MINORS MINOR POWER LABELS Minor powers are either neutral 20.71 Denmark Pro -Allied Minors (Blue Blocks) Poland Brown/Red (and out of play) or belligerent (16.0). Denmark has no Peacetime Production. Cooperating powers (16.2) are still neutral. Belgium Light Orange/Red Belligerent minors have joined a 20.72 Belgium Holland Orange/Blue faction and their forces are in play on Eben Emael. The Belgian fort unit Denmark Red/White the map. They are termed Satellites, Co- must be located in Liege. It loses all fort Greece Light Blue/Blue Yugoslavia Blue/Red belligerents, or Interventionists depending abilities (becoming infantry) when engaged Norway Red/Blue on the cause of belligerence (see 16.3). by an airdropped enemy para unit. Spain (Repub.) Yellow/Orange* Sedan Appendix. One French unit can Defeated minors cease to exist and no Switzerland White/Red be deployed in the Philippeville hex while longer belong to any faction. * (Red blocks) Belgium is neutral. It is subject to Axis 20.61 Minor Forces Surprise (20.16) if Belgium is surprised. Upon belligerence, the owning faction Pro -Axis Minors (Black Blocks) Gamelin. While Belgium is Surprised, Rumania Light Blue/Blue sets up minor power forces within their Allied HQs in France cannot Blitz (20.42). territory (stacking 1 unit per hex only). Hungary Light Pink/Pink 20.73 Greece Bulgaria Light Yellow/Yellow Minor forces are depicted on the Portugal Violet/Tan Greece includes Crete. Its National PRO-ALLIED or PRO-AXIS MINOR OB cards Vichy Light Purple/Red Supply cannot be traced via Turkey if the as of September 1939. Before setup Finland Light Grey/Light Blue SOVIETS are belligerent (see also 10.21), and Peacetime Production (16.32) must be Spain (Nat) Yellow/Tan must often build with MF PPs (21.381). applied, to account for buildup during the Sweden Light Blue/Yellow intervening time. Once exploited, Greece may Revolt (see Turkey Green/Red 16.73) once entered by the Allies/Soviets. Restriction. Depending on the nature Iraq Red/Green of belligerence, minor power units may 20.74 Spain Syria Violet/Green be restricted (see 16.311) Spain includes Mallorca and controls Persia Green/Red Spanish Morocco. Upon 20.62 Minor Command belligerence, deploy Nationalist forces as per the National Supply National HQs (if any) can always PRO-AXIS NEUTRAL OB card (see sidebar National Supply represents commercial command Minor power units. for Spanish Civil War linkage). The THQ transport routes and connection to the outside Any Axis HQ can also command commands Spanish units only [anywhere]. world. Without it, national morale fails. This AXIS minor units for movement and provision prevents minor powers from ”holing MF Veterans (“V” in orange circle) combat support purposes. up” in the capital at double defense. can set up in Spanish Morocco (despite ALLIED minor power units can also 21.321). The SFL unit can be released by Sedan Appendix/Phillippeville be commanded for Movement purposes Axis DE XR. by Allied SHQs (only). They can receive French territory protrudes along the Meuse Fortress Spain. Spain can trace Combat Support from any active Allied River into a large portion of this hex. Most of National Supply internally from the capital the river crossings are in French territory. HQ in Combat Support range. (Madrid) to any friendly port in Spain. 20.63 National Supply Once demoralized by DE 2F, Spain The Baltic States Minor (and major) powers require may Surrender (16.8) if Allied occupied. Lithuania, Latvia, and Estonia are considered a National Supply (see 10.21). Their See also Spanish Volunteers 17.7. single nation (capital Riga) with no units. capitals act as the Supply Source for national units only if they can trace 20.75 Portugal Spanish Civil War Linkage National Supply to the faction Supply If demoralized (by DE 2F), Portuguese units become ambivalent (16.711). They If a Spanish Civil War prequel game was Origin (London or Berlin). If not, all played, see the 1936 SCW scenario Special repulse Allied assaults only on dierolls of 1 national units are unsupplied. Rule #10 for linking rules to EuroFront. and may capitulate (7.7) to Allied forces. 20.64 Minor Production Minor powers with Rail/Sea Supply 20.76 Switzerland Yugoslavia's Divided Loyalties to the faction Supply Origin contribute Fortress Switzerland. Switzerland Yugoslavia was a bitterly divided nation. After the national PPs to the faction PP pool and can trace National Supply internally from Serbian coup and German invasion, the Croatian build using that pool. Minor units build the capital (Bern) to a fortress hex. It is armies mutinied and did not resist. using the costs of their faction. defeated as a major power (capital lost & Therefore when belligerent via an Alliance all units eliminated). Reaction or Diplomatic Event only the 5 Isolated Minors with National Supply Serbian armies are available to the Allies OR only (e.g., Poland/39, and also Finland 20.77 Yugoslavia the 3 Croatian armies are available to the Axis under DE FL) spend/save PPs from a Yugoslavia has 5 Pro-Allied (Serbian) (Peacetime Production is added in either case). National PP pool, completely separate armies (blue blocks) and 3 Pro-Axis However, if Yugoslavia is Declared War upon from their faction’s PP pool. (Croatian) armies (2cv black blocks). When (16.4), all 8 Serbian and Croatian armies are Eliminated minor units can be rebuilt belligerent via DE or AR, only one side deployed in defense (add Peacetime Production). as cadres in their capitals. arrives. Upon a DoW, all 8 blocks do.

© 2014 Columbia Games Inc. 58 VERSION 1.16 20.6 MINOR POWERS EUROFRONT

20.8 THE NF MINORS 20.9 THE MF MINORS Norway: Pacifist but Resistant Prior to the war, Norway neglected its defense, Scandinavia includes Norway, 20.91 Turkey Finland, and Sweden. trusting to neutrality and the Royal Navy for Turkey is a pro-Axis minor power protection. Ski Troops. Scandinavian infantry (not a ME Mandate). European Turkey is Despite its weak army, it proved difficult moves 2 hexes in Snow weather within in the WF; Asiatic Turkey is in the EF. to conquer, due to its rugged terrain (and home territory (1.7). Pursuit speed is "2". Turkish belligerence activates the East people!), and its long, thin shape. Home Command: Scandinavian THQs Front (21.22). Its units are MF Veterans can support combat and make SF Airstrikes [21.312], its infantry firing SF/DF within Mid East Uprisings (DE ME) within home territory. Turkey. Its fort unit goes in Kanakkale. As the Axis tide of conquest reached Turkey Its THQ commands Turkish units only. 20.81 Norway and Egypt, the new Iraqi leader Rashid Ali surrounded a British airbase near Baghdad Norway is a pro-Allied minor. Its Fortress Turkey: Turkey can trace National Supply internally from Ankara and demanded British withdrawal from Iraq. units are NF Residents (see 21.411). Upon In Syria, Vichy General Dentz allowed the to Istanbul. belligerence, Norwegian units must set up Luftwaffe to occupy airbases in support. in ports (it has no Peacetime Production). 20.92 The ME Mandates A hastily assembled British brigade force DE NP makes Norway demoralized and The 4 MidEast Mandates listed drove east from Palestine, relieved the airbase ambivalent (16.711): its units Repulse Allied below are Pro-Axis Minors (MF Resident and entered Baghdad. This was followed in assaults weakly (7.61), may Capitulate units) that can join the Axis as its forces the next few months by successful offensives (7.7) to the Allies., and may Surrender into Syria and (with the Soviets) Persia, which approach (DE ME). Allied attack before re-secured the vital Mid East oil supplies and (16.83) if the Allies have captured ports. this is Betrayal. If defeated they must supply routes to Russia. be garrisoned to avoid DE MR. No Axis Norway is defeated as a Major Power ME Uprisings become possible once the (Oslo lost, all units eliminated). Once DoWar is required to enter (see 21.396). Balkans are Pacified (17.4) and more likely as exploited, it may Revolt (16.73). Palestine (capital Jerusalem) is a the Axis advances nearer Suez. British colony. It can join the Axis by DE 20.82 Finland MR (ME Rebellion) if not garrisoned. Finland is a pro-Axis minor. Finnish Mid East Rebellions (DE MR) units are NF Veterans. Syria (capital Damascus) is a normal ME Mandates that are Allied controlled Pro-Axis Minor neutral (20.6). It can join (either from being colonies or after a defeated White Death: Finnish infantry fires the Axis by DE ME (ME Uprising). Uprising) may Rebel if there is no the Allied DF/DF within Finland. The Mannerheim (or Soviet) garrison unit present. The 2cv THQ can support combat within Finland. Iraq (capital Baghdad) is a British British MF mech and infantry groups are well Protectorate (see 20.921). It can also join Greater Finland includes Petro- suited to this purpose. the Axis via DE ME (ME Uprising). zavodsk. If belligerent by DEs FL/FX, Finnish units are restricted to Greater Persia (capital Teheran) is another Syria Finland and adjacent hexes/areas. Protectorate that can join the Axis via DE Although a colony of France and later of ME (ME Uprising), once the Soviets Beginning with WW (Winter War), Vichy, Syria is considered an independent ME are belligerent AND DE ME has already Finnish Peacetime Production rises from Mandate in EuroFront, completely separate succeeded in another ME Mandate. from both France and Vichy. 25% to 100%. When starting 1940 or later scenarios, assume the Finnish army was worth 20.921 British Protectorates When the Iraqi rebellion began shortly after Crete fell, General Dentz of Syria allowed 30 PPs in June, 1940 and add 2 PPs/month. Iraq and Persia are Cooperating Luftwaffe planes to land in Syria and bomb (16.0) with the Allies: they have ceded Finland can join the Allies by DE FI if British positions from there. After the Allies DE 2F is in effect and the Soviets control PPs, Bases and Transit Rights (see below) had regained control of Iraq they promptly all of Mother Russia. to the Allies while still remaining 'neutral'. invaded and subdued Dentz’s Syria. Even when occupied by the Soviets, they Despite this campaign, Vichy France raised no 20.83 Sweden are considered to be Allied controlled. protest and remained neutral with respect to Sweden is a pro-Axis minor. Swedish Transit Rights: Allied units can the Allies. units are NF Veterans. move and trace supply via national Home Defense: Swedish infantry fires railroads, roads, and ports. However, ME Mandates & Axis Liberation SF/DF within Sweden. they cannot remain in national territory These nations were nominally independent but Swedish Compliance: When DE DS (outside Bases) without a prior Declaration really under British/French control and chafed (Denmark Submits) occurs, Sweden agrees of War. Occupation Limits apply. under this pseudo-colonialism. For this reason to this limited form of “cooperation” with Bases: One Allied unit occupying a they can rebel pro-Axis via ME/MU and do NOT resist Axis occupation if it occurs. the Axis, ceding 1 mineral PP to Germany Base hex (Habbinaya, Basra, or Abadan) (Peacetime Production reduced to 3) and is automatically supplied. allowing the Axis use of Sweden’s rail lines Abadan & Axis Oil Supply (but not its ports!!) for movement/supply. 20.93 Saudi Arabia Since Abadan is Allied controlled (base hex) it Saudi Arabia is a British colony (no cannot be used as an Axis oil source unless it Fortress Sweden: Sweden can units) but neither a Mid East Mandate nor is captured. trace National Supply internally from British Protectorate (ME/MR). Stockholm to Gallivare.

© 2014 Columbia Games Inc. 59 VERSION 1.16 EUROFRONT 21.0 THE FRONTS

21.0 THE FRONTS 21.23 EF PP Allocations Axis EF HQs: Soviet Production is always tracked OKH SHQ Front-specific rules follow. on the EF Production Track and can be Army Group North HQ used to build Soviet units anywhere. 21.1 WEST FRONT Army Group Center HQ Axis EF Production is tracked Army Group South HQ The West Front (WF) includes separately once the EF is activated and Britain, France, Holland, Belgium, Army Group A HQ thereafter Axis units in the EF must be Denmark, Spain, Portugal, Italy, built exclusively with EF PPs. Czechoslovakia, Yugoslavia, Bulgaria, Distinguishing Axis EF & WF Units Albania, and Greece. It also includes the The AXIS can allocate West Front PPs Axis WF (game) units have italicized unit IDs western portions of Germany, Poland, to the East Front. Allocations are made in (EF game units do not). EuF game units have Hungary, Bulgaria, and Rumania (west 10 PP blocks. olive colored unit IDs. This aids in returning units to their proper box. of the EF/WF dividing line shown on the Initial Allocation: In the Production map). It also includes European Turkey, Phase following EF activation (21.22), the Axis EF & WF units are free to occupy either front, but non-EF HQs activated in the EF are and all Mediterranean islands. Axis makes its initial EF Allocation disrupted and cannot blitz. (0-40 PPs), reducing WF Production by 21.11 Weather WF that amount. The allocation is added • March-October: always Dry (no to the PPs located on the East Front to Lend Lease storms). No weather die-rolls. determine Axis EF production. Allied Production cannot be allocated to the • November-February: variable. Soviets (historical levels of Lend-Lease to Weather die-roll each Fortnight. Increasing Allocations: The Axis Russia are factored in), although Allied PPs can can increase its EF Allocation to 40 be Transferred there (11.6). 21.12 WF Activation PPs (its EF Initial Capacity) during any The WF is always active. Production phase. Cape Town Basing 21.13 WF Production Once at or above 40 PPs, the Axis Allied units operating in Greece in 1941were All Axis/ Allied Production can only raise the Allocation by 10 PPs dependent on a supply line through the Suez (regardless of source location) is at Summer Season Breaks (June), but not Canal, Red Sea, Indian Ocean, Cape Town, generated in the WF. WF Production can until the EF has been active for 6 months. Atlantic Ocean to London. This is represented be allocated (11.5) to other active fronts. De-Allocations: in any Production in the game by Cape Town Basing for units in the West Front. Builds on inactive fronts are paid for Phase, the EF allocation can be reduced with WF Production. by any multiple of 10 PPs. De-allocated PPs immediately revert to the WF. Arctic Convoy Example 21.14 Cape Town Basing The Allies wish to ship 10 PPs to the East Front. Allied units in the West Front that 21.24 PP Transfers At most 5 PPs will arrive a month later. One must trace supply via the Indian Ocean Every month, the Axis and Allies die is rolled to determine the actual amount of have Cape Town Basing. These units must can transfer a block of 10 PPs from the PPs that arrive. The total cannot exceed 5 PPs. be built with MF PPs (using WF costs), WF and/or MF to the EF, of which 5 Hence, if 6 is rolled, 5 PPs arrive. but are not subject to any other MF rules. PPs arrives after a month delay. In some cases this may be reduced by Shipping 21.2 EAST FRONT Losses, see below. The East Front (EF) includes the 21.241 Arctic Convoys USSR and Anatolia (Asiatic Turkey), plus Allied transfers from the WF to the the eastern portions of Germany, Poland, EF are subject to Shipping Losses. Roll Bulgaria and Rumania (east of the EF/ one die for the 10 PPs shipped to the WF dividing line shown on the map), plus East Front. The dieroll is the number of the northern part of Persia. PPs that arrive (cannot exceed 5 PPs). 21.21 EF Weather Note: Naval Supremacy does not cancel June-September: always Dry (no Arctic Convoy shipping losses. storms). No weather die-rolls. 21.25 Axis EF Logistics October-May: variable. Weather die- Axis HQs activated in the EF that are roll each Fortnight. not EF HQs (OKH, North, Center, South, 21.22 EF Activation A) are disrupted and cannot Blitz (see The EF is activated upon Soviet or 5.32). Turkish belligerence. The Axis must make During the first EF winter, the Axis its initial EF Allocation (11.5) in its next suffers Winter Paralysis (12.45). Production. The EF is deactivated if the Axis Allocation falls to zero (affects OKH Flex point, see 5.723).

© 2014 Columbia Games Inc. 60 VERSION 1.16 21.3 MED FRONT EUROFRONT

21.3 THE MED FRONT • MF Reinforcements cannot be MF RESIDENTS The Med Front includes: North Africa advanced. Britain: (Morocco/Algeria/Tunisia/Libya/Egypt); 21.322 MF Activation ME THQ the Mid East (Palestine/Syria/Iraq/Persia) The Med Front is activated by Italian WDF Mech Corps ANZ Infantry Corps MF except Northern Persia (that part north belligerence. [ reinf] PalF Infantry BrigadeGroup of the EF/MF line on the map); and the • In the first Production after MF HabF Mech BrigadeGroup SOUTHERN ZONE (Sudan, Aden, Karachi, etc). activation, both Axis and Allies make Ind Infantry BrigadeGroup NOTE: European Turkey and all Mediter- initial MF Allocations (21.37), and the Italy: ranean islands are in the WF. Asiatic British ANZ and Italian 20 Corps MF CS THQ Turkey and Northern Persia are in the EF. reinforcement units arrive. 10I Infantry Army Lib Static Army Desert Zone: The portion of the MF • Once the MF is activated, units in the 1EA Static Army covered with hexes (i.e., North Africa plus MF must be built with MF PPs at MF 20 Corps Mech Group [MF reinf] costs (except see 21.38 MF Basing). the Mid East). The Southern Zone is not French: part of the Desert Zone, though it contains 21.33 MF Weather N Af Infantry Army some desert terrain. MF Weather is always Dry. No Tun Static Army separate MF weather die-roll is made, but Alg Static Army 21.31 MF Units Orn Static Army There are three types of Med Front WF weather can result in Mediterranean Basin Storms. Mor Static Army units, defined by orange circles on their Iraq: labels (listed in the sidebar). 21.34 MF Command & Supply Iraqi Army 21.311 MF Residents The Italian CS and Allied ME THQs Syria: 1 Syr Army MF Residents have “R” in an can command units within the MF only. 2 Syr Army Alien HQs are disrupted in the MF. orange circle on their labels. They are Palestine: permanently restricted to the Med Front ME THQ can support combat in Pal static irregulars but exempt from Desert Maintenance. the Southern Zone (range = CV). Persia (also allowed in N Persia/EF): 21.312 MF Veterans MF Supply Lines (10.4) can be no 1 Per Army MF Veterans have “V” in an orange longer than one hex. 2 Per Army circle on their labels. They are exempt 21.35 MF Movement from Desert Maintenance, but not restricted MF VETERANS to the Med Front. 21.351 Acclimatization Britain: All units entering the Med Front 21 Army Group HQ 21.313 MF Expeditions from another front immediately lose MF Expeditions have “E” in an 10 Infantry Corps 2 cv Acclimatization (this excludes 13 Mech Corps orange circle on their labels. They are reinforcements arriving in the MF ). 30 Armor Corps not restricted to the MF but are exempt Germany: from Desert Maintenance when Morocco or NOTE: Units repulsed attempting to enter the MF by assault do not “arrive” and do Army Gp Afr HQ† [MF reinf] Tunis/Istanbul Based (see 21.38). DAK Armor Corps* MF not Acclimatize until they succeed (i.e., [ reinf] LtAfr Mech Corps [MF reinf] 21.314 MF Aliens after Defensive Fire but before they fire). Units outside above 3 classes are MF 2 Pa Static Corps [MF reinf] All acclimatized units that leave the † moves 3 in the MF. Aliens. All MF Alien units occupying the MF must re-acclimatize on re-entry. * elite armor. Desert Zone must pay Desert Maintenance (see 21.372). IMPORTANT: N. Africa Victory (17.61) cancels Acclimatization for that side. Free French: 21.315 Fortress Garrisons 2 Mountain Corps [MF reinf] The Malta and Gibraltar static fortress 21.352 Road Movement garrisons are not MF units. They are Roads exist in the MF where shown and also along all rail lines. Turkey: restricted to these fortresses. MK THQ Strategic Road Movement is made 21.316 MF Prohibited Units 1 Infantry Army along MF roads: one Supreme Move can • SiegeGun, Cavalry, SS, and Fort units 2 Infantry Army move a unit double its normal distance, 3 cannot enter the MF. Infantry Army if it follows a road and remains within 4 Infantry Army 21.32 MF Activation friendly territory for its entire move. Units 5 Infantry Army 21.321 MF Inactive can only make one strategic Road Move 6 Mtn Army 7 Static Army Before Med Front Activation: per turn (no linking). 8 Static Army • Only MF Residents are allowed inside Units cannot engage or retreat by 9 Static Army the MF, and only the British fortress [strategic] Road Movement, but can Tur Cavalry Corps garrisons can occupy Gibraltar/Malta. disengage (counts against hexside limit). Kan Fortress Corps • These units can be built with WF PPs, at double the normal [Extreme] costs.

© 2014 Columbia Games Inc. 61 VERSION 1.16 EUROFRONT 21.3 MED FRONT

21.353 Off Road Movement cannot exceed the PPs being shipped. MF EXPEDITIONS Units moving off-road in the MF (for Note: Axis Shipping Losses are cancelled Britain: any part of their move) have their speed if they control Malta, Suez, or Gibraltar AF SHQ reduced by 1 (static units cannot leave the (see 17.5). Naval Supremacy does not 15 Army Group HQ 5 Infantry Corps road in the MF). cancel Shipping Losses. 2 Para Corps 21.354 Desert Zone Stacking [change] 21.372 Desert Maintenance USA: Units in the MF Desert Zone are Each MF Alien unit in the MF Desert SHAEF SHQ limited to maximum 3 stacking in all Zone (21.3) costs 5 PPs per month 2 Amphibious Corps terrain (except 2 stacking in mountains). Desert Maintenance. This is deducted from 6 Amphibious Corps 21.36 MF Combat MF Allocated PPs before Shipping Losses Free France: WF French units (blue/red labels) In desert terrain, Armor fires TF/DF are resolved (deduct 1 die per maintained (DAK: QF/TF), and Mech fires DF/DF. unit). MF Expeditions without MF Basing Germany: Other firepower is unchanged. (21.38) also pay Desert Maintenance. If Army Group G HQ PPs arriving in the MF are insufficient to Sth Armor Corps British ME THQ can support combat pay Desert Maintenance, excess units are 90 Infantry Corps in the Southern Zone (range = CV). disbanded (owner’s choice). 90 Static Corps 21.37 MF Production Desert Victory (17.62) cancels Italy: 8 Infantry Army Prior to MF activation, MF building is Desert Maintenance for that side. paid for with WF PPs at double Extreme MF Expeditions (17.63) are exempt Malta costs. After activation, MF Production is from Desert Maintenance if they have tracked separately. Note that Air Assaults versus fortress hexes Morocco (Allies) or Tunis/Istanbul are Repulsed on DR 1-3. IMPORTANT: MF City/Resource PPs are (Axis) Basing. See 21.38. added to WF Production. Both the AXIS 21.373 MF Building South Africa Basing and ALLIES can Allocate WF Production All units in the MF build/rebuild with to the Med Front. MF Allocations are Units in South Africa have Cape Town Basing, . MF PPs using EXTREME COSTS, which are increased / decreased 5 PPs at a time. about 50% higher than normal. See UNIT Initial Allocation: Once the MF is DATA (p. 96). Only MF units eliminated in MF Basing activated (21.322), the Allies and Axis the MF are rebuildable there as cadres. Northwest Africa has a wetter climate, larger population base, and considerably better must make their initial MF Allocations (0- MF Victory (21.395) allows the 15 PPs) next Production Phase (reducing infrastructure than Libya/Egypt, including a victor to use WF PPs and WF Costs. better rail net. It also has shorter and more their WF Production by that amount). IMPORTANT: with MF Basing (21.38) defensible shipping lanes for both sides: Tunis Raising Allocations: Players can units in the MF may also build with WF to Sicily, and Casablanca to London. raise their MF Allocation to 15 PPs PPs under limited circumstances. Therefore, both sides are allowed to “shunt” during any Production Phase. a limited amount of WF PPs directly into NOTE: Prior to MF Activation (Italian Raises above 15 PPs can only be FNA, provided they have short, secure supply belligerence), units in the MF can only be lines, Axis via Tunis/Istanbul, and Allies via made at Season Breaks (Jun & Dec), built at double Extreme costs (21.321). Casablanca (or Tangiers). and always in increments of 5 PPs. No increases are until the MF has been Example: Units in the British Empire active a minimum of 3 months. Box cost double to build before MF Tunis Basing Example Activation. This area was not a war With Vichy Cooperating, Tunis Basing is still not De-Allocations: MF Allocations can priority before Italian belligerence. possible because ports of a Cooperating nation be reduced by any multiple of 5 PPs cannot be used (only rail lines). If Vichy joins during any Production Phase. De- 21.374 MF Arrival Locations the Axis (or if the Axis conquers Tunisia) Tunis allocated MF PPs revert immediately to MF Residents must arrive in the MF as Basing becomes possible. the West Front. reinforcements. MF Veterans can arrive in Example: Vichy has joined the Axis, enabling PP Transfers: Players can Transfer the MF as reinforcements (but need not). Tunis Basing. Axis armor unit 'G' in Mareth 10 WF PPs to the MF: half this (less Axis units (cadres or reinforcements) is adjacent to a friendly rail line connecting Shipping Losses) arrives 1 month later. can arrive only in Tripoli. Allied units to Tunis. As this unit is an MF Expedition, can arrive in any friendly MF major port. it is now free to operate in the MF without 21.371 Shipping Losses incurring Desert Maintenance. All Allocated and Transferred PPs 21.38 MF Basing During Production the Axis can spend WF PPs arriving in the Med Front are subject to 21.381 Allied Cape Town Basing not exceeding half its current MF Allocation Shipping Losses. Allied units that must trace supply on units with Tunis Basing. Assuming this is 20 PPs, the Axis can spend 10 WF PPs to build To resolve , roll one (including National Supply) via or from Shipping Losses the armor, adding an additional 2 MF PPs to die for every 5 PPs arriving in the Med SOUTH AFRICA (e.g., Greece in 1941) complete its 12 PP step cost in the MF. Front that month. For example, for 15 PPs must build with MF PPs (using MF An Axis unit in Tripoli W1 is never eligible for Allocated, plus one 5 PP Transfer (10 PPs costs if within the MF, and ALLIED costs Tunis Basing because it is two hexes from the sent), 4 dice are rolled. The dieroll total elsewhere). Gabes railhead and thus cannot trace a Supply is the number of PPs arriving safely. This Line to a rail line connected to Tunis.

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21.382 Allied Morocco Basing 21.395 MF Control The East Africa Campaign Allied units in the MF that can trace Control of all six (6) major ports in An East African campaign can also present a supply to Casablanca/Tangiers or a North Africa (Suez, Alexandria, Benghazi, problem to the overstretched British in the Mid rail line connected to them, and thence Tripoli, Tunis, Algiers), constituting North East. Failure to deal with Ethiopia presents on by sea to London can use a limited Africa Victory (17.61), confers a benefit. three dangers. Firstly the Italian 1ea can leave its base in amount of WF PPs for building (at MF Also controlling Basra constitutes costs, no Shipping Losses apply). Ethiopia and move into Somaliland, cutting Desert Victory (17.62) and adding Karachi the Red Sea straits. This blocks Allied sea Important: The total WF PP expenditure gains MedFront Victory (17.63), which movement into Egypt and threatens a further on Morocco-based units cannot exceed confer added benefits move to Aden, further complicating the half the current Allied MF Allocation. situation. 21.396 ME Mandates/Axis Entry 21.383 Allied Dual Basing Axis units are allowed free entry Secondly, if the Axis captures Alexandria, Allied units in the MF that can trace into ME Mandates. They can enter Allied units retreating up the Nile into Sudan will become reduced to Siege Supply if supply by both the above methods can without a Declaration of War and without engaged there. build using WF and/or MF PPs in any committing Betrayal. The ME Mandate Thirdly, closing the straits leaves Allied units in combination. does not become belligerent as a result the MF reliant on a single road supply line via and no national units appear (though they 21.384 Axis Standard Basing Palestine and Iraq to the Persian Gulf, easily may appear subsequently as a result of cut by ME Uprising. Axis units in the MF tracing supply by DE ME, see below). any route build using MF PPs / MF costs. However, the Italian 1ea is unsupplied outside its Ethiopian base, so it must return there 21.385 Axis Tunis/Istanbul Basing 21.397 MF Bases One unit in a friendly base hex is immediately upon capturing Somaliland or Axis units in the MF that can trace die. A British unit sent to Aden can reopen the automatically supplied (i.e., has a ZOC). supply to a rail line connected to Tunis straits by crossing them to liberate Somaliland. or Istanbul (or directly to those cities) If more than one unit is present, neither If Aden is also lost, things become more and then on to Berlin by Rail Line/Sea is automatically supplied. difficult. Lane can use a limited amount of WF Unoccupied base hexes become ME Uprisings PPs for building (at MF costs, no Shipping national territory upon Uprising or ME Uprisings occurring at a crucial time also Losses apply). Rebellion (revert to being bases if re- present serious problems to the Allies. Important: Total Axis WF PPs spent on occupied). It is critical to understand how National Supply Tunis/Istanbul-based units cannot exceed 21.398 ME Uprisings and ME Bases work in this regard. half the current Axis MF Allocation. ME Uprisings (DE ME) can occur National Supply is traceable by rail or sea, but once the Balkans are Pacified (17.4) and NOT by road. For Axis ME Mandates it must 21.386 Axis Dual Basing reach Berlin via the Balkans. Axis units in the MF that can trace all hexes of Greece/Bulgaria are Axis controlled. British units in bases retain their ZOCs, supply by both the above methods which can help in cutting National Supply. An (Standard and Tunis/Istanbul) can ME Mandates Iraq and/or Syria may unoccupied base becomes national territory build using WF and/or MF PPs in any suddenly join the Axis, creating problems upon Uprising/Rebellion combination, at MF costs. for the Allies. Once either has occurred , Iraq must trace National Supply either via Persia may do the same, provided the Mosul - Turkey or via Basra - Persian Gulf 21.39 MF Special Rules Soviets are belligerent - Abadan - Persia - Turkey. The Allies can 21.391 MF Sea Invasions NOTE: Upon DE ME, Cooperation with quickly defeat an Iraqi Uprising by cutting both • Sea Invasions between MF ports are the Allies terminates: all national territory routes, which requires pre-placed units in both Habbinaya and Basra. not allowed. not controlled by Allied units/ZoCs • Sea Invasions into/out of the MF (including bases) becomes Axis-controlled. Persia must trace National Supply via Turkey. must start from a major port, and The Soviets can easily cut this. land in a port in a different front. 21.399 ME Rebellions Syria must also trace via Turkey. Two Allied ME Rebellions (DE MR) are possible 21.392 MF Paradrops units are normally required to cut this route when Allied-controlled ME Mandates do while tying down the Syrians. • Paradrops are prohibited in the MF not contain an Allied garrison unit. ONE unless combined with a sea invasion ME Rebellions pro-Axis unit appears in the the capital. into the same hex. ME Rebellions can occur whenever Allied controlled ME Mandates (Iraq/ Syria/ Persia 21.393 MF Airstrikes once conquered, or Palestine at any time) • Axis Airpower is DF maximum. are left ungarrisoned. In the pressure of • Only MF Resident/Veteran HQs can events this risk must occasionally be taken, make Airstrikes into the MF from but the Allies will find it unprofitable to take another front. unnecessary chances with ME Rebellions. 21.394 Suez Canal Rebellions can be defeated like Uprisings. Palestine needs National Supply via Syria, but • Naval operations through the Suez its 0 cv unit is easily overcome. Canal are governed by Straits rules (see 1.371 and 15.12). The Canal is treated as a river for River Assaults, but Repulse is '1' only.

© 2014 Columbia Games Inc. 63 VERSION 1.16 EUROFRONT 21.4 NORTH FRONT

21.4 NORTH FRONT (NF) Frozen Seas: The Gulf of Bothnia NF RESIDENTS [restricted to NF] The North Front (NF) consists of and White Sea freeze in Snow weather, Norway: Scandinavia (Norway/Sweden/Finland), becoming impassable to all Sea 1 Static Corps excepting Southern Finland (hexed area), Movement/Supply (including LoCs). 2 Static Corps which is in the EF, plus the Arctic USSR. Axis Winter Paralysis: Axis 3 Static Corps For Weather, Production and most Scandinavian units are exempt from Axis 4 Static Corps Command purposes, the North Front is Winter Paralysis (12.45). 5 Static Corps split between the WF and EF: Norway and 21.43 NF Command & Supply Sweden are WF; Finland and the USSR are NF EXPEDITIONS NF Alien HQs can command EF (see EF/WF boundary on the map). Britain: [BrigGps restricted to Britain/NF] normally in the NF Temperate Zone, but TA Static BrigGp [NF reinf - restricted] However, (as for the MF), some special are disrupted in the Arctic Zone. rules apply in the NF : Extreme Production HA Static BrigGp [NF reinf - restricted] The German Dietl THQ (when costs for non-natives, alien HQ disruption, NX Inf. BrigGp [NF reinf - restrricted] within the NF) can command any Axis unit Acclimatization upon entry, Arctic 2 Cdn Mech Corps [NF reinf - if 2F] movement in the NF (only). Within the Maintenance and some other special rules 1 Cdn Mech Corps [NF reinf - if 2F] NF, it can provide combat support along Arctic Zone: The tan-colored part of with its airstrike (combat support/Air the NF containing Areas (see 18.0). Arctic range = CV). Dietl THQ costs 5 PPs/cv NF VETERANS Maintenance applies only in the Arctic Zone. and is disrupted in Snow weather. Germany: NF Temperate Zone: The southern Soviet Nth HQ. Outside the NF, the Dietl THQ [NF reinf] parts of Norway and Sweden (hexes). Nth HQ is disrupted and cannot blitz. 18 Mountain Corps [NF unit] 19 Infantry Corps [NF reinf] Scandinavian THQs can move 21.41 NF Units 19 Static Corps [NF reinf] As for the MF, there are special North national units only, but they can provide 33 Infantry Corps [NF reinf] Front units, as defined by blue circles on SF airstrikes and combat support to battles the label (listed in sidebar). within national territory. They cost 5 PPs/ 33 Static Corps [NF reinf] cv and are not disrupted in Snow. 36 Mountain Corps [NF reinf] 21.411 NF Residents 70 Static Corps [NF reinf] NF Residents have “R” in a blue 21.431 SHQ Cross-Command 71 Fortress Corps [NF reinf] circle on their labels. They are exempt Axis: OKW SHQ can command Soviet Union: from Arctic Maintenance (21.461) but are in the Western NF if located there, or restricted to the North Front. at half efficiency from the WF. From North HQ Copenhagen, it can command at full 7 Guards Infantry Army 21.412 NF Expeditions efficiency that turn in either front, and at 14 Infantry Army E NF Expeditions have “ ” in a blue half efficiency in the other. 25 infantry Army circle on their labels. British Brigade Groups 32 Infantry Army [Reserve Army] (restricted to Britain/NF) only take -1 cv OKH SHQ can command in the NF Acclimatization and are exempt from Eastern NF if located there, or at 52 Infantry Army [Reserve Army] Arctic Maintenance after Allied DE FR. The half efficiency from the EF. From Finland: two Canadian mech corps gain these NF Leningrad, it can command at full Mann THQ abilities after DE 2F. efficiency in either front for that turn, at 1 Infantry Corps half efficiency in the other. 2 Infantry Corps 21.413 Veterans NF Allied: AF & SHAEF SHQs can have “V” in a blue circle 3 Infantry Corps NF Veterans command in the NF if located there, on their labels. Unrestricted, they incur 4 Infantry Corps or from the WF at half efficiency. From -1 cv 5 Infantry Corps only Acclimatization entering the NF Glasgow, they can command at full 6 Infantry Corps and are exempt from Arctic Maintenance. efficiency in either front that turn, and 7 Static Corps 21.414 NF Aliens half efficiency in the other. Sweden: Units outside above 3 classes are NF Soviet: STAVKA can command at full Swe THQ Aliens. NF Alien units entering the NF lose efficiency in the NF from any location. –2cv acclimatization and Aliens in the Arctic 1 Infantry Corps Zone pay Arctic Maintenance (21.461). 21.44 NF Movement 2 Infantry Corps 3 Infantry Corps 21.415 Prohibited Units 21.441 NF Acclimatization SiegeGun, Cavalry and SS units are Units entering the NF from another 4 Infantry Corps prohibited from the Arctic Zone (Forts OK). front (not reinforcements) suffer 5 Infantry Corps Acclimatization. All units that leave 6 Infantry Corps 21.42 NF Weather and re-enter the NF must re-acclimatize. 7 Static Corps No separate die-roll is made for NF Axis/Allies: NF Expeditions and 8 Static Corps weather. The WF portion has WF weather, Veterans lose -1 cv Acclimatization. NF and the EF portion has EF weather. EF and Aliens lose -2 cv Acclimatization. WF Weather dierolls may provoke Storms in northern Sea Basins.

© 2014 Columbia Games Inc. 64 VERSION 1.16 21.4 NORTH FRONT EUROFRONT

Soviets: NF Aliens units entering the or out of the NF must leave from The Winter War NF lose –1 cv Acclimatization. WF/EF ports and must land in NF The Winter War costs the Soviets a lot of Scandinavians (20.8): all units are ports only. They are NOT allowed expensive HQ steps. What is the upside? exempt from NF Acclimatization. between NF ports. • Finnish Armistice (or Finland defeated) • The Soviets (only) can make Sea enables Soviet DE S1 (and then S2), which NOTE: Units repulsed attempting to enter Invasions (but not Sea Assaults 15.53) reduce Soviet HQ costs from 20 PPs to 15 the NF by assault do not “arrive,” so do not into Snow hexes (not during Storms). (then to 10). Failing this, Soviet HQ costs Acclimatize until they succeed. remain 20 PPs until Soviet Emergency occurs 21.472 Paradrops All units that leave and re-enter the NF (which can be fatal) • Paradrops into the NF are must re-acclimatize. • DE WW is also a prerequisite for Allied DE prohibited unless combined with a FR (Finnish Relief), itself a pre-requisite to 21.442 Finnish Ski Troops Sea Invasion into the same hex. Allied intervention in Norway. In snow Finnish infantry have speed 21.48 The Winter War 2 within home territory (for Pursuit also). Beginning in W’39, the Soviets can Winter War Special Rules 21.45 NF Combat initiate the Russo-Finnish Winter War Soviet Air / Mech DF. The Finns were woefully Mountain units fire DF/DF in the NF with Soviet Diplomatic Event WW. This short of A/T and A-A weapons. regardless of terrain. is NOT a Declaration of War: both Soviet Finnish infantry fires DF/DF within and Finnish neutrality remain in effect Finnish National Supply home territory. Swedish infantry fires SF/ during this ‘sideshow’ campaign. The Finns are unable to trace National Supply DF within home territory. The Allies play the Soviets and the through the Soviet-controlled Gulf of Finland or frozen Gulf of Bothnia. They must trace Axis NF Airpower is limited to DF Axis plays the Finns (and cannot Declare War on Finland during the Winter War). it by rail to Sweden and from there to Berlin (minor THQs: SF), as for the MF. by sea. Therefore Finnish National Supply Note: Dietl and Scandinavian THQs can See also 1939 Scenario and the depends on the rail line through Tampere and support combat (see 21.43). ALLIED/ SOVIET DIPLOMACY card. Oulu to Sweden. 21.481 Winter War Rules Oulu is a Region (square area), so the rail line 21.46 NF Production through it remains useable if engaged: the • Upon WW, the AXIS player sets up NF Production is not tracked the Finns (multiple stacking allowed Soviets must capture Oulu to break the rail link and cut National Supply. separately. NF Production sources accrue -- ignore 20.61) which must defend to the WF (Allies/Axis); or EF (Soviets). the Mannerheim Line: hexes (Vyborg Tampere is a District (round area), so the rail link through it is cut if it is engaged. Therefore PPs spent in the NF are not subject to and Vyborg NE1). Finland begins Shipping Losses. the Soviets will cut Finnish National Supply if 100% Peacetime Production. they engage Tampere. Axis building in Norway/Sweden is • Finland is an isolated minor (20.64), paid for with WF Production; Axis building Finland must also maintain control of a rail with no Alliance Reactions. line from Helsinki to Tampere to maintain in Finland/USSR uses EF Production. • Finland traces National Supply to National Supply. These rail lines are broken if Allied building in the NF is always Berlin (but not via frozen/ Soviet they become engaged or disputed (by a Soviet paid for with WF Production. seas, eg: Gulf of Bothnia or Gulf of ZOC). Therefore sea invasions into Turku or Finland). Note the provisions of 18.5 Kotka also pose threats to Finnish National Soviet NF building is always paid for Supply. with EF Production. re: Areas and Rail Supply. • Finnish infantry moves 2 in snow and 21.461 Arctic Maintenance fires DF/DF within Finland/39. NF Alien units occupying the NF Arctic • The Finnish THQ (Mann) can Zone incur Arctic Maintenance of –5 PPs/ support combat and deliver SF unit of deducted each month. airstrikes inside Finland (air/ Combat 21.462 Building NF Units Support Range = CV). Units in the NF build using EXTREME • Soviet forces may enter all of Finland. COSTS, which are about 50% higher • Soviet Airpower fires DF and Soviet than normal (see 11.7; Soviets use half mech is treated as armor: it fires Extreme Costs after GPWar, see 20.53). DF/DF (but cannot sea assault). Scandinavians are exempt (normal costs). • Winter War ends with Finnish NF Unit Arrival. Allied units arrive Armistice, Finnish defeat, or DE FX in friendly major ports and Soviet units in (Finland joins Axis). home cities as usual. Axis units can arrive 21.482 Finnish Armistice in Oslo (a Victory City, also in Stockholm, Once per game (Axis POLITICS), if Axis). Only NF units eliminated in the the Axis player can request Finnish NF are rebuildable there as cadres. Armistice, a negotiated settlement of 21.47 Invasions Winter War. The Soviet player must immediately either accept or reject. 21.471 Sea Invasions • Sea Invasions and Sea Assaults into

© 2014 Columbia Games Inc. 65 VERSION 1.16 EUROFRONT 21.4 NORTH FRONT

A) Soviets Accept Armistice: 21.491 Norway Expedition Norway: Zone of Destiny • The USSR annexes Finnish Karelia, Once Soviet DE WW (Winter War) The Norway Campaign costs the Axis a lot of the area between the Finland1939 and has occurred, the Allies can do the expensive HQ steps. What is the upside? 1940 borders. following DEs (in order) which enable • Naval Supremacy. Together with Italian • Soviet forces inside Finland/40 must them to intervene in Norway: belligerence, Axis control of the Northern Seaway gains them Naval Parity. immediately Withdraw (16.721) to • FR (Finnish Relief). a Soviet location on the Finnish/40 • NP (Norway Expedition Prepared) • Axis Ore. Axis loss of the Ore Searoute (see 17.2) from Narvik to Berlin loses them 5 PPs/ border (no command required). 16.711 Norway becomes Ambivalent ( ) month until restored. • Soviet DE S1 Red Army Reforms Begun to resisting the Allies: its units Repulse • Naval Bases. Allied DEs AB and EB (possible (reduced HQ costs) becomes possible them weakly and may Capitulate (otherwise this requires SG or SE). with undisputed Allied control Norwegian (7.7), and Norway may Surrender. naval bases) enable greater Allied success in • Finland reverts to inactive neutrality • NX: (Norway Expedition Approved) The the Battle of the Atlantic, giving them +5 PPs/ within its revised borders. Surviving Allies can Declare War on Norway month in each case. Allied DE TB costs the forces are removed to the PRO-AXIS despite Phony War (20.43) and Axis –5 PPs/month. NEUTRALS OB card at current cv. If it without committing Betrayal (16.41). later becomes belligerent, its Peacetime Swedish Compliance 21.492 Denmark Submits Production is 100% from this point. Compliance is partial Cooperation. The Denmark is immediately defeated by Swedes cede 1 mineral PP, which costs them • After Soviet belligerence, Axis DE FL Axis Diplomatic Event DS. 1 PP of Peacetime Production, but yields +2 (Finland Limited War) allows 4 German Axis PPs (double resource PPs). units into Petsamo/Oulu only. Swedish Compliance. Upon DS, Sweden cedes the Axis 1 PP of mineral The ceded Rail Transit rights do not allow • Axis DE FX (Finland Joins Axis) production (Axis +2 PPs) and Rail Transit Axis units to remain inside Sweden or any cannot occur unless the Axis controls Axis use of Swedish ports. Axis units can rail rights through Sweden (but no use of Leningrad. through Sweden but not stop there (Axis may Swedish ports -- see sidebar). Allied DE • Axis DE SJ Sweden Joins Axis cannot use the Rail Straits for Movement and Supply). SC cancels Compliance. occur. Note that isolated Axis units (Narvik) can trace Note: Compliance does not block supply through Sweden if necessary. B) Soviets Reject Armistice: National Supply (see 10.21). • Winter War continues until Finnish Weser Surprise defeat or FX occurs. 21.493 Weser Surprise Despite their own plans to invade Norway, the • The Axis still cannot intervene in If Norway is surprised (20.16) while British were caught completely off guard by Finland without a Declaration of War Phony War (20.43) is in effect, in the the audacious German plan. Axis player-turn following DE DS: upon the USSR. The Norway Campaign • Axis DE SJ Sweden Joins Axis becomes • The AXIS has temporary Naval Temporary Naval Supremacy allows the possible. Supremacy within the Northern Axis to invade all the historical targets if C) No Armistice Offer/Finland Defeated Seaway (15.81) only: Invasion Range they expend a maximum effort. Less than • Finns are permanently removed is 2 seas (LongRange: 4 seas), and maximum effort often affords the British good Interdiction/Assault repulses are intervention opportunities and the chance of from play. Conquest (16.92) applies to an extended fight. Finnish territory. Soviets gain +2 PPs modified accordingly. The British can sea move into any Norwegian (Helsinki/ Petsamo) and may occupy NOTE: Surprised neutrals have no Sea Interdiction, and only their fortified ports ports not invaded by Germany. They can also all of Finland. counter-invade (if prepared) into invaded ports • DE S1 (Red Army Reforms) is enabled. can repulse assaults. to retain control after Norway is defeated. D) No Offer/Finland Undefeated • All German NF infantry/mountain Norway cannot be defeated on the first turn • If the USSR becomes belligerent with units invade Norway as amphibious even if Oslo is taken because it is defeated as a major power (Oslo lost and all units Winter War still ongoing, Axis DE FX units (reduced Sea Assault Repulse; Long-Range invasions possible). eliminated). Even if Oslo is immediately lost (Finland Joins Axis) can occur, giving and all Norwegian units attrit one step due to Germany full access to Finland and full 21.494 Norway Defeat loss of National Supply, 0 cv static units are control of Finnish troops. Norway is defeated as a major power not eliminated until the next combat phase (Oslo is lost and all units are eliminated). giving the British time to counter-invade and 21.49 Operation Weser preserve Allied control of that port (or naval Remember: 0 cv static units engaged alone Operation Weser was the German base!) invasion of Norway, control of which has in a Combat phase are eliminated (not when reduced to 0 cv in a Supply phase). The Axis must deploy its invasion forces significant effects, including: efficiently to make best use of Temporary • Allied Naval Supremacy Also, see 16.92 Conquest regarding Naval Supremacy. • Axis Ore SeaRoute (see 17.2) Norwegian territory after defeat. Norwegian Leads invaders (Bergen or • Allied DEs AB, EB, & TB. If Allied DE NP has occurred, Trondheim) should set up in Hamburg Norway may Surrender to the Allies and (westernmost port to westernmost ports). See 20.81 Norway. Also see 20.16 (one unit may defect -- see 16.83). Invaders of Narvik should set up in Stettin Axis Surprise; 10.21 National Supply; 18.5 (easternmost port to easternmost port). Area Rail Supply; and 7.22 (0 cv Static Skagerrak invaders (Kristiansand or Oslo) units in combat). should set up in Rostock (middle ports).

© 2014 Columbia Games Inc. 66 VERSION 1.16 22.0 SCENARIOS EUROFRONT

22.1 SCENARIOS units have been located on the relevant Historical Setups. Scenarios specify game starting OB Cards, units already arrived “in Follow the Historical Setup directions, conditions. The Campaign Game starts play” on any given starting date are consulting the Historical OB (if any). in September, 1939. The other Scenarios easily determined, and upcoming begin in Summers (June I, unless reinforcements are arranged in order. Semi-Historical Setups otherwise mentioned in Scenario Special Example: 1940 Available Forces Available Forces at any given starting date are rules) of the succeeding years. include 1939 Starting Forces plus 1939 easily determined using the relevant OB Cards, The full 1939-45 EuroFront Reinforcements. and upcoming reinforcements are arranged in order. Campaign Game plays in ±60 hours, To begin a EuroFront scenario, comparatively quickly for this size of players select their starting units from Players select their starting units from Available Forces, assigning unit cv as desired, game. Team play can speed things up Available Forces. Then, referring to the so long as number of units and a total CV for considerably. The late-war Scenarios are Starting Forces charts for that Scenario, each unit-type agree with the Starting Forces naturally shorter. each side then assigns the proper table. Deploy starting forces as directed by number and strength (CV) of each unit Semi-Historical Setup instructions. 22.11 Short Games type to the various fronts. For those with limited time or space, Surplus Available Forces units that are not included in listed Starting Forces have been some shorter and smaller EuroFront Unit CV can be assigned as desired, so long as the total CV of each unit type eliminated in a previous scenario, but are mini-games are offered (see the 1940 and eligible for rebuilding. 1944 Scenarios). matches that given for that Front (but SS unit cv cannot be greater than the 22.2 SCENARIO SETUP average for that unit type). Units left over Free Setups are currently eliminated (but can be These setups allow players more flexibility See section 3.0 STARTING PLAY rebuilt). in unit deployment, at the cost of historical regarding game options and arranging accuracy. Determine Available Forces as above Deploy these forces on each as forces on OB CARDS. Front and deploy them as desired. instructed in the Scenario rules. Record All Scenarios state Starting Forces the current Production Levels and and controlled territory for each faction, Airpower on each Front. Free Setup Example which faction must set up first, and If a scenario lists Armor: 5 units / 13 cv, Note all scenario Special Rules, and which has the Initiative (first turn). the player can set any individual armor unit To save time, players should set up begin the first fortnight of play (omitting strengths desired, as long as there are 5 armor simultaneously, the faction setting up last PRODUCTION and DIPLOMACY phases as units totaling 13 cv. having the last adjustment. usual). NOTE: Setup requirements do not imply 22.3 STARTLINES SS Units & Free Setups that units must remain in that location. SS units cannot start at cv greater than Scenario Startlines separate the Scenarios also list Reinforcement average cv [round down] for that German unit- territories of the combatants (where type on that Front. units that enter the game in succeeding these are not national frontiers). Most game months (those arriving in the Startlines are printed on the maps. All first month must setup in valid Arrival Startlines are described in the Scenario Game Start Locations). The GAME RECORD sheets also instructions. In all Scenarios, Production and Diplomacy prompt players for reinforcement arrival. are omitted from the first month of play. They have already been factored into the start data. 1939 Campaign Game 22.31 Frontline Hexes Select 1939 Starting Forces for all Hexes bordering a Startline are belligerent powers (plus Soviets) as found termed Frontline hexes. To begin a Scenario, players usually must occupy all on the OB CARDS. Deploy as directed in 1939 Scenario rules. Frontline hexes with at least 1 unit. With the markers provided (and/ Note: Only MF Frontline road hexes or on the Game Record sheet), record must be occupied on setup. starting Production Levels for each side on Otherwise players deploy forces the Production Tracks. Note current Air as desired within friendly territory (in Firepower for each side (SF, DF, TF) on supplied or fortress, or base locations the Game Record sheet. only). Note the 1939 scenario Special Rules, and then begin the first fortnight of play. 22.4 CONTINUITY Season Breaks occur when a new Note: No Production or Diplomacy phase Summer or Winter Season begins (just precedes the first fortnight of any game. before December or June Production). They are factored into the Starting Forces and conditions given. Certain game parameters, such as Basic Production and Airpower may 1940–44 Scenarios change at Season Breaks. See 3.3. Available Forces. Assuming all

© 2014 Columbia Games Inc. 67 VERSION 1.16 1939: ASSAULT ON POLAND

AXIS SOVIET ALLIED (EAST)1 WEST MED EAST WEST MED Unit CV Unit CV Unit CV Unit CV FRENCH Unit CV Unit CV HQs 32 9 13 3 HQs 71 15 HQs 31 4 Armor 5 15 1 1 Armor Mech 2 5 Mech Mech 42 7 Infantry 6 13 1 1 Infantry 12 34 7 17 Infantry 17 39 Mountain 2 2 Mountain 1 2 14 2 Shock Fort 3 11 Para Cavalry 3 3 Static 4 3 Fort 1 1 Amphibious BRITISH Unit CV Unit CV Static 1 0 Mountain 2 2 HQs 32 3 13 2 Cavalry Armor 1 1 SAT Infantry Mech 3 4 2 2 IT Infantry Infantry 3 6 2 4 IT Mech Amphibious 1 2 IT Static Static 34 4 BH R/P BH R/P PPs 1 375 PPs 55/3 PPs 24 Air Power TF TF Air Power SF Air Power SF 1 East Front not active. Deploy on Polish border. 1 Including Stavka, III cv 1 Including GQG 2 Including OKH 3 OKW 4 18 Mtn (NF Vet) 2 1 unit Guards 2 Including AF 5 Includes Czechoslovakia 3PPs 3 ME THQ 4 TA & Gibraltar / Malta garrisons

AXIS REINFORCEMENTS ALLIED REINFORCEMENTS OCT ‘39 33 Inf Corps Infantry 1 OCT ‘39 Home Army Static 0 OCT ‘39 33 Corps Static 0 NOV ‘39 2 Cdn Mech Corps Mech 1 NOV ’39 Dietl THQ THQ III JAN ’40 Nwy Exp Inf Corps Infantry 1 NOV ’39 36 Mtn Corps Mountain 1 JAN ’40 French 1 Tk Gp Armor 1 DEC ‘39 81 Fortress Corps Fort 1 MAR ‘40 French 2 Tk Gp Armor 1 DEC ‘39 82 Fortress Corps Fort 1 DEC ‘39 16 Inf Corps Infantry 1 DEC ‘39 35 Inf Corps Infantry 1 JAN ‘40 AG “Center” HQ 0 JAN ‘40 19 Inf Corps Infantry 3 SOVIET REINFORCEMENTS FEB ‘40 19 Corps Static 2 OCT ‘39 1 Gds Mech Corps GdsMech 1 FEB ‘40 38 Inf Corps Infantry 1 DEC ‘39 2 Gds Mech Corps GdsMech 1 FEB ‘40 39 Pzr Corps Armor 1 APR ‘40 4 Gds Mech Corps GdsMech 1 FEB ’40 Den Inf Corps Infantry 1 MAR ‘40 41 Pzr Corps Armor 1 MAR ‘40 42 Inf Corps Infantry 1 APR ‘40 1 Para Corps Para 1 APR ‘40 43 Inf Corps Infantry 1 APR ‘40 44 Inf Corps Infantry 1 APR ‘40 29 Inf Corps Infantry 1

© 2014 Columbia Games Inc. 68 VERSION 1.16 1939: ASSAULT ON POLAND

1939: ASSAULT ON POLAND Britain: Set up according to the ALLIES AXIS 1939-41 OB card (also see 20.31) Set up second and move first. AXIS Poland: Set up in Poland according Germany: includes Austria and East Germany: Units set up according to the to the PRO-ALLIED NEUTRALS OB card Prussia, and controls Czechoslovakia. GERMANY 1939-40 OB card, observing (no stacking). Forward Defense: Army Group (AGp) boundaries as The Axis is at war with the ALLIES. all Frontline hexes adjacent to Axis shown below. All Frontline hexes ALLIES territory except those adjacent to E. bordering on France, Belgium or Poland Britain: controls Gibraltar, Malta, Prussia must be occupied. (except those inside E. Prussia) must Egypt, Sudan, Palestine, Afghanistan, Forward Defense: the Polish 4cv armies contain at least 1 unit. India, Aden, Kenya, and South Africa. must set up on the western frontier AGp East Prussia: Must set up in East France: includes Corsica. Controls (adjacent to Pomerania/Silesia/ Prussia. Morocco, West Africa, Algeria, and Czechoslovakia). AGp Pomerania: Must set up on the Tunisia. France: Units set up according to the Polish border, north of the Oder River. Poland: excludes Danzig (see below). ALLIES 1939-41 OB card. French units AGp Silesia: Must set up on the Polish Allied Naval Supremacy is in effect. (except MF Residents) are restricted border, south of the Oder River. to France, Belgium and adjacent AGp Bohemia: Must set up in Czecho- NEUTRALS countries. At least one unit (HQs slovakia, in or NW of Brno/Ostrava Soviet Union: The Allied/Soviet side are units!) must be deployed in each (Bohemia/Slovakia border is in gray). sets up and plays the Soviet Union. See major city and in each hex bordering AGp Slovakia: Must set up in Czecho- Soviet Union neutrality rules (20.51). Germany or Italy. The Maginot slovakia, SE of Brno/Ostrava. 1939 Finnish Borders are in effect. Line fort units must set up in Metz, Baltic States (Lithuania, Latvia, Strasbourg, and Mulhouse and cannot AGp West: Must set up on the French, and Estonia) are unarmed neutral be moved. Belgian, or Dutch border, or in a German WF port. countries. Under the Molotov Pact (see Sedan Appendix: One French unit #2 below), Axis forces cannot enter can set up in (and continue to occupy) 1939 SEMI-HISTORICAL GAME their territory without a Declaration of the Sedan/Philippeville hex, even As for 1939 Historical Game, except: War upon the Soviet Union. while Belgium remains neutral. • Axis units in Army Groups Pomerania, All other powers are also neutral (ME Med Front units (orange circles) set Silesia, Bohemia, and Slovakia can be Mandates are Cooperating with the up in/adjacent to French North Africa interchanged freely. Army Groups East Allies, none with the Axis). (Tunisia, Morocco and Algeria) ports, Prussia and West set up as directed. 1939 BORDERS at least one unit per colony. They are • Allied/Soviet units need not set up at Danzig is a demilitarized Free City and restricted to the MF. historical cv, as long as total units/ cannot be occupied by either Axis or SOVIET UNION total cv (as per Starting Forces table) Polish units upon setup (adjacent hexes Units must set up within Soviet are preserved. Polish 4cv units need not are not necessarily Frontline hexes). It territory (1939 borders) according to set up along the western frontier. may be subsequently entered by either the SOVIETS 1939 OB card, observing side without a Declaration of War. 1939 FREE SETUP GAME the Military District (MD) boundaries as As for 1939 Semi-Historical Game, Konigsberg can produce Axis PPs while defined below. All hexes bordering on except: Danzig is neutral (it has no SeaPower). Poland and Rumania must be occupied. • All Axis units can set up freely within Poland, Rumania, and Finland. Use Red Army Purge is in effect (HQ steps cost friendly territory, except Army Group the 1939 borders. 20 PPs / cadres 40 PPs). East Prussia must set up there. FRONTS Northern MD: Must set up in the • Allied forces (including Maginot Only the West Front is active. If Arctic Zone on the Finnish border. Line forts) can set up freely within the East Front becomes active (Soviet Leningrad MD: Must set up in/ national territory. MF Residents remain belligerence), the Axis can initially Allocate adjacent to Leningrad, or along the restricted to the MF. 0-40 PPs to the EF. Axis SHQ Cross- Finnish, Estonian or Latvian border. Command (5.722) is in effect regarding Western MD: Must set up on the Polish Poland, which is partly in the EF, partly in border, north of the Pripet River. the WF. Ukrainian MD: Must set up on the If the Med Front becomes active Polish border, south of the Pripet River. (Italian belligerence), both sides can Southern MD: Must set up on the initially Allocate 0-15 PPs to the MF. Rumanian border. Moscow MD: Must set up with 2 hexes 1939: HISTORICAL GAME of Moscow. NOTE: see Winter War and Operation Caucausus MD: Must set up on the Weser scenarios, p. 71. Turkish border. ALLIES Set up first, but move second.

© 2014 Columbia Games Inc. 69 VERSION 1.16 1939: ASSAULT ON POLAND

1939 SPECIAL RULES Production - • • +5 • - 1939 HISTORICAL DIPLOMACY 1) Late Start Airpower TF DF TF SF SF SF ALLIES AXIS The 1939 scenario begins in 8) Winter Initiative Oct 39 PP • September, 1939. Germany is at War with If the East Front becomes active, the Nov 39 CL PW Poland, Britain and France. order of Player-Turns will depend on East Dec 39 WW • 2) Poland Front weather (see 12.7). Jan 40 FR • Poland is defeated as a Minor Power 9) W’39: The Winter War Feb 40 NP • (16.9). It can trace National Supply to Beginning Winter 1939 (Dec/39), Mar 40 NX DS Murmansk (and on to London) via neutral the Soviets can initiate a Winter War with Apr 40 S1 • Soviet territory. But since Rail/Sea Supply Finland by choosing DE WW. Obtaining May 40 S1 • cannot be traced through neutral nations, a Finnish Armistice in the Winter War Poland is an Isolated Minor (20.64), and can enables the Soviets to begin reducing their only build with its 4 national PPs. 1939 GAME COMMENTARY HQ costs from 20 PPs to 10 PPs. 1939 is largely about planning and If the USSR becomes belligerent, NOTE: Neither the USSR nor Finland efficiency. If the Axis follows a historical Poland can trace Rail/Sea Supply to becomes belligerent for the Winter War: strategy, it will consist of a quick, one- London and build using Allied WF PPs. both remain neutral, at Peacetime sided Polish Campaign, followed by a pair 3) Surprise Production (100% for Finland, 1/3rd for of preliminary campaigns requiring tight During the first fortnight the Polish the Soviets). planning and execution. HQ is disrupted, and no assaults can be Finland is played as an Isolated The Axis must efficiently defeat Poland, repulsed (see 20.16). Neutral, tracing National Supply to Berlin garrison the Curzon Line, and redeploy (via Oulu-Sweden, as not via frozen seas). most of the army west for Norway and 4) Molotov Pact (see 20.51) France, not neglecting the Peace Offer The Soviets are restricted to the USSR See Winter War special rules in 21.48. DE PW. Then they must deploy forces for in their first turn, but may enter E. Poland 10) W’39: Operation Weser Operation Weser by March, and execute in the second fortnight. The Norway Campaign. Beginning the multiple sea invasions and followup In October Diplomacy, the Soviets March, 1940 (certain WF Dry weather), campaign that should bring them victory in can do DE PP, which annexes Eastern the Axis can do DE DS, which delivers this important preliminary. Poland and the Baltic States into the USSR Denmark to the Axis, clearing the way for To conserve costly HQ steps, the (allowing strategic movement and unit Operation Weser (invasion of Norway) with Soviets must efficiently occupy Eastern building there). [Germany annexes Western a turn of Temporary Naval Supremacy. Poland and deploy adequate forces for the Poland and Danzig upon Polish defeat.] The Axis can invade only into NF ports. Winter War. In December/39, they should The Axis must exit all units from E. If Allied, Norway can trace National start the Winter War, which, though costly, Poland by the end of that month: failure Supply to London via Sweden, the USSR enables essential Red Army Reforms. to do so equals a Declaration of War on and the sea. Remember that: The Allies must decide early what their the USSR. Both sides have one month to 1) fortified ports can repulse assaults building emphasis will be (strong BEF/ garrison the new Axis-Soviet border hexes even if Surprised, France, strong Norway Expedition, strong to avoid Border Disputes (16.42). 2) Norway is defeated as a major power, Med Front, strong Britain, or balanced), This Pact ends if the Soviets Mobilize and as Phony War will quickly limit Allied or the Axis Declares War on the USSR. 3) 0 cv static units engaged alone are building options. Moving a strong BEF to France will greatly strengthen France 5) Naval Supremacy not eliminated until a combat phase. See also the Area Supply rules. and ensure Solidarity when the inevitable The Allies have Naval Supremacy, and attack comes. Pre-positioning NF units in normally maintain it until they lose use of Control of Norway is crucial regarding ports will allow the Allies to challenge the the Middle Seaway (normally when Italy the Axis Ore SeaRoute (see 17.2), Allies Axis in Norway if the situation is favorable. becomes belligerent), assuming that the DEs AB (Atlantic Barrage) and EB Defending Norway with its very thin forces Axis also is blocking its Northern Seaway. (Effective Blockade) and Naval Supremacy. Operation Weser special rules are presents some interesting choices. 6) Phony War outlined in 21.49. NOTE: Beginners should try a few Winter Once Poland is defeated, the Axis can War and Operation Weser “practice do DE PW (Phony War), which generally runs” using the following mini-scenarios prohibits Allied Declarations of War and before assaying 1939 in earnest. See next limits French building to one step per page for details. month (see 20.43). 7) Scenario Transition (Dec/39)

WINTER ‘39 AXIS ALLIED SOV WF MF EF WF MF EF

© 2014 Columbia Games Inc. 70 VERSION 1.16 1939: ASSAULT ON POLAND

1939A: WINTER WAR 1939B OPERATION WESER FINNISH SOVIET BRITISH GERMAN Unit CV Unit CV Unit CV Unit CV 1 2 HQs 11 3 42 8 HQs 3 6 6 17 Infantry 6 10 53 14 Armor 1 1 Mech (DF/DF) 44 9 Mech 4 10 3 3 Static 1 0 Infantry 4 12 3 8 3 NF HQs 1 2 Mountain 2 8 NF Infantry 33 7 Amphibious 1 4 3 3 Moscow HQ 1 1 Static 2 4 3 6

PPs 2 18 PPs 29 [5] 45 [5] Air Power SF DF Air Power SF DF 1 AF 2 Dietl OKH, OKW 1 Mann THQ 2 Includes STAVKA & West Includes Incl. THQ, 3 Includes 2 NF units 3 Includes 1 Guards unit 4 Includes 3 Gds units

1939A: Winter War Introductory Scenario 1939B: Operation Weser Introductory Scenario Try this scenario before playing the full 1939 scenario. Try this scenario before playing the full 1939 scenario. Situation Situation Start in Dec., 1939. The USSR has annexed E. Poland and the Start in March, 1940. Play is restricted to Germany, Calais, Baltic States. Play is limited to the USSR & Finland 1939. Britain, Denmark and Norway. Germany has done DE DS, giving it control of Denmark. Use 21.49 Operation Weser Special Rules. The Soviets have done DE WW, initiating the Winter War. Use the Winter War Special Rules as per 21.48. Important: In May, both Axis and Allied Production drop to 5 PPs (Battle of France underway). Finland is an Isolated Minor (20.64), tracing National Supply to Berlin (NOT via frozen seas, e.g., Gulf of Bothnia). Setup Allies (Britain only): set up first, and move second. Setup Axis: set up first, and move second. Deploy BEF (HQ II, Mech 4, Mech 3, Inf 4) in Calais. Deploy all other units in Britain (ports recommended). Finns: Deploy Finnish units inside Finland (can stack). Axis: set up second, and move first. Recommended setup: Soviets: set up second, and move first. Bremen: OKH III, Inf 2. Deploy main units within 1 hex of Leningrad or Tallinn. Hamburg: HQ III, NF Mtn 4, NF Inf 3, NF Static 2. Deploy NF units in the North Front. Rostock: HQ II, NF Mtn 4, NF THQ III, OKW III. Deploy Moscow HQ within 2 hexes of Moscow. Stettin: HQ III, NF Inf 3, NF Static 2, Static 2. Victory Victory Length: Scenario ends after March 1940 (4 months). Length: Scenario ends after June1940 (4 months). Victory: COUNT Soviet HQ CV remaining + Finnish units Victory: COUNT Axis HQ CV – Allied HQ CV doubled. eliminated at Armistice (must be accepted). Major Axis Victory: Norway conquered COUNT >0 Decisive Axis Victory: Finland undefeated / no Armistice. Minor Axis Victory: Norway defeated, COUNT >0 Minor Axis Victory: Finnish Armistice. COUNT < 10 Minor Allied Victory: Norway defeated, COUNT <= 0 Minor Soviet Victory: Finnish Armistice. COUNT >= 10. Decisive Allied Victory: Norway undefeated. Major Soviet Victory: Finland defeated (no Armistice). Operation Weser Notes Winter War Notes The Axis fear Allied control of Norway: loss of the Ore Sea The USSR needs to win the Winter War to reduce its crippling Route, Atlantic Barrage, and Allied Naval Supremacy are very 20 PP HQ costs (Red Army Reform). The Finns are tough and so damaging. Spring 1940 is their best shot, and if they don’t take it is their home terrain. With the Gulf of Bothnia frozen, the Finns the British may. The operation is technically demanding (hence must trace National Supply through Oulu and Sweden. Cutting this the need for a few “practice runs”). There are many offensive supply line or capturing Helsinki will finish the campaign. Options possibilities, but suffice to say that the most expensive are the include direct assault through the isthmus, sea landings at Turku surest. If the commitment is half-hearted or unlucky, a strong or Kotka, northern overland drives or a combination of the above. British response can save Norway. Soviet DF Airpower and DF mech fire help a lot. Warning: In a full EuF game, a maximal Allied effort in Norway has serious negative effects in other theaters.

© 2014 Columbia Games Inc. 71 VERSION 1.16 1940: ASSAULT ON FRANCE

AXIS SOVIET ALLIED EAST1 WEST MED NORTH EAST NOR WEST MED NOR Unit CV Unit CV Unit CV Unit CV Unit CV Unit CV FRENCH Unit CV Unit CV Unit CV HQs 52 13 13 2 HQs 61 7 1 0 HQs 31 5 Armor 8 18 Armor Armor 2 3 Mech Mech 72 12 Mech 2 5 Infantry 6 8 21 76 2 4 Infantry 142 35 3 5 Infantry 6 17 1 1 Mountain 1 3 2 5 Shock Mountn 2 3 Para 1 1 Cavalry 3 3 Fort 3 11 Fort 3 3 Amphib Static 4 3 Static 1 0 2 2 Mountn 2 3 BRITISH Unit CV Unit CV Cavalry HQs 32 4 13 2 SAT Infantry Armor 1 2 IT Infantry Mech 4 10 24 2 IT Mech Infantry 3 9 24 4 1 1 IT Static Amphib 1 4 Static 25 3 BH R/P BH R/P PPs 454 PPs 56/3 PPs 34 (+5)6 Air Power TF TF (DF) DF Air Power SF Air Power SF SF 1 These units are garrisonning the Curzon Line 1 Includes GQG 2 Includes AF 1 Includes Stavka 2 SHQs: 5 CV total; Field HQs: 8 CV total 3 ME THQ 4 incl. HabF/PalF/Ind 2 Includes 4 Guards 3 THQ 5 Gib/Malta garrisons 4 Ore SeaRoute lost (5 PPs have been deducted). 6 Basic Production increases +5

AXIS REINFORCEMENTS ALLIED REINFORCEMENTS JUN ‘40 AGp ‘G’ HQ 0 MAY ’41 Br 2 Para Corps Para 1 NOV ‘40 25 Corps Static 0 NOV ‘40 20 Inf Corps Infantry 1 DEC ‘40 AGp ‘A’ HQ 0 DEC ‘40 50 Mech Corps Mech 1 SOVIET REINFORCEMENTS DEC ‘40 52 Inf Corps Infantry 1 JUN ‘40 37 Army Infantry 1 DEC ‘40 59 Inf Corps Infantry 1 JUL ‘40 4 Tk Corps Armor 1 DEC ‘40 61 Inf Corps Infantry 1 SEP ‘40 8 Tk Corps Armor 1 JAN ‘41 AGp ‘E’ HQ 0 NOV ‘40 10 Tk Corps Armor 1 FEB ‘41 AGp Afrika* HQ 0 DEC ‘40 11 Tk Corps Armor 1 FEB ‘41 55 Mech Corps Mech 1 JAN ‘41 26 Army Infantry 1 MAR ‘41 DAK Pzr Corps* Elite Armor 1 FEB ‘41 9 Tk Corps Armor 1 MAR ‘41 3 Pzr Corps Armor 1 MAR ‘41 18 Army Infantry 1 MAR ‘41 40 Pzr Corps Armor 1 APR ‘41 7 Tk Corps Armor 1 MAR ‘41 53 Mech Corps Mech 1 APR ‘41 Coastal Army Amphibious 1 MAR ‘41 57 Pzr Corps Armor 1 MAY ‘41 12 Tk Corps Armor 1 APR ’41 54 Inf Corps Infantry 1 MAY ‘41 27 Army Infantry 1 MAY ‘41 70 Corps† Static 0 May arrive in: *Med Front [Tripoli] †North Front [Oslo]

© 2014 Columbia Games Inc. 72 VERSION 1.16 1940: ASSAULT ON FRANCE

Axis Mulhouse and cannot be moved. Event IX as France crumbles or following Germany (includes Danzig). Controls Sedan Appendix: 1 French unit can French defeat. When deploying Italian Czechoslovakia, W. Poland, Denmark, and set up and remain in the Philippeville/ forces, add Peacetime Production (16.32) to Norway (except Narvik). Sedan hex while Belgium is neutral. Italian forces (Italian Production is 8 PPs). Narvik is an enemy battle location MF Residents set up in/adjacent to NOTE: Italian Peacetime Production spent (Allies are Original Defender), so the Axis French North African ports, at least in the Med Front incurs double MF costs. Ore SeaRoute is broken (–5 PPs). DS is in one unit per colony. They are restricted Peacetime Production cannot be used for effect (Axis +2 PPs & Swedish Compliance). to the MF. units in unsupplied locations (Ethiopia). Soviet Union: Set up within Soviet This activates (21.32) the Med Front. Allies territory. All Frontline hexes bordering Nsxt Production, both sides must make Britain controls Gibraltar, Malta, on Axis territory must be occupied. MF Allocations and the Italian Lib mech and Egypt, Palestine, Aden, Sudan, Kenya, Two units must set up in/adjacent to British ANZ MF reinforcements arrive. South Africa, Afghanistan and India. both Moscow and Leningrad, and one France (inc. Corsica). Controls unit in/adjacent to both Minsk & Kiev. 5) Naval Supremacy Morocco, West Africa, Algeria, and Tunisia. NF units (blue circle) must deploy While Italy remains neutral, the Allies will have Naval Supremacy. However, Poland is defeated. Allied Naval in the Arctic Zone. All 4 cities on the when Italy enters the war Allied use of Supremacy and Phony War are in effect. Turkish border must be occupied (see DE TX). Finnish Armistice occurred in the Middle Seaway is lost and Naval Parity Neutrals Feb/40. DEs S1 and CL are in effect. comes into effect (assuming the Axis has Soviet Union (includes E. Poland and AXIS: Set up second and moves first. a Northern Seaway), reducing Allied naval the Baltic States). The Molotov Pact and Germany: Units set up in Axis territory, capabilities. See 15.8. Finnish Armistice (Feb/40) are in effect. CL with at least 1 unit in each Frontline 6) Scenario Transition (Dec/40) has occurred. hex bordering France and the USSR. WINTER ‘40 AXIS ALLIED SOV All other powers in Europe remain EAST units must set up in W. Poland, E. neutral. No neutrals are Cooperating Prussia or Czechoslovakia; WEST units WF MF EF WF MF EF (Sweden is Complying, see DE DS). in Germany or Denmark. Production - • • +5 • +6 Note: "Germany" includes E Prussia, so 1940 Borders Airpower DF DF TF SF SF SF "WEST" units may also deploy there. Rumania 1939 includes Bessarabia and One NORTH unit starts engaged in Allied and Axis MF Allocations [MF Transylvania. Narvik (Original Attacker) and one in active] can be raised by 5 PPs. Axis EF Active Fronts Trondheim. The rest set up in southern Allocations cannot be increased. Norway (outside the Arctic Zone). Only the West Front is active. If the 7) Weather Initiative becomes active due to Italian Med Front 1940 Free Deployment Game The Axis has first Player-Turn in the belligerence, both sides can allocate 0-15 Deploy as above, except Allied West MF/WF, but the Soviets have the first PPs to it. If the becomes active East Front forces and Axis forces can freely deploy Player-Turn in EF Snow fortnights. Hence, due to Soviet belligerence, the Axis can anywhere within friendly territory. Neither the order of turns will be Axis/Allies/ allocate 0-40 PPs to it. side can increase (but can decrease) the Soviets until Snow arrives on the EF, then 1940 Semi-Historical Game number or CV of units in the MF or NF. Soviets/Axis/Allies until Mud arrives. See ALLIES: set up first, but move second. All Frontline hexes must be occupied. 12.7. Britain: Gibraltar/Malta garrisons (tan 1940 SPECIAL RULES 8) Rommel and the Afrika Korps circles) deploy in those fortresses, all The German Afrika HQ (Rommel) others (except BEF) set up in Britain. 1) Early Start The 1940 game begins in May, one and DAK armor reinforcements can BEF: A maximum of 4 British units can month early. The PP figures listed (e.g., arrive in the Med Front (Tripoli) without set up in France, in/adjacent to Lille. Allies 34) apply to June Production. acclimatization. Within the MF, Afrika HQ NOTE: British HQs in France are subject moves 3 hexes (as a mechanized unit) and to Sea Supply costs (15 PPs/step) unless 2) Operation Yellow DAK is an elite armor unit which fires TF in/adjacent to a major port. See 20.16 Axis Surprise Attacks, (QF offensively in Desert). NF: NX infantry starts (1 cv) in Narvik 20.41 French Forces (Artillery & Sedan (engaged, Original Defender). Appendix), 20.44 French Morale, and 9) Mid East Uprisings MF: The 3 MF Resident brigade groups 20.46 French Armistice. If the Axis gains Balkan Pacification (17.4), ME Uprisings (Axis DE ME) can (2cv max) start in Mid East bases/ See also 20.72 Belgium (Eben Emael) ports. The other 2 MF Residents (ME occur. It is advisable that the British have 3 and 20.42 Gamelin (Allied HQs disrupted units in the MidEast at this juncture. & WDF) start in separate Egyptian and cannot Blitz while Belgium is ports. All 5 units are restricted. Surprised). France: Deploy at least 1 unit in each major city and in each hex bordering 3) Allied Command & Supply Germany or Italy. See 5.34 Allied Command Coordination. Maginot Line: the 3 fort units must 4) Italian Belligerence set up in Metz, Strasbourg, and Italy will join the Axis by Diplomatic

© 2014 Columbia Games Inc. 73 VERSION 1.16 1940: ASSAULT ON FRANCE

1940 SCENARIO NOTES 1940A: FALL OF FRANCE 1940A VICTORY EVALUATION France’s military position was fatally This smaller, faster mini-game retains # OF CONDITIONS undermined by Belgium’s reversion to much of the interest of the full 1940 RESULT ACHIEVED neutrality in 1935, leaving the Maginot situation, lacking mainly the chance of Line with an open flank. After five years of Soviet intervention. England Invaded/8 Axis Decisive German rearmament and French political 7 Axis Major and military confusion, the French army SPECIAL RULES 6 Axis Minor is no match for the Germans even with 1) Setup significant British help. 5 Axis Marginal Ignore the USSR and the North Front. 4 Draw As defeat approaches (Paris about This mini-game lasts only 13 months, from to be lost or surrounded), France May 1940 through May 1941. 3 Allied Marginal should consider offering Armistice. Axis Deploy according to the 1940 Starting 2 Allied Major acceptance conserves Axis resources but Forces, ignoring Soviet forces. Axis East 0-1 Allied Decisive preserves a French empire, leaving the forces begin on the Curzon Line. Allies a Vichy-defended “soft spot” for Fall of France Notes later re-entry into French North Africa. 2) Endgame Diplomacy The Fall of France scenario If Britain has over-committed to the No Allied Diplomatic Event is allowed encompasses some of the crucial strategic continent, the Axis can follow up a quick in May 1941 (the last game-turn). decisions of the war. Assuming Germany Armistice with an invasion of England. A can knock off France in fairly short order, dicey proposition, Sea Lion can win the 3) Mid East Uprising it arrives at a major strategy crossroads. war, or prove a costly failure (even while Axis Diplomatic Event ME (see Axis Taking any one path will permanently scaring the daylights out of the Allies). Diplomacy) can be attempted if the prejudice efforts in other directions. Axis refusal of Armistice often leads Balkans are Pacified. Sea Lion? Spain/Gibraltar? Malta? Med to an intensive Mediterranean campaign, 4) Fall of France Victory Front/Mid East? Balkans/Russia? These with the Allies threatening Libya from east Following May 1941, victory is can be combined to some degree, but and west. Successful evacuation of French evaluated based on Axis achievement of time-and-motion severely hampers large forces can prove a great boost to Allied the following conditions: changes of strategic direction. capabilities. • England Invaded: Axis control of at With no threat of Soviet intervention, Axis conquest of Malta or Gibraltar least one major port in England is an the Axis can be a bit bolder in this scenario, will allow a greatly expanded Axis automatic Decisive Victory. so it can see more that its share of strategic presence in North Africa, but taking either a) Continental Hegemony: Britain is the ‘adventures’. fortress requires a major Axis effort. sole remaining undefeated Allied power A Gibraltar campaign presupposes the in the west. All other WF nations are The Allies, of course, must defend belligerence or defeat of Spain. In the Axis, neutral, or defeated. against all of these threats. Britain can latter case, the Allies should be sure to b) Defense of Rumania: Rumania must be hard-pressed to hold everywhere (as secure Tangier, facilitating the defense be Axis, and AGp Rumania (see EF game the next mini-scenario demonstrates). of the fortress. Malta is more vulnerable, Axis OB card), must occupy EF Rumania. Historically, Britain did hold at every being hard to reinforce or supply if Italy These units must be at or above listed crucial point, with very limited resources is belligerent, but the Axis window of strength. compared to the Axis, arguably the best opportunity is tight, with Axis TF airpower c) Defense of Poland: Army Group strategic performance of the war. ending in winter. North (see EF game Axis OB card), or equivalent must occupy E. Prussia. These During the German attack on France, units must be at or above listed strength. there is a great temptation to Mobilize the d) Barbarossa Buildup: Army Groups Soviets and attack Rumania to deprive Center and South (see EF game Axis OB Germany of oil. But even if Mobilization is card), or equivalent, occupy W. Poland. obtained, success in Rumania is iffy. Loss These units must be at or above listed of Ploesti is a huge blow to the Axis, but strength. failure endangers Soviet survival, as it must e) Mare Nostro: Axis controls Malta, fight the Germans until at least W’41 with Gibraltar, or Suez. expensive units and reduced Production f) Axis North Africa Victory: Axis (Japanese Intervention). controls all six (6) major ports in After the French campaign, the Axis North Africa (Vichy Cooperation is not may also want to clear up the Balkans. sufficient, as the Axis would not control This will clear up their rear areas in Tunis or Algiers). advance of a Russian campaign and put g) Abadan and Basra are controlled by additional pressure on the British in the the Axis. MF by encouraging Mid East Uprisings h) Axis Naval Supremacy: (see 15.82). (see DE ME).

© 2014 Columbia Games Inc. 74 VERSION 1.16 1940b: BRITAIN STANDS ALONE

Germany: Every Victory City, French 1940C: SURF AND SAND AXIS major city, and Atlantic/Baltic basin port AXIS WEST MED must be occupied. All remaining units must By Dave Lockwood UNIT Unit CV Unit CV set up in Occupied France. A simplified version of 1940B. Gibraltar is out of play. Units can transfer HQs 61 12 12 3 Italy: 1EA static (0 cv) starts in Ethiopia. The other 3 MF Residents start between WF and MF, the Allies via South Armor 8 16 in Libyan ports. One West unit must start Africa as usual, the Axis via Italy and the Infantry 21 66 in Nice, all others according to 20.21. Mediterranean. Axis Diplomatic Event ME (see Axis Diplomacy) can be attempted if Mountain 1 3 ALLIES: Sets up second, moves the Balkans are Pacified. Para 1 2 second. Includes Britain; controls Gibraltar, Malta, Egypt, Palestine, Aden, Somaliland, Axis: Include all Axis HQs and MF IT Inf 8 15 1 4 Kenya, India, Afghanistan, South Africa units, but delete half the German WF 4 IT Mech 1 2 1 1 and the ME bases. combat units/cv (leaving armor 4/8, infantry 10/33, para 1/2), and all WF IT Static 2 1 2 2 Britain: IndF must start in Karachi, Italians and non-MF reinforcements. 3 PPs 62 15 PalF in Jerusalem, and HabF in Habbinaya. Deleted units are assumed to deploy in Air Power TF DF The other 2 MF Residents start in the east (as per Fall of France Victory Egyptian major ports, one per port. 1 Includes OKH and OKW 2 CS THQ conditions b & c). Ignore Britain Stands All West units must set up in England. 3 Includes Holland, Belgium, France, and Italy. Alone deployment restrictions. Omit 4 Reinforcement arriving Tripoli NOTE: The Allies’ 14 PPs Saved can be Diplomatic Events. spent before beginning play, but this will Allies: Include all Britain Stands ALLIES delay MF reinforcements past the historical Alone forces as above (delete the Gibraltar BRITISH WEST MED timetable. To meet this schedule, Britain garrison). must start with AF @ I cv, 21 HQ @ I UNIT Unit CV Unit CV Victory: Use 1940 Fall of France rules, cv, 10Br @ 3cv, spend no HQs in August, HQs 31 2 12 2 assuming the Axis achieves conditions #2 and then spend the saved 14PPs+7PPs in & 3 with its deleted units. Armor 1 2 Sept/40 to build AF and 21 HQ to II cv Mech 4 6 23 3 each. Then AF’s 4 Sea Moves can move Surf and Sand Notes 4 21HQ (II cv =>0) and 10Br (3 cv =>1) to Pain. Grief. Headaches. These are just Infantry 3 9 3 4 the South Africa box, from where ME THQ some of the great things awaiting players Amphibious 1 2 can bring them to Egypt in September/ of this mini-game. Play twice, exchanging Static 45 3 October. sides. Good for solitaire, too. PPs 7 15 Britain Stands Alone Notes PPs Saved 14 • At this point, with the British standing behind their last and deepest ditches, the Air Power SF SF Axis has considerable freedom of action, 1 Includes AF 2 ME THQ too many targets, and too little time. 3 Includes HabF 4 Includes ANZ, PalF, Ind Choosing the historical option is for wimps, 5 2 Home Guard + Gibraltar/ Malta garrisons but none of the Britain / Mediterranean options are either cheap to prosecute or 1940B: BRITAIN certain no matter how hard you hit. In SeaLion, capture of a control port STANDS ALONE cancels naval interdiction and permits By Dave Lockwood cheap sea movement: SE England will then last no longer than the Low Countries. Situation Lacking this, invasions will suck HQ France is defeated, Vichy is capacity, face DR/DF Sea Interdiction Cooperating, and Italy is belligerent. The and up to TR/DF beach defense fire, and Med Front is active, and both sides have receive only occasional Sea Supply. All too allocated 15 PPs. Naval Parity is in effect. soon winter Mud and Storms arrive, and Use Special Rules as for 1940A Fall of TF Airpower departs. France, except start in August 1940 using Med options involve either relying on the forces given above. the Italians, betraying the Vichy French or Setup Franco, and/or assaulting fortresses with two unsuppliable units. Those Russian Axis: Germany and Italy. Sets up first, winters start to look quite cozy. and moves first. Controls Czechoslovakia, Western Poland, Denmark, Norway, Holland, Belgium, Occupied France, Albania, and Libya. Vichy is cooperating.

© 2014 Columbia Games Inc. 75 VERSION 1.16 1941: ASSAULT ON RUSSIA

AXIS SOVIET ALLIED EAST WEST MED NORTH EAST NORTH WEST MED Unit CV Unit CV Unit CV Unit CV Unit CV Unit CV Unit CV Unit CV HQs 51 13 31 2 22 42 1† 3 HQs 61 13 1 0 HQs 21 3 22 3 Armor 10 37 13 3 1 2 Armor 7 14 Armor 1 2 Mech 1 3 23 2 Mech 8 15 Mech 4 9 2 4 Infantry 24 90 84 12 2 4 Infantry 22 69 3 7 Infantry 3 9 4 10 Mountain 1 4 2 8 Shock Para 1 1 Para 1 1 Cavalry 3 3 Static 63 9 Fort 3 3 Amphib 1 1 Amphib 1 4 Static 2 1 3 5 Mountain 2 4 Cavalry SAT Inf 2 7 2 3 SAT Static 2 2 It Mech 1 2 1 1 It Infantry 8 12 1 3 It Static 2 0 1 1 BH R/P BH R/P PPs* 54 17 25 -- PPs 68 (+6) 2 -- PPs 7 (+5) 4 25 Air Power TF DF DF DF Air Power SF SF Air Power SF SF 1 Includes one SHQ 2 Includes CS II cv † Dietl THQ 1 Includes Stavka 1 Includes AF 2 Incl ME II cv 3 In Italy / Balkans (see 17.4) 4 Two in Italy / Balkans 2 Basic Prod. rises by 6 PPs. 3 Incl Mal/Gib/TA/HA & HGds. * If no Axis DoWar on USSR: 0 / 71 / 25 PPs 4 Basic Prod. rises by 5 PPs.

AXIS REINFORCEMENTS ALLIED REINFORCEMENTS JUN ‘41 64 Inf Corps Infantry 1 JUN ‘41 BH (Br1) Prep JUN ‘41 34 Inf Corps Infantry 1 FEB ‘42 US 5 Amph Corps Amphib 1 JUN ‘41 90 Inf Corps Infantry 1 JUL ‘41 34 Corps Static 0 JUL ‘41 68 Ftrs Corps Fort 1 JUL ‘41 90 Corps Static 0 SOVIET REINFORCEMENTS JUL ‘41 91 Mech Corps Mech 1 NOV ‘41 1 Shock Army Shock 4 SEP ‘41 LtAfr Mk Corps* Mech 1 NOV ‘41 2 Shock Army Shock 4 DEC ‘41 15 Corps Static 0 DEC ‘41* 3 Shock Army Shock 4 DEC ‘41 PzrGp ‘G’ Armor 1 DEC ’41* 4 Shock Army Shock 4 APR ’42 OB West HQ HQ 0 DEC ’41 1 Para Army Para 1 APR ‘42 58 Pzr Corps Armor 1 DEC ‘41 BH (CA) Prep MAY ‘42 71 Ftrs Corps † Fort 1 APR ‘42 1Gds Tank Army Gds Armor 1 May arrive in: *Med Front [Tripoli] †North Front [Oslo] APR ‘42 2Gds Tank Army Gds Armor 1 MAY ‘42 3Gds Tank Army Gds Armor 1 * Do not arrive if Japan Intervenes (DE JI)

© 2014 Columbia Games Inc. 76 VERSION 1.16 EUROFRONT1941: ASSAULT ON RUSSIA

Axis Frontline road hexes must be occupied. side can increase (but can decrease) the Germany, Italy, Rumania, and SOVIET UNION: Soviet units set up as per number or CV of units deployed on the Bulgaria. Controls Czechoslovakia, W. the EastFront game SOVIET OB card. Med Front or North Front. All Frontline Poland, Denmark, Norway, Holland, Belgium, Units designated to deploy in cities can hexes must be occupied. Occupied France, Yugoslavia, Albania, set up in or adjacent to those cities. All Greece, and Libya (except Tobruk). Balkan hexes bordering current Axis territory 1941 SPECIAL RULES Pacification is in effect. (i.e., not Hungary) must be occupied. 1) Late Start Finnish and French Armistice are in Baltic, West, and Kiev Military District When starting a game in 1941, begin effect. Vichy and Hungary are Cooperating. [MD] units set up in/adjacent to Curzon two weeks late; there is only one fortnight Swedish Compliance is in effect. Axis DEs Line hexes within their respective MD in June 1941. RB (Rumania Cedes Bessarabia) and RX boundaries (separated by red triangles, (Rumania joins Axis) have occurred. The see 1.1 sidebar errata). Odessa MD 2) Odessa / Sevastopol Axis has not Declared War on the USSR. units set up in/adjacent to Rumanian If Odessa and/or Sevastopol become border hexes. Axis controlled, certain Satellite armies Allies can be released from restriction. See Caucasus MD units set up in cities on Britain controls Gibraltar, Malta, Axis Diplomatic Events 3R and SR (AXIS the Turkish border. Egypt, Palestine, Iraq, Aden, Sudan, DIPLOMACY card). Ethiopia, Somaliland, Kenya, South Africa, Northern MD units (blue circle) deploy Afghanistan, India and its base in Persia. in the Arctic Zone. 3) Finland When beginning play in 1941, assume France and Norway are exploited. Note: All 5 Strategic Reserve units have Finnish Armistice occurred in Feb/40, with Iraq has been defeated after Uprising arrived and are included in Starting Forces the Finnish army reduced to 30 PPs. With (DE ME). Uprising is still possible in table. However, no Reserve Armies are yet 100% Peacetime Production (2 PPs/month) Syria and Persia. Axis DE MR is possible in play (these arrive upon belligerence). since then, it will have grown to 64 PPs in Palestine and Iraq if they are not AXIS: Deploys second and moves first. garrisonned by an Allied unit. in July, 1941 (e.g: THQ2, Inf 5/8cv, static GERMANY: Units deploy within Axis 0). Upon DE FL, Finland becomes an Axis Neutrals territory, observing Occupation Limits Isolated Minor (separate PP pool of 3 PPs/ Soviet Union includes E. Poland, the (20.132) as applicable. All hexes month-- resources doubled for Axis). Baltic States, and Bessarabia. The Molotov bordering the USSR must be occupied. 4) Scenario Transition (Dec/41) Pact is in effect. Finnish Armistice is in East units set up as per the EastFront effect. Red Army Reforms are completed: game AXIS OB card. Army Groups WINTER ‘41 AXIS ALLIED SOV Soviet DE S2 is in effect (Soviet HQs cost North, Center, and South set up along/ WF MF EF WF MF EF 10 PPs/step; 20 PPs/cadre). adjacent to their respective segments of Production +5 • • +10 • +6 The USSR, Sweden, Finland, Spain, the Curzon Line (black triangles separate Switzerland and Portugal are neutral. The the Curzon Line into N/C/S). Army Airpower DF DF DF DF DF SF Axis has conquered the rest of Europe. Group Rumania sets up within Rumania. If the MF is active, Axis/Allied 1941 Borders West units set up in the West Front. Allocations can be raised 5 PPs. The Axis Hungary 1941 includes Transylvania NF units (blue circles) set up in Norway. EF Allocation cannot be raised in Winter. (use 1941 borders). The MF DAK and Afrika HQ set up Rumania 1941 excludes Bessarabia in Libya (except Tobruk). No other 5) Winter Initiative and Axis and Transylvania (use 1941 borders). German units can do so. MF Frontline Paralysis Vichy includes Corsica, and controls road hexes must be occupied. Because East Front initiative varies Tunisia, Algeria, Morocco, and W. Africa. ITALY: WF units are restricted to inside with the weather, the sequence of Player or within one hex of Greater Italy. At Turns in winters can vary (see 12.7). Axis Fronts least one unit must deploy in France, units in the East Front move and fight at The West and Med Fronts are active. Yugoslavia, Albania, and Greece. reduced capacity during the first winter in Axis and Allies have allocated 25 PPs to the east (see 12.45). Italian MF Residents deploy in Libya the MF. Naval Parity is in effect. (except Tobruk), but no others can. 1941 HISTORICAL COMMENTARY 1941 Semi-Historical game AXIS SATELLITES: Rumanian / Bulgarian As the Battle of the Atlantic rages and ALLIES: Set up first, but move second. units are restricted: they must deploy the North African campaign seesaws back BRITAIN: Most units may set up in inside or within 1 hex of home territory and forth, an isolated but defiant Britain Britain or Gibraltar. NF units (blue (1939 borders). Units designated WEST girds for the expected German invasion. circles) set up in Britain and garrisons may set up within EF home territory. To its unutterable relief, the mighty (tan circles) in Gibraltar or Malta, to 1941 Free Deployment game Wehrmacht instead heads east into Russia, which they are restricted. allowing Britain to deploy the best of its Deploy as Semi-Historical game, except meager forces to beleaguered Egypt. The MF (orange circle) units must set up in Allied forces can freely deploy within the Soviets, on the other hand, have a fight for Egypt (on/adjacent to a road), Tobruk, West Front, Soviets within the East Front, survival on their hands. Palestine, Iraq, India, or Abadan [base]. and Axis forces in either front. Neither

© 2014 Columbia Games Inc. 77 VERSION 1.16 1942: AXIS HIGH TIDE

AXIS SOVIET ALLIED EAST1 WEST MED NORTH EAST NOR WEST MED Unit CV Unit CV Unit CV Unit CV Unit CV Unit CV Unit CV Unit CV HQs 51 12 42 6 23 4 24 6 HQs 61 11 1 0 HQs 21 5 22 4 Armor 11 38 2 2 1 3 Armor 4 8 Armor 1 3 Mech 3 10 1 2 1 4 Mech 5 9 Mech 3 10 3 6 Infantry 29 88 6 12 2 4 Infantry 28 88 5 10 Infantry 2 7 5 11 Mountain 1 4 2 7 Shock 4 12 Para 1 1 Para 1 2 Para Static 63 11 Fort 4 6 1 1 Cavalry 4 10 Amphib 2 8 Static 5 7 3 6 Amphib 1 2 SAT Inf 2 8 5 9 64 12 Mountain 2 4 SAT Static 2 2 14 1 IT Mech 1 2 1 2 IT Infantry 8 14 1 4 IT Static 2 0 1 1

BH R/P 0/1 BH R/P 0/1 PPs 80 F35 12 (+5)6 30 -- PPs 60 (+6)2 -- PPs 17 (+10)4 35 Air Power DF DF DF DF Air Power SF SF Air Power DF DF 1 Includes OKH 2 Includes OKW 1 Includes Stavka 1 Includes AF 2 Incl ME II cv 3 Includes Italian CS II cv 4 Finnish forces (NF & EF) 2 Basic Prod. rises by 6 PPs. 3 Garrisons & NF Expeditions. 5 Finland = Isolated Minor 6 Basic Prod. +5 PPs 4 Basic Prod rises by 10 PPs.

AXIS REINFORCEMENTS AXIS REINFORCEMENTS JUN ‘42 80 Inf Corps Infantry 1 APR ‘43 73 Inf Corps Infantry 1 JUN ‘42 2 Para Corps* Static 0 APR ‘43 62 Inf Corps Infantry 1 JUL ‘42 88 Inf Corps Infantry 1 MAY ‘43 73 Corps Static 0 JUL ‘42 Mech Group ‘E’ Mech 1 MAY ‘43 21 Corps Static 0 AUG ‘42 88 Corps Static 0 MAY ‘43 74 Inf Corps Infantry 1 SEP ‘42 65 Corps Static 0 MAY ’43 85 Corps Static 0 SEP ‘42 89 Fortress Corps Fort 1 JUN ‘43 76 Pzr Corps Armor 2 OCT ‘42 89 Corps Static 0 JUN ‘43 4ss Pzr Corps SS Mech 1 OCT ‘42 66 Corps Static 0 JUN ‘43 Italy Pzr Grp Armor 1 NOV ‘42 1Para Corps Static 0 JUN ‘43 69 Corps Static 0 NOV ‘42 84 Ftrs Corps Fort 1 JUN ’43 86 Inf Corps Infantry 1 DEC ‘42 Army Grp ‘C’ HQ Ø JUN ‘43 74 Corps Static 0 DEC ‘42 87 Inf Corps Infantry 1 JAN ‘42 85 Inf Corps Infantry 1 ALLIED REINFORCEMENTS JAN ‘42 87 Corps Static 0 OCT ‘42 US 6 Amph Corps Amphibious 4 FEB ‘43 1ss Pzr Corps SS Armor 1 OCT ‘42 BH (US6) Ready FEB ‘43 2ss Pzr Corps SS Armor 4 NOV ‘42 US 1 Army Gp HQ III MAR ‘43 Army Grp ‘B’ HQ Ø NOV ‘42 US 2 Amph Corps Amphibious 4 MAR ’43 2 Para Corps Para 1 NOV ‘42 BH (US2) Ready APR ‘43 Pzr Group West Armor 1 APR ‘43 US 3 Para Corps Para 1 APR ‘43 Pzr Group ‘C’ Armor 1 APR ‘43 78 Cav Corps Cavalry 1 SOVIET REINFORCEMENTS APR ‘43 68 Inf Corps Infantry 1 JUN ‘42 5 Gds Tank Army Gds Armor 1 *May arrive in the Med Front (Tripoli) JUL ‘42 6 Gds Tank Army Gds Armor 1

© 2014 Columbia Games Inc. 78 VERSION 1.16 1942: AXIS HIGH TIDE

AXIS 1942 SEMI-HISTORICAL GAME Italy is demoralized by the loss of Libya, Germany, Italy, Rumania, Hungary ALLIES: Deploy first, but move second. Albania, Sicily, Sardinia, or any Italian Bulgaria and Finland: controls Yugoslavia is in Revolt (Tito may arrive). major city. Czechoslovakia, Poland, Denmark, BRITAIN: Most units may set up in 3) Morocco (Allies) or Tunis/Istanbul Norway, Holland, Belgium, Occupied Britain or Gibraltar. NF units (blue (Axis) Basing France, Yugoslavia, Albania, Greece, circles) set up in Britain and garrisons Units in the MF that trace Supply Lines Libya west of the 1942 Startline, the (tan circles) in Gibraltar or Malta, to to a rail line connected to Casablanca/ Baltic States, and Russia west of the which they are restricted. Tangiers (Allies) or to Tunis/Istanbul (Axis) 1942 Startline. Rumanian 3A has been MF units (orange circle) set up in the have special privileges. See 21.38. released (DE 3R). MF, east of the 1942 Startline on/ 4) Vichy Demoralization and Torch Finnish Limited War (FL) is in effect adjacent to a road. All Frontline road Once 2nd Front DE is in effect, Vichy (Finland is an isolated minor using its hexes must be occupied. One MF Alien is demoralized and ambivalent: its units only own production). sets up in India. Both MF HQs are 2cv. repulse Allied assaults on dierolls of '1' and NOTE: Volkhov (EF) is a battle hex: the SOVIET UNION: Units deploy within may Capitulate (see 20.486), and Vichy Axis and Soviets must deploy at least one Soviet territory. All Frontline hexes may Surrender (20.487). unit there (Axis is Original Defender). must be occupied. 5) W ‘42 Scenario Transition (Dec/42) AXIS: Deploy second and move first. ALLIES GERMANY: Deploy in friendly territory, WINTER ‘42 AXIS ALLIED SOV BRITAIN: controls Gibraltar, Malta, Libya subject to Occupation Limits (20.132). east from Tobruk/Bir Hacheim, Egypt, WF MF EF WF MF EF All Frontline hexes must be occupied. Palestine, Syria, Iraq, S. Persia, Aden, Production +5 • • +10 • +8 The SiegeGun unit is activated. Sudan, Ethiopia, Somaliland, Kenya, MF units (orange circle) set up in the Airpower SF SF DF DF DF DF South Africa, Afghanistan and India. MF, west of the 1942 Startline. All All 3 MidEast Uprisings (ME) have been Frontline road hexes must be occupied. If the Med Front is active, Axis and defeated. Mid East Rebellion (MR) is Both MF HQs are 2cv. Allied MF Allocations can be raised by 5 possible in any ME Mandate that is not NF units (blue circle) set up in the NF. PPs. The Axis EF cannot be increased. garrisoned. Axis DE RS (Rising Sun) German units in Finland are restricted is possible if India is not garrisoned. 6) Winter Initiative to Petsamo and Oulu (DE FL in effect).. Yugoslavia, France and Greece are Because East Front initiative varies exploited (see Revolt 16.73). ITALY: Units are restricted to inside or with the weather, the sequence of Player within one hex of Greater Italy. At SOVIET UNION: The Soviets control Turns in winters can vary. See 12.7 for least one unit must set up in France, Leningrad and all territory east of the details. Yugoslavia, Albania and Greece. S’42 Startline (see above re: Volkhov) and N. Persia. Finland Limited War MF Residents (orange circle) must 1942 HISTORICAL (FL) and Great Patriotic War (SG) are deploy in the Med Front, to which which they are restricted. COMMENTARY in effect. Red Army Reforms (S1 & S2) The war in Europe still hangs in the AXIS SATELLITES: Rumanian 3rd Army are complete (HQs cost 10 PPs/step, balance. The Axis still has good prospects (3R) is released; all other Satellite cadres 20 PPs). in the East, while the Allies remain units (Hungarian, Finnish, Bulgarian) relatively impotent in the West for the time are restricted: they must remain in/ NEUTRALS being. Vichy is Cooperating with the adjacent to their home territory (use Axis. Swedish Compliance is in effect. larger of 1939/current borders). Units The war in Africa remains undecided, Switzerland, Spain and Portugal remain designated WEST may set up within although the American aid has begun to neutral. The rest of Europe is conquered home territory in the EF. tilt the balance against the Axis, and Torch by the Axis. invasion forces are nearing readiness. 1942 SPECIAL RULES 1942 BORDERS 1) German Siege Guns Vichy (20.48) includes Corsica. Beginning this scenario, the German Controls Tunisia, Algeria, Morocco and 54th Infantry Corps (three dots within West Africa. infantry symbol) has heavy Railroad Siege Guns attached. It fires TF versus fortresses FRONTS (must be in Rail Supply), but cannot move/ All three Fronts are active. The Axis invade by sea. has allocated 50 PPs to the EF, and 30 2) Axis Satellite Demoralization PPs to the MF. The Allies have allocated Allied DE 2F (Second Front) becomes 35 PPs to the MF. Naval Parity is in effect possible this scenario, giving the Allies in the WF and MF. the initiative in the West / Med Fronts, and causing Axis Satellites and Vichy (but not Italy) to become demoralized (16.71) and subject to Surrender (16.8).

© 2014 Columbia Games Inc. 79 VERSION 1.16 1943: CLOSING THE RING

AXIS SOVIET ALLIED East West North East West Med Unit CV Unit CV Unit CV Unit CV Unit CV Unit CV HQs 51 12 62 12 26 5 HQs 61 14 HQs 41 10 12 1 Armor 123 42 73 15 Armor 11 32 Armor 1 4 Mech 3 12 34 5 Mech 7 20 Mech 4 13 2 2 Infantry 28 88 14 20 2 4 Infantry 29 94 Infantry 3 9 4 6 Mountain 1 2 2 6 Shock 4 10 Mountain 13 2 Para 2 4 Cavalry 4 8 Para 2 2 Fort 6 10 1 1 Amphibious 1 2 Static 64 12 Static 16 13 3 6 Mountain 2 4 Amphibious 4 12 Cavalry 1 2 NF HQ 1 1 SAT Infantry 3 3 4 9 65 12 NF Inf 5 10 SAT Static 2 2 15 1 IT Mech 1 2 IT Infantry 8 15 IT Static 2 1 BH R/P 0 / 1 BH R/P 3 / 0 PPs 90 F36 41 (+5)7 PPs 68 PPs 73 (+10)5 Air Power DF SF [SF] Air Power DF Air Power TF [TF] 1 Includes OKH 2 Includes OKW 1 Includes Stavka 1 Includes AF 2 Includes ME 3 One SS 4 One SS 3 Free French (Fr2) 5 Finnish forces (NF & EF) 6 Finland Isol. Minor (3PPs) 4 Includes Mal/Gib. Hm Gd & NF. 7 Basic Production rises by 5 PPs. 5 Basic Production rises by 10 PPs.

AXIS REINFORCEMENTS ALLIED REINFORCEMENTS JUL ‘43 3SS Mech Corps SS Mech 3 AUG ‘43 Polish Corps Infantry 4 JUL ‘43 51 Mtn Corps Mountain 2 SEP ‘43 SHAEF SHQ Ø JUL ‘43 Houck Mtn Corps Mountain 2 OCT ‘43 Cdn 1st Mech Corps Mech 4 AUG ‘43 15 Mtn Corps Mountain 1 DEC ‘43 BH (US 5) Ready AUG ‘43 21 Mtn Corps Mountain 1 DEC ‘43 US 7th Corps Amphibious 4 SEP ‘43 5SS Mtn Corps SS Mountain 1 JAN ‘44 US 8 Tk Corps Armor 3 SEP ‘43 22 Mtn Corps Mountain 1 FEB ‘44 US 15 Tk Corps Armor 3 JAN‘44 75 Inf Corps Infantry 1 FEB ‘44 US 19 Mk Corps Mech 4 JAN ‘44 80 Corps Static 0 MAR ‘44 12th Army Gp HQ Ø FEB ‘44 AOK Mk Corps Mech 1 MAR ‘44 BH (US 7) Ready FEB ‘44 86 Corps Static 0 APR ‘44 US 20 Tk Corps Armor 3 APR ‘44 Pzr Group ‘B’ Armor 1 APR ‘44 US 4 Mk Corps Mech 4 APR ‘44 67 Inf Corps Infantry 1 MAY ‘44 US 12 Tk Corps Armor 3

SOVIET REINFORCEMENTS (None)

© 2014 Columbia Games Inc. 80 VERSION 1.16 1943: CLOSING THE RING

AXIS Greece and France. MF Residents set up in Britain or Gibraltar. SOUTH units on (orange circles) are permanently that card may set up in Gibraltar, Malta, or Germany, Italy, Rumania, eliminated (out of play). Italy is the Med Front. Otherwise the above Allied Hungary, Bulgaria and Finland. demoralized and may Surrender. free setup rules are unchanged. Controls Czechoslovakia, Poland, AXIS SATELLITES: Hungarian, Rumanian, SOVIETS: Set up all Soviet units as Denmark, Norway, Holland, Belgium, all Finnish and Bulgarian units are per Free Setup Game setup above. of France, Corsica, Albania, Yugoslavia, restricted: they must set up and remain Greece, the Baltic States, and Russia west in/adjacent to home territory (use the of the S’43 Startline. 1943 SPECIAL RULES larger of 1939/current borders). Units 1) Late Start NOTE: Volkhov is a battle hex: the Axis listed as WEST/NORTH may also set up The 1943 scenario begins in July, not and Soviets must deploy at least one unit within EF home territory. All Satellites in June as usual. there (Soviets are now Original Defender). are demoralized and may Surrender. Swedish Compliance is in effect. Finnish ALLIES: Deploy second, but move first. 2) W’43 Scenario Transition (FL) is in effect: Finland is an Limited War Britain/US: WEST units can set up in WINTER ‘43 AXIS ALLIED SOV isolated minor using its own production. Britain, Malta/Gibraltar, or the MF. WF MF EF WF MF EF Yugoslavia, France and Greece are The 5 NF Expeditions (blue circles) are exploited (see Revolt 16.73). restricted to Britain/NF; 2 Garrisons (tan Production +5 • • +10 • - - Second Front is in effect: Italy, circles) are restricted to Gibraltar/Malta Airpower SF SF SF TF+ TF+ DF Rumania, Hungary and Bulgaria are (all full strength/may be disbanded). demoralized. All Satellite expeditions (8I, All 6 MF Residents (R in orange circle) Basic Production rises 5 PPs (Axis) 2H, 3R & 4R) are permanently restricted are restricted to the MF. One MF Alien and 10 PPs (Allies). Axis EF Air Firepower (eliminated and rebuilt). Vichy has (1cv) starts in Karachi. drops from DF to SF. Allied Extended Air Surrendered to the Allies. SOVIET UNION: Units set up in Soviet Range begins in the WF (see #3 below). controlled territory, NF units (blue Axis and Allied MF Allocations (if ALLIES circle) within the Arctic Zone. All any) can be raised by 5 PPs. The Axis EF Frontline hexes must be occupied. BRITAIN/US: Control Gibraltar, Malta, Allocation cannot be increased. and all the Med Front. MF Victory 1943 HISTORICAL GAME Med Front allocations can be raised and Allied Naval Supremacy are in AXIS: Set up as shown all units on by 5 PPs. The Axis East Front allocation effect. Axis DE MR (ME Rebellion) the WestFront game Axis S43 OB card cannot be raised in Winter. is possible in ME Mandates that are ("Northern Italy" is that north from the 3) Allied Extended Air Range RS not garrisoned, and (Rising Sun) is Florence hexrow, "Southern" to the south). Beginning W’43, Allied airpower has possible if India is not garrisonned. The 4 AG 'E" units must set up in Albania, Extended Air Range in the WF and MF. SOVIET UNION: Controls Soviet Greece, and Yugoslavia ("E" Mech at 1cv), Allied Air Range doubles the CV of the territory east of the S’43 Startline along with: 91 Mech (1cv), 68 Inf (1cv), 21 commanding HQ (triple for SHQs). (see above re: Volkhov), Leningrad, static (0cv), 68 Fort (1cv), and 8I Inf (2cv). and N. Persia. Red Army Reforms are Strategic Bombing: The resulting Axis EAST and NORTH units set up complete (normal HQ costs). Great increased effectiveness of Allied strategic freely in controlled territory within the EF Patriotic War is in effect. Finland bombing raises rebuilding costs of German and NF. No units set up in the MF. Limited War is in effect. HQs in the WF to 15 PPs/step (cadres 30 ALLIES: Set up WEST units according PPs) for the rest of the game. NEUTRALS to the WestFront game Allied S43 OB 4) Winter Initiative Switzerland, Sweden (Complying), card. Add 1 NF Inf (3cv) + 4 static (8cv) in Because EF initiative varies with the Spain and Portugal remain neutral. Britain & 2 static (4cv) in Malta/Gibraltar. weather, the winter sequence of Player FRONTS MF Residents (R in orange circle) set up Turns can vary. See 12.7 for details. The Axis has allocated 60 PPs to the in the MF, along with one MF Alien (at 1 EF. Neither the Axis nor the Allies have cv) in Karachi. No units are in the NF. 1943 Historical commentary This scenario marks the beginning of any PPs allocated to the MF. SOVIETS: Set up all Soviet units as the end for the Axis. With Soviet strength per Free Setup Game setup above. approaching parity and its production in full 1943 FREE SETUP GAME gear, prospects in the East are fading. AXIS: Deploy first and move second. 1943 SEMI-HISTORICAL GAME In the West, hard-won Allied Naval GERMANY AXIS: NORTH units on the WestFront : Units deploy in Axis and Air Supremacy begin to tell, US forces game Axis S43 OB card must set up in controlled territory, subject to begin to arrive in quantity, and Allied 20.132 France, Germany, Czechoslovakia, and Occupation Limits (see ). All production is simply overwhelming. Still, points northward. SOUTH units on that Frontline hexes must be occupied. NF tenacious German defense can make OB card must set up in Italy, Yugoslavia, units set up in the NF. All MF units are progress slow and costly, and the panzers Hungary, and points southward. Otherwise eliminated (but can be rebuilt). still pack a mighty punch. ITALY: Non-MF units set up inside or the above Axis setup rules are unchanged. within one hex of Greater Italy. At least ALLIES: NORTH units on the 1 unit must be in Yugoslavia, Albania, WestFront game Allied S43 OB card may

© 2014 Columbia Games Inc. 81 VERSION 1.16 1944: ANVIL OF VICTORY

AXIS SOVIET ALLIED EAST WEST NORTH EAST WEST MED Unit CV Unit CV Unit CV Unit CV Unit CV Unit CV HQs 51 12 62 14 25 6 HQs 61 14 HQs 61 16 12 1 Armor 123 36 73 17 Armor 12 34 Armor 5 16 Mech 43 12 44 8 Mech 8 24 Mech 7 24 2 2 Infantry 28 82 16 31 2 4 Infantry 30 94 Infantry 4 14 4 6 Mountain 1 4 63 12 2 5 Shock 4 15 Mountain 1 3 Para 2 6 Cavalry 4 12 Para 2 4 Fort 6 14 1 1 Amphibious 1 2 Static 63 12 Static 17 19 3 6 Mountain 2 4 Amphibious 5 18 Cavalry 1 2 SAT Infantry 3 11 4 9 65 12 NF HQ 1 2 SAT Static 2 2 15 1 NF Inf 5 10 IT Mech IT Infantry IT Static BH R/P 0 / 1 BH R/P 3 / 2 PPs 66 F35 556 (+5)7 PPs 86 PPs 94 (+10)4 Air Power SF nil [nil] Air Power TF Air Power TF* [TF*] 1 Includes OKH 2 Includes OKW 1 Includes Stavka 1 Includes AF and SHAEF 2 ME 3 One SS 4 Two SS 3 Includes Hm Gd, Gib/Mal & NF 5 Includes Finns (Isolated Minor / 3PPs) 4 Basic Production rises by 10 PPs 6 Ore SeaRoute lost (–5 PPs.) 7 Basic Production +5 * With Air Supremacy

AXIS REINFORCEMENTS ALLIED REINFORCEMENTS JUL ‘44 PzrGp Eberhard SS Mech 4 JUN ‘44 6th Army Gp HQ Ø DEC ‘44 FHH Pzr Corps SS Armor 4 JUL ‘44 FF 1st Tk Corps Armor 3 AUG ‘44 US 13th Mk Corps Mech 4 AUG ‘44 US 18th Mk Corps Mech 4 SEP ‘44 US 3rd Mk Corps Mech 4 SEP ‘44 US 16th Inf Corps Infantry 4 OCT ‘44 US 21st Inf Corps Infantry 4 OCT ‘44 Br 3rd Inf Corps Mech 4 NOV ‘44 US 22nd Inf Corps Infantry 4 NOV ‘44 US 23rd Inf Corps Infantry 4 DEC ‘44 FF 3rd Inf Corps Infantry 4

SOVIET REINFORCEMENTS (None)

© 2014 Columbia Games Inc. 82 VERSION 1.16 1944: ANVIL OF VICTORY

AXIS NF units set up in the NF. MF units land movement is one hex slower than Germany, Finland, Rumania, are eliminated but are available for normal (min 1), and rail movement is Hungary and Bulgaria. Controls rebuilding. halved (5 hexes per Rail Move). Czechoslovakia, Poland, Denmark, Axis Satellites: Hungarian, Rumanian, The Allies also gain complete control Holland, Norway, Belgium, France, Italy Finnish and Bulgarian units are of all seas in the Atlantic Basin (regardless north of the S’44 Startline, Albania, restricted: they must set-up and remain of naval base control) and the Axis loses all Yugoslavia, Greece, the Baltic States, and within 1 hex of their home territories seapower there. the USSR west of the S’44 Startline. Allied (current/1939 borders). 3R, 4R and Strategic Bombing is in effect: Axis HQ 2H set up in the East Front. Units 3) Ploesti costs in the West/Med Fronts are 15 PPs designated WEST may also set up The Axis Oil Supply rule (17.1) may per step. The Axis Ore SeaRoute (17.2) is within home territory in the EF. come into effect. lost (–5 PPs) due to Allied Air Supremacy Italy has Surrendered: all Italian units 4) 1944 Scenario Victory (see Special Rule #2 below). Swedish are out of play. Games begun in 1944 use different Compliance is in effect. Yugoslavia, France ALLIES: Set up second, but move first. Victory Conditions based on Victory City and Greece are exploited (see Revolt 16.73). Britain/US: Most units may set up control. See 19.5. Rumania, Hungary and Bulgaria anywhere in Allied controlled territory, are demoralized and subject to Surrender occupying all Frontline hexes. Garrisons 5) Balkan Pacification (2F in effect). The Satellite Expeditions [2H, (tan circles) and NF Expeditions (blue Axis DEs Mid East Rebellion (ME) and 3R & 4R] have all been eliminated and circles) are restricted to Britain, Malta Rising Sun (RS) become impossible once rebuilt and are permanently restricted. Axis and Gibraltar. Rumania (or any other Balkan nation) Surrenders and Balkan Pacification is lost. Finland may become an Isolated Minor MF Residents set up in are restricted to (20.64) using only its own production if the MF. British 3rd Corps (1cv) is in 6) W’44 Scenario Transition Tallinn is lost. Italy has Surrendered. Karachi. WINTER ‘44 AXIS ALLIED SOV SOVIET UNION: Units set up in Soviet ALLIES controlled territory, NF units in the WF MF EF WF MF EF Britain/US. Control Britain, Gibraltar, Arctic Zone. All Frontline hexes must be Production • • • • • • Malta, Corsica, Sardinia, Sicily, Italy occupied. Airpower • • • TF TF TF south of the S’44 Startline, and all the Med Front (MF Victory). The Allies 1944 HISTORICAL GAME Axis and Allied Allocations to the Med have Naval & Air Supremacy and Set up as above, except deploy Axis Front can be raised by 5 PPs. The Axis EF Strategic Bombing (13.31) is in effect. and Allied West units according to the Allocation cannot be raised. Rebellion is possible in ME Mandates 1944 Historical OBs (next page). that are not garrisoned. Rising Sun is 7) Winter Initiative possible if India is ungarrisonned. See 1944 SEMI-HISTORICAL Because East Front initiative varies with the weather, the sequence of Player 11.37 re HQ costs in Sea/BH Supply. GAME Soviet Union. Controls Soviet territory Turns in winters can vary. See 12.7. AXIS: North units on the 1944 OB (next east of the S’44 Startline and N. Persia. page) must set up in France, Germany, 8) Bulge Surprise Finnish Limited War is in effect. Red Czechoslovakia, and points northward. In any one selected Axis Turn, Axis Army Reforms are complete (HQs cost South units on that OB must set up in armor in the WF fires normally (i.e, not 10 PPs/ step, cadres 20 PPs). Great Italy, Yugoslavia, Hungary, and points limited to SF) despite Mud weather. Other Patriotic War is in effect. southward. Otherwise see free setup. Mud rules (e.g., double defense) still apply. NEUTRALS ALLIES: North units on the 1944 OB 1944 SCENARIO NOTES Switzerland, Sweden (Complying), Spain (next page) must set up in England or This scenario traces the final downfall and Portugal are neutral. Gibraltar. South units on that card must of the Reich from east and west. When set up in Gibraltar, Malta, or the Med starting in 1944, consider a technical FRONTS Front. Otherwise see free setup. The Axis has allocated 50 PPs to the EF. Draw (Axis holds Berlin) an Axis Moral SOVIETS: Set up all Soviet units as per Neither the AXIS nor ALLIES have PPs Victory, and an Axis Moral Victory (holding FREE SETUP. allocated to the Med Front. the Rhine/Vistula line into 1945, a great 1944 SPECIAL RULES accomplishment) a Major Victory. 1944 FREE SETUP GAME 1944A: The Struggle for Europe AXIS: Sets up first and moves second. 1) Hitler Standfast Order When starting a game in June 1944, This scenario (only) can also be played Germany: Units set up in Axis the Axis cannot activate HQs on the EF as a three-sided game, with the Allies and controlled territory, subject to during its first turn. Soviets playing as separate “sides.” The Occupation Limits within Axis Satellite Allies and Soviets observe all normal rules, territory (see 20.132). All Frontline 2) Allied Air Supremacy but are in competition with each other hexes must be occupied (in Italy Beginning Summer 1944, the Allies and with Germany for control of post-war by mountain, para, or panzer units). have Air Supremacy. All Axis movement Europe. See 19.5. German Paras are grounded. in the West (and Med) Front is suppressed:

© 2014 Columbia Games Inc. 83 VERSION 1.16 1944: ANVIL OF VICTORY

1944 ALLIES / NORTH 1944 AXIS / NORTH SHAEF SHAEF III London OKW OKW III Berlin AF HQ AF II Bristol Den Corps Inf 2, Static 2 Denmark BRITISH AOK Mech 2 Denmark 21 AGp HQ HQ III Portsmouth 88 Corps Inf 2, Static 2 Holland PzrGp B Armor 1 Holland Br 1 Amph Corps Amph 4 Coast OB West OBW III Paris Br 30 Tk Corps Armor 4 Coast Army Group B HQ II Rouen Br 8 Mk Corps Mech 4 Britain 15th Army (Rhine-Seine) Br 12 Mk Corps Mech 4 Britain 1SS Pzr Corps SS Armor 3 Lille Cdn 2 Corps Mech 4 Britain 58 Pzr Corps Armor 3 Brussels UNITED STATES 89 Corps Fortress 3, Static 2 Coast 12 AG HQ HQ III Plymouth 82 Corps Fortress 4 Coast 1 AG HQ HQ III Dover 81 Corps Fortress 4 Coast 5 Amph Corps Amph 4 Coast 65 Corps Static 1 Coast 7 Amph Corps Amph 4 Coast 67 Corps Infantry 3 Rouen 8 Arm Corps Armor 3 Coast 7th Army (Seine-Loire) 19 Mech Corps Mech 4 Coast PzrGp West Armor 4 Tours 17 Para Corps Para 3 Britain 84 Corps Fortress 1, Inf 3 Cherbourg 12 Arm Corps Armor 3 Britain 64 Corps Infantry 2 Coast 15 Arm Corps Armor 3 Britain 2 Para Corps Para 4 Nantes 20 Arm Corps Armor 3 Britain 74 Corps Inf 2, Static 1 Coast 25 Corps Fortress 1, Static 2 Brest, Coast Army Group G HQ II Lyon SOUTH (Note: MF Residents in/restricted to the MF) 1st Army (Loire-Spain) BRITISH 4 SS Mech Corps SS Mech 3 Limoges 15 AG HQ HQ II Italy 66 Corps Static 1 Coast Br 13 Mk Corps Mech 3 Front 80 Corps Inf 1, Static 0 Coast Br 10 Corps Infantry 4 Front 86 Corps Inf 2, Static 1 Coast Br 5 Corps Infantry 3 Front 19th Army (France South Coast) Pol Corps Infantry 3 Front PzrGp G Armor 2 Lyon Cdn 1 Corps Mech 4 Front 90 Corps Inf 2, Static 2 Coast FF2 Mtn Corps Mountain 3 Front 85 Corps Inf 2, Static 1 Coast Br 2 Para Corps Para 1 Italy 62 Corps Infantry 1 Coast Br 3 Inf Corps Inf 1 Karachi SOUTH UNITED STATES Army Group C HQ II Italy US 2 Amph Corps Amph 2 Front 1 Para Corps Para 2 Florence US 6 Amph Corps Amph 4 Front PzrGp C Armor 2 Florence US 4 Mech Corps Mech 3 Italy 87 Corps Inf 2, Static 1 N. Italy 73 Corps Inf 2, Static 1 N. Italy June/44 Reinforcement: 75 Corps Infantry 2 N. Italy 6 AG HQ HQ 0 Major Port 51 Mtn Corps Mountain 2 Front Gp Houck Mtn Mountain 3 Front Allies 1944 Historical WF Setup 76 Pzr Corps Armor 2 Front Deploy all units as above, using the historical strengths given. City Army Group E HQ II Yugoslavia units must set up in the city named or an adjacent hex. Country 15 Mtn Corps Mtn 2, Static 0 Yugoslavia units must set up anywhere in that country. Coast units must deploy 34 Corps Inf 2, Static 0 Yugoslavia in coastal hexes. Front units must deploy in Frontline hexes in Italy. 69 Corps Static 1 Yugoslavia Allies 1944 Semi-Historical WF Setup 5 SS Mtn Corps SS Mountain 2 Yugoslavia Using historical unit strengths. Deploy North units freely in Britain 78 Cav Corps Cavalry 2 Yugoslavia or Gibraltar. Deploy South units in Italy (south of the S’44 Startline), Mech Gp E Mech 2 Yugoslavia Sardinia, Corsica, Sicily, Gibraltar, Malta, or North Africa. Front units 22 Mtn Corps Mountain 2 Albania must set up in Frontline hexes (Italy). 21 Mtn Corps Mountain 1, Static 0 Greece 91 Mech Corps Mech 2 Greece Axis 1944 Historical WF Setup 68 Corps Fortress 1, Inf 2 Greece Country units set up in controlled hexes within that country, and 1 Bulg Army Sat Inf 2 Bulgaria City units in that city or an adjacent hex. Coast units must set up 2 Bulg Army Sat Static 1 Bulgaria in coastal hexes (within army boundaries when given). Front units 1 Rum Army Sat Inf 3 Rumania must set up in Frontline hexes. N. Italy is north of Florence hexrow. 2 Rum Army Sat Static 1 Rumania Axis S’44 Semi-Historical WF Setup 3 Rum Army Sat Inf 4 Rumania Use historical unit strengths. Deploy North units freely within 4 Rum Army Sat Inf 4 Rumania France, Belgium, Holland, Germany, Denmark, Czechoslovakia, and 1 Hung Army Sat Inf 2 Hungary Austria. Deploy South units in Italy (north of the S’44 startline), 2 Hung Army Sat Inf 3 Hungary Yugoslavia, Hungary, Rumania, Albania, Bulgaria & Greece. 3 Hung Army Sat Inf 2 Hungary

© 2014 Columbia Games Inc. 84 VERSION 1.16 1936: SPANISH CIVIL WAR

NATIONALISTS REPUBLICANS UNIT TYPE Unit CV UNIT TYPE UNIT CV HQs 21 4 HQs 21 2 Armor • • Armor • • Mech • • Mech • • Infantry 6 10 Infantry 4 6 Static 4 2 Static 6 3 PPs 42 PPs 32 Air Power DF Air Power SF

1 Includes JDN THQ 1 Includes FP THQ 2 Includes 4 PPs Foreign Aid 2 Plus 0-3 PPs Foreign Aid

REINFORCEMENTS REINFORCEMENTS DEC ‘36 BS Mech Corps* Mech 1 SEP ‘36 International Brigade†* Infantry 1 * Arrives in a friendly port OCT ‘36 Pavlov Tank Corps* Armor 1 † Arrives Albacete * Arrives in a friendly port

THE SITUATION SCW HISTORICAL GAME The Spanish Nationalists have risen in revolt against the Deploy all units in the historical locations noted on the SCW Republican government. Some units of the army and militia have O/B card. Railhead markers are placed in friendly controlled ports sided with the rebellion, others remain loyal to the government, and French border hexes, Bayonne and Perpignan. including those controlling the capital (Madrid) and the second largest city, Barcelona. SCW SEMI-HISTORICAL GAME Portugal is aiding the rebellion and Lisbon acts as the (Recommended). Deploy infantry and HQ units in the historical Nationalist capital. Germany and Italy also support the Nationalists. locations noted on the SCW O/B card. France and the USSR support the Republicans. Random Militia Deployment. Taking one static unit at a The game begins in July 1936, which only has one fortnight. time (without revealing its cv), the owning player rolls 1 dice for West Front weather applies. No special Med Front rules are used. its Region of appearance, and another dice for the City/Town Spanish Morocco is considered a West Front location in this within that region, according to the Militia Table. If that location scenario. Neither side needs National Supply. already has a militia unit, roll again. IMPORTANT: No form of Seapower can be used in the SCW scenario. SCW FREE SETUP GAME The Nationalist player deploys his 3 Spanish Morocco units in THE MAP separate cities there. Players then alternate placing one infantry Use only the WestFront southern map. Units can only enter or HQ unit at a time in a loyal city (Republicans go first). No more Spain and Spanish Morocco. Portugal and France are in play only than four (4) units can start in a major city, two (2) per minor city, as supply sources. All other areas are out of play. and one (1) per town. Within Spain, red cities and towns are loyal to the Republicans When this has been done, complete Random Militia and black cities and towns are loyal to the Nationalists. This is Deployment as above. important to play.

THE NATIONALISTS Nationalist units are black blocks with yellow/brown labels. The Nationalist capital (and Supply Origin) is Lisbon (although no units can enter Portugal). The Nationalists always have the first turn.

THE REPUBLICANS Republican units are red blocks with yellow/orange labels. The Republican capital is Madrid. The Republicans always take the second turn.

© 2014 Columbia Games Inc. 85 VERSION 1.16 1936: SPANISH CIVIL WAR

SCW SPECIAL RULES FRENCH FOREIGN AID If the dieroll fails, the Republicans Because this scenario reflects a civil receive neither the 1 PP nor External war, several special rules altering the game 1 PP of French Aid received. Place a Supply that month by sea. system are in effect. 1 RailHead marker on a controlled port or Blockade applies equally to the arrival French border hex. of Nationalist External Supply to any one 1) HEX CONTROL 2 PPs of French Aid received. Place two port other than Lisbon (which cannot be In the SCW, prior control of a hex has 2 RailHead markers on controlled ports or blockaded). If the Nationalist player desires no meaning. Hex control is determined as French border hexes. External Supply to arrive elsewhere than follows. Lisbon, he must declare the target port 3-4 No change from previous month. Controlled Hexes (controlled) and roll one die. If the dieroll • Occupied solely by friendly units or French Aid is reduced by 1 PP. Remove is less than or equal to the number of 5-6 garrisons. one RailHead marker (if any remain). Nationalist-controlled ports in European Spain (Barcelona counts double), the • Friendly battles (Original Defender). French Aid. Place 0-2 Railhead markers Foreign Aid/External Supply arrives: place • Unoccupied but in an undisputed in French border rail hexes (Bayonne/ a RailHead marker in the port. If not, both friendly ZOC. Perpignan) or in friendly port(s) for arriving External Supply and 1 PP of Nationalist • Unoccupied and no ZOC present, but French Aid. Foreign Aid are lost that month. contains a loyal city or town. Soviet Aid: The Republicans can Disputed Hexes also receive 1 PP of Soviet Foreign Aid 6) FOREIGN AID “ENDS” • Unoccupied and contains a ZOC of each Production, provided they control a In Spring, 1939, the great powers both sides. port (place a RailHead marker next to the agreed that foreign intervention in the SCW Normal rules for Disputed hexes apply selected port). Beginning S’37, however, would end (but this was not fully honored (e.g., units cannot disengage into them, rail Soviet aid is subject to Blockade (see #5). by the Axis). Beginning December, 1938 (W’38), each player rolls one die at the start through them, etc.). Axis Aid: The Nationalists receive of every Production. If doubles are rolled: Uncontrolled Hexes 4 PPs of Foreign Aid per month, 1 PP • Unoccupied and contains neither a from Portugal, 1 PP from Italy, and 2 • All 3 foreign units (BS mech, Pav tank, ZOC nor a city/town. PPs from Germany. Axis Foreign Aid can and International Brigade infantry) are removed from play. In the SCW, uncontrolled hexes are arrive in Lisbon (where it is not subject to treated as friendly, except that units cannot Blockade), or in a Nationalist controlled • All Soviet and French Foreign Aid disengage into them. Command, supply, port (place RailHead marker). PPs to the Republicans are canceled. External Supply continues as before, and rail movement are allowed through 4) SUPPLY uncontrolled hexes. still subject to Blockade. Axis Foreign The respective Capitals (Lisbon and Aid (4 PPs) and External Supply to the 2) GARRISONS Madrid) and/or External Supply (below) Nationalists continue. can act as the Supply Origin for SCW units. In the SCW, (as in most civil wars) 7) PRODUCTION territory control was confused. Use Neither side needs National Supply. Nationalist and Republican units blank black and red blocks, placed flat, External Supply: Arriving Foreign rebuild using SCW Unit Costs. These are as garrisons. During Production, garrisons Aid also provides External Supply to the same as Allied costs except for Statics can be built for 1 PP in any controlled, friendly units (Soviet and French Aid for (3/2) and the International Brigade (2/4). supplied, unengaged hex. the Republicans, and Axis Aid for the Garrisons are not units: they cannot Nationalists). RailHead markers serve as SCW UNIT COSTS move, fight, or restrict movement. They External Supply Sources for SCW units. UNIT TYPE CV CADRE simply control their own hex and exert a Loyalty: Units defending Loyal cities ZOC. They are immediately eliminated if and towns are immune to supply attrition: HQ 101 201 an enemy unit enters their hex (need not they can survive indefinitely without a stop) unless a friendly unit is also present. supply line. However, these unsupplied THQ 02 02 Unsupplied Garrisons continue to exist and units cannot be built during Production. Armor 8 16 control their hex, but lose their ZOC. 5) BLOCKADE Mech 6 12 3) FOREIGN AID Beginning S’37, sea-borne Foreign In addition to the 3 PPs they initially Aid/External Supply is subject to Blockade. Infantry 4 6 / 83 control (Madrid: 2 PPs; Barcelona 1 PP), To begin Production, the Republican the Republicans may also receive Foreign player selects a controlled port and rolls 1 Static 3 2 Aid from France and Russia. dice to see if 1 PP of Soviet Aid arrives. Int’l Brig 2 4 French Aid: The Republicans receive If the number rolled is less than intermittent and erratic Foreign Aid from or equal to the number of Republican- Garrison • 1 France, varying between 0-2 PPs per controlled ports in European Spain 1 month (initially 2 PPs). Each Production, Halved in Double Supply (Barcelona counts double), the blockade 2 Free 1 CV build/month the Republican player rolls one die for is run successfully and Soviet Aid arrives 3 6 PP for Nationalists / 8 for Republicans (place a RailHead marker in that port).

© 2014 Columbia Games Inc. 86 VERSION 1.16 1936: SPANISH CIVIL WAR

A) Cadres: Eliminated units can be 10) EUROFRONT CARRYOVER SCW SCENARIO NOTES rebuilt as new cadres in any controlled If the SCW is played as a prequel The Spanish Civil War, perhaps the Loyal City in rail supply (not embattled). to EuroFront, play to a decision or to saddest war of the 20th Century, reflected See UNIT COSTS Table. Sept/39, then proceed as follows: : the clash of Fascism and Socialism. In the B) Garrisons: During PRODUCTION, A) Nationalist Victory: This is the early 1930s Spain was wracked with political Garrisons can be built in unengaged, historical result and EuroFront upheaval through a series of bitter, closely supplied friendly hexes for 1 PP. proceeds normally (see 20.74). fought elections between leftist and rightist C) HQs: A Field HQ is in Double Supply B) Republican Victory: EuroFront multi-party coalitions with nearly equal when it can trace supply both to its proceeds normally as above, except: popular support. Capital and to External Supply. HQs in • Upon Spanish belligerence, set up The Popular Front, a loose coalition of Double Supply can be built at a reduced Republican Spain forces as per the landless peasants, labor activists, liberals, cost of 5 PPs/cv (10 PPs/cadre). Other PRO-ALLIED MINOR OB card. socialists, anarchists, Communists, and unit costs are unaffected by Double Supply. • Allied DE RE is possible, Axis Catalonian and Basque nationalists, formed Thus, the Nationalist HQ can always DE SX is not, and some Alliance the government after a narrow election victory build a step for 5 PPs when it can trace Reactions are altered (see AR table). in Feb 1936. On the right were the army, supply to Lisbon, but the Republican HQ • An Axis Declaration of War on wealthy landowners, the Church, Royalists, can only do so when it can trace supply Republican Spain raises the odds of and the proto-fascist Falange. both to Madrid and to an External Soviet Mobilization (SM) & cancels An exchange of assassinations shook the Supply marker. Axis Surprise if it attacks the USSR. country, prompting Generals Franco and Mola D) THQs: SCW Theater HQs can be C) Stalemate: The SCW continues, to raise an army revolt in July 1936. Some rebuilt one step only per Production at becoming treated after Sept/39 as a risings were suppressed by loyalists (notably in no PP cost (for free). EuF sideshow: both sides are "neutral" Barcelona and Madrid) and a bloody tradition of execution of “traitors” began on both 8) RAILROADS and neither need trace National Supply. Lisbon remains the Nationalist sides, the Nationalists executing 500,000 of its In the SCW, friendly Rail Lines can opponents versus 20,000 by the Republicans. extend through Friendly and Uncontrolled Capital/Supply Source but no hexes, but not through Disputed or Enemy Foreign Aid can arrive unless it can The war was fought with a terrible out- controlled hexes. trace a LoC (10.22) to Berlin. pouring of passion, valor, and hostility on both Madrid remains the Republican sides. Portugal, Germany, and Italy openly NOTE: Cities and towns of enemy loyalty Capital/Supply Source, and Foreign aided Franco, while Russia sent help to the block Rail Lines unless the hex is otherwise Aid can only arrive if it can trace Republic, France vacillated and Britain stood friendly controlled. a LoC to Paris. aloof. Motivation was not lacking on either 9) SCW VICTORY Important: Reduce Allied/Axis PPs side, just armaments. While the Republican A) Defeat: all enemy units eliminated. by 2 for each Foreign Aid PP sent. government could never fully arm its numerous volunteers, Germany and Italy saw to it that B) Foreign Recognition. Beginning SCW continues (usual rules) until: Franco’s army was well endowed. W’36, either side can win via Foreign 1) Victory (see #9 sbove): the Recognition as the legitimate Spanish victor becomes Spain, a new The Nationalists advanced on Madrid, government. Once per Summer/Winter EuF neutral. Remove its units spearheaded by the Spanish Legion (which season, each side can try for Foreign at current cv to the relevant Franco commanded in the ‘20s) and the largely Recognition at the beginning of any MINOR OB card [begin Peacetime Moorish Army of Africa. The capital was PRODUCTION phase. Each side rolls a pair Production]. Remove defeated units saved by a stubborn defense keyed by the 11th- of dice -- if each pair totals less than the from play. hour arrival of the first International Brigades. current Pacification Level (see below) the 2) Intervention: if the Axis or The struggle continued for 3 long years, leader wins via Foreign Recognition. Allies declare SCW Intervention ending in the slow strangulation of Republican Pacification Level: Each side counts [same requirements as Declaration Spain by an international arms blockade, the number of controlled Spanish Cities of War], the Nationalists become while Franco continued to receive German and (excluding Morocco) that are in Rail Supply Axis Satellites and the Republicans Italian arms covertly via Portugal. (connected by rail to the friendly Capital or become Allied Satellites. • Lisbon/Madrid remain capitals. to External Supply). Major Cities (Madrid/ SCW Continues through Sept 1939 • All SCW Special Rules except Barcelona) count double. Pacification Level Once the Allies become belligerent, they block all equals the difference between the counts. #7A (cadre rebuilds) are canceled land and sea Lines of Communication from Lisbon and normal EuF rules (eg, National Example: The Nationalists have 11 Cities to Berlin: Franco will lose most of his Foreign Aid Supply, Occupation Limits) apply. and will be at a grave disadvantage without it. to the Republicans' 6, for a Pacification • Note that neither side is "Spain", Level of +5. If the Nationalists roll '4' but If Intervention occurs, all Foreign Aid is canceled so 17.7 Volunteers and 20.74 and the Nationalists and Republicans become the Republicans roll '7', Recognition fails. Fortress Spain do not apply. minor Satellites of the Axis and Allies, using normal C) Stalemate: If neither side wins by • Upon SCW Victory, all foreign Production rules (except 7A still applies). Existing the end of W’38 (May/39), the Republicans units must Withdraw (16.721). Garrisons remain in play to clarify hex control, but win a Marginal Victory. no more can be built.

© 2014 Columbia Games Inc. 87 VERSION 1.16 SOVIET / ALLIED DIPLOMACY

ALLIANCE REACTIONS (France Undefeated / Defeated) New LINKED NEUTRALS (Become a New Belligerent on DR <= # below) Belligerent Italy Hung* YugoY Rum Bulg* Greece† Belgm Holland Spain Port† Denmk Norway Sweden Finland Italy • 1* 3R / • Hungary 2 • 1† 1 Yugoslavia 1* 1* / 2* • 3 / 2 1* / 2* 2† / 3† Rumania 5* 3 / 2 • 3* / 4* 1† / 2† Bulgaria 1 • 2† / - Greece 1* 2 1 / - 2* • Belgium • 5 / 1 Holland 6 / 1 • Spain 2 • 1† Portugal 3N /5N • Denmark • 2 Norway 6 • -- / 1x Sweden 4 2 • 1 Finland 1 • R X * Joins Axis in all cases Only if Spain Republican: Joins ALLIES Only if Norway AXIS: Joins Axis N Y † Joins ALLIES in all cases Only if Spain Nationalist:Joins AXIS Deploy Serbs OR Croats (20.77) SOVIET DIPLOMATIC EVENTS EVENT PRECONDITIONS DIEROLL OTHER EFFECTS SOVIETS Annex East USSR annexes E. Poland & Baltic States. AXIS has Declared War on Poland. PP* Poland & Baltic States Always Axis failure to exit E. Poland this month equals a Soviets neutral. (Polish Partition) Declaration of War on the USSR SOVIETS Occupy Curzon USSR can immediately make 6 free Rail Moves (9.21) CL* PP Always Line to move units adjacent to the Curzon Line (20.14). Winter War rules (see 20.57) are in effect for USSR SOVIETS Declare Winter W’39 or later. WW* Always & Finland. Both sides remain neutral (Finland begins War USSR & Finland both neutral. 100% Peacetime Production). SOVIETS Initiate Finnish Armistice / defeat occurred in a Soviet HQ costs drop to 15 PPs/cv (cadres 30 PPs). 1--2 S1* Red Army Reforms previous Season OR SG OR SE in effect. S2 possible. Reduce dieroll result by 1 / prior failure. SOVIETS Complete Soviet HQ costs drop to 10 PPs (cadres 20 PPs). S1 occurred in a previous Season. 1–2 S2* Red Army Reforms Reduce dieroll result by 1 for each prior failure. † SOVIETS Redeploy CL. COUNT Axis EF Reserve Units Less than Deploy 1 Strategic Reserve unit in any valid Soviet SR* Strategic Reserve unit Divide by 2 (round down). COUNT arrival location. † France defeated. 1–3 # of Axis EF units minus # of Axis EF Frontline hexes. SOVIETS Mobilize CL in effect. Less than Soviets join ALLIES. EF activated (see 20.52). COUNT 39 1 40 2 or equal to [*Greater Germany = war year [S / W ’ = ; S / W ’ = ; etc.] All Reserve Armies arrive now. (Remaining Greater Germany COUNT SM* Germany, E. Prussia, + ALLIED/SOVIET hexes in * Strategic Reserve units do NOT automatically arrive Danzig, Austria and Yugoslavia or Rumania ALLIES. 1–3 next Production, only via SR, SE, or SG - see which). Czechoslovakia] BX or Axis DoW on Republican Spain. 1–4 AXIS AC, RG, HX, BP, & JI become possible. German units within the USSR, Finland, SOVIET Emergency 1 Remaining Strategic Reserve units arrive next SE* Declared [†Mother Turkey, or the Mid East (see 21.3). Production in any valid arrival location. Russia = 1939 borders] Axis units within Mother Russia.† 1--2 Phony War ends. S1 possible. SG may be possible. All Reserve Armies arrive now. Soviets begin SE. W’41/later. [Occurs immediately upon SOVIETS Declare using SOVIET Unit Costs (for HQ costs, see S1 & Axis Declaration of War without affecting 1 SG* Great Patriotic War S2). Remaining Strategic Reserve units arrive next future Allied-Soviet DE choices.] Production in any valid arrival location. * Soviet DEs are not affected by Allied Betrayal (20.36).

© 2014 Columbia Games Inc. 88 VERSION 1.16 SOVIET/ALLIED DIPLOMACY (Continued)

EVENT PRECONDITIONS DIEROLL OTHER EFFECTS

SOVIETS belligerent. All Soviet units in play Reduce Soviet Reserved PPs to 0. (SA-SB SOVIET Arms on-map, all HQs at full strength, and 100+ Always sequence may be done twice, with Armor units SA* Buildup Initiated PPs Reserved that Production. upgraded the 2nd time -- see below) 1st Buildup: Shock fires TF/DF & Mech fires DF/DF. SOVIET Buildup Completed SA in effect for one complete Season. 1-3 SB* 2nd Buildup: Armor fires TF/DF. AXIS Declaration of War on Denmark OR 1–2 Allies +1 PP, can enter Norway (Occupation Limit 4) NORWAY DS (Denmark Submits). NO Axis – 5 PPs (Ore Supply SeaRoute - see 17.2) Joins ALLIES Denmark or Sweden is either ALLIES or 1–4 Allied Naval Supremacy probable. AB, EB possible ALLIED controlled FINNISH RELIEF Allied NF Brigade Groups have reduced NF FR WW [WINTER WAR] Always Expedition Proposed Acclimatization, and need no Arctic Maintenance Norway is demoralized and ambivalent (16.711): NORWAY - FINLAND NP FR Always it may Surrender (16.83); its units Repulse Allies Expedition Proposed weakly (7.61) & may Capitulate (7.7)/Defect to them. NORWAY EXPEDITION ALLIES can Declare War on Norway despite Phony NX NP 1–4 Approved War and without committing Betrayal ALLIED Naval Supremacy. ALLIES have ATLANTIC BARRAGE While Preconditions hold: AB undisputed control of a naval base in 1–3 Minefield Established ALLIES +5 PPs [Battle of the Atlantic advantage] Norway or Denmark. GREECE Italy AXIS. France Defeated. 1 Joins ALLIES Italy AXIS. Rumania or Hungary AXIS controlled. 1–3 Axis BX is possible GR YU may be possible Italy AXIS. Yugoslavia or Bulgaria is AXIS 1–5 [Mussolini’s War] Greece ALLIES. Rumania & Bulgaria are 1 AXIS controlled YUGOSLAVIA YU Greece ALLIES. Rumania ALLIES OR Joins ALLIES 1–2 HX Soviets belligerent. Axis may be possible Greece & Rumania ALLIES, Sovs belligerent 1–4 RU RUMANIA Joins ALLIES France & Yugoslavia ALLIES. 1–3 Axis Oil Supply lost (see 17.1) Soviets belligerent. France exploited. Deploy ex-Vichy forces as Free French (see VICHY Joins ALLIES Less than VF COUNT Allied hexes in Occupied France 20.49). FF 2 Mtn can arrive (FNA major port) next [becomes Free France] COUNT (ports count double). Production. Allied 2F automatically occurs NOW. All Axis minor Satellites become Demoralized. Allies Soviets belligerent. S’42 / later. Less than gain the Initiative on WF/MF, and may stack 4 units SECOND FRONT COUNT Allied BHs Prep/Ready [Ready or equal to in Malta/Gibraltar. Allies may now Declare War on 2F Imminent counts double]. COUNT. neutrals Cooperating with the Åxis without Betrayal, Canadian Mech Cps become NF Expeditions. Soviets belligerent. ALLIES control Suez, While Preconditions hold: EB EFFECTIVE BLOCKADE Gibraltar, & ALL naval bases in either 1 ALLIES +5 PPs (Battle of the Atlantic benefit) Norway or Denmark. EB. Allied Naval Supremacy. While Preconditions hold: TB TOTAL BLOCKADE 1 No AXIS Atlantic port in Rail Supply. AXIS –5 PPs (Blockade of Germany) SWEDEN Cooperates with 2F. SWEDEN neutral/Complying. ALLIES + 4 PPs. Swedish Compliance ends & Axis SC 1–4 ALLIES Oslo or Narvik ALLIED controlled. Ore Supply lost (AXIS–12 PPs) SW SWEDEN Joins ALLIES SC. Norway ALLIED controlled 1–2 ALLIES can enter Sweden (Occup. Limits apply) FX not in effect. [Re-] Deploy Finns as ALLIED Minor forces. FINLAND FI Sweden ALLIES OR Soviet & Finnish units must observe 20.53. Joins ALLIES 1–2 2F & Soviets control Mother Russia [Finland’s PPs may change ownership] REPUBLICAN SPAIN* Italy AXIS. Soviets belligerent. 1–2 RE Joins ALLIES ALLIES control Portugal. Deploy Spanish Republican forces as per 20.74. [* Republicans won SCW] As above, plus Second Front (2F). 1–4 * Soviet DEs are not affected by Allied Betrayal (20.36).

© 2014 Columbia Games Inc. 89 VERSION 1.16 AXIS DIPLOMACY

ALLIANCE REACTIONS (France Undefeated / Defeated) New LINKED NEUTRALS (Become a New Belligerent on DR <= # below) Belligerent Italy Hung* YugoY Rum Bulg* Greece† Belgm Holland Spain Port† Denmk Norway Sweden Finland Italy • 1* 3R / • Hungary 2 • 1† 1 Yugoslavia 1* 1* / 2* • 3 / 2 1* / 2* 2† / 3† Rumania 5* 3 / 2 • 3* / 4* 1† / 2† Bulgaria 1 • 2† / - Greece 1* 2 1 / - 2* • Belgium • 5 / 1 Holland 6 / 1 • Spain 2 • 1† Portugal 3N /5N • Denmark • 2 Norway 6 • -- / 1x Sweden 4 2 • 1 Finland 1 • R X * Joins Axis in all cases Only if Spain Republican: Joins ALLIES Only if Norway AXIS:Joins Axis N Y † Joins ALLIES in all cases Only if Spain Nationalist:Joins AXIS Deploy Serbs OR Croats (20.77)

AXIS DIPLOMATIC EVENTS EVENT PRECONDITIONS DIEROLL OTHER EFFECTS AXIS annexes Danzig and W. Poland (Allied PP occurs AXIS Makes Peace Offer PW Poland Defeated. Always now if not already). Phony War begins: ALLIES cannot (Phony War) Declare War & France can only build one step /month Soviets reject Finnish Armistice AXIS + 6 PPs (+4 PPs if Compliance). Deploy Swedish SJ SWEDEN Joins AXIS OR Declare War on Finland 1–2 forces [semi-restricted as Interventionists, see 16.3]. OR enter Norway before 2F Axis units can enter Sweden (Occupation Limit 4). WF Dry month. All Scandinavia neutral. Denmark becomes AXIS controlled (+2 PPs) & Swedish DENMARK Submits ALLIED NX Compliance begins (+2 PPs, see 21.492). Weser DS Always to Ultimatum OR Phony War Surprise [see 21.493] in effect if DoWar Norway next OR France defeated. AXIS turn and Phony War in effect. ALLIED NO possible AXIS controls hexes in France. Less than Med Front 21.32 COUNT # of controlled hexes plus is activated [see ]. COUNT Naval Parity may come into effect [see 15.8]. IX ITALY Joins AXIS eliminated French units. Italian units are restricted to Greater Italy & adjacent French border hex[es] adjacent to Italy 1–4 hexes. Allied Events GR, RE may be possible are undefended. Anglo-French Union OR Soviet SM Italian units are no longer restricted (to Greater Italy & IU ITALY Unleashed 1–4 OR AXIS Desert Victory. adjacent hexes). RUMANIA France & Poland Defeated. USSR & USSR annexes Bessarabia (20.58). Adopt 1941 USSR- RB Always Cedes Bessarabia Rumania Neutral or Cooperating. Rumania border. Axis RX possible. Rumania neutral. Hungary annexes Transylvania and Cooperates with RUMANIA 1–2 RX Axis RB OR RG. AXIS [+5 PPs]. Border Disputes (16.42) in Bessarabia Joins AXIS possible after 1 month. Axis BX & YX possible. [Vienna Award] Bulgaria Always Soviet units in Reduce dieroll result by 1 for each prior failure. RUMANIA Soviet SM . 1–5 Hungary annexes Transylvania (use 1941 borders). RG Guaranteed by AXIS HX (Hungary Joins Axis) automatically occurs now (Axis Soviet SM. France Defeated Always [Vienna Award] +5 PPs). Rumania Cooperates with Axis [+9 PPs]. HUNGARY Yugoslavia or Rumania ALLIES. 1–3 HX Hungarian forces restricted. Axis YX possible Joins AXIS Soviets belligerent Always BALKAN PACT SM OR Soviets have Declared War on BP 1–4 Bulgaria and Yugoslavia Cooperate with AXIS Cooperates with AXIS Rumania.

© 2014 Columbia Games Inc. 90 VERSION 1.16 AXIS DIPLOMACY (Continued)

EVENT PRECONDITIONS DIEROLL OTHER EFFECTS Rumania 1 BX BULGARIA AXIS. Bulgarian forces restricted. Axis YX possible. Joins AXIS BP OR Greece ALLIES. 1–3 Allied SM possible, GR may be possible. Rumania AXIS. 1 If attempt succeeds, deploy Pro-Axis Yugoslav armies Hungary AXIS/Cooperating. (3 units @ 2cv each), restricted. YUGOSLAVIA YX As above, Bulgaria AXIS. 1–2 If attempt fails, Allied YU (Yugoslavia Joins ALLIES) Joins AXIS automatically occurs now. Deploy Pro-Allied Yugoslav BP (Balkan Pact) 1–4 armies (5 units), restricted. Soviets ALLIES. Finnish Armistice in 1–5 Finland = Isolated Pro-Axis Minor (see 20.64). Deploy effect for 1 complete Season. FL FINLAND Conducts Finns as of Finnish Armistice [see 20.82] + 100% Limited War COUNT # of undefended Soviet AREAs on Less than or PtProd, restricted. German units allowed in Oulu & Finnish border. equal to COUNT Petsamo regions only/Occupation Limit 4 FL. Leningrad AXIS controlled. 1–3 Finnish Production transferred to AXIS (+3 PPs). Saved FINLAND FX Soviets ALLIES. SOVIET WW but no PPs lost. Foreign Axis units allowed anywhere within Joins AXIS Always Finnish Armistice. Finland [Occupation Limits apply]. Winter War ends. ANTI-COMINTERN PACT AC Allied SM (Soviets Mobilize) 1–3 Italy and Nationalist Spain Cooperate with AXIS. Activated SOVIET Basic Production permanently reduced by JAPAN Intervenes Before W’41. Allied SM (Soviet JI 1–3 10 PPs. Soviet 3 & 4 Shock armies [Dec/41] do not in Far East Mobilization) has occurred. arrive. AXIS North Africa Victory. All of France is 1–3 SPAIN (Nationalist) AXIS controlled. SX Spanish forces restricted to Spain, Spanish Morocco Joins AXIS As above, plus Allied 2F (2nd Front). 1–2 and adjacent nations/colonies ALLIED units in Portugal 1–5 3RD RUMANIAN Balkans Pacified*. Odessa AXIS Rumanian 3R is released from restriction until 3R Army 1–4 Released controlled. eliminated or Odessa Soviet controlled AXIS SATELLITE Army Balkans Pacified*. Sevastopol & One of: Rumanian 4R, Hung. 2H, or Italian 8I released XR 1–3 Released Greece AXIS controlled until eliminated or Sevastopol Soviet controlled Balkans Pacified*. Bulgaria & Greece Less than or A specified ME Mandate (Iraq or Syria, or if another AXIS controlled. Specify ME Mandate. DE ME has already succeeded AND the Soviets are MID EAST Uprising equal to COUNT. ME COUNT AXIS major ports in Libya / Egypt. belligerent, Persia) Joins Axis; deploy national forces. [Syria / Iraq / Persia] Balkans Pacified*. Turkey AXIS [1 success/Mandate.] 1–4 controlled. Allied DoWar on ME Mandates is no longer Betrayal. MID EAST Rebellion No Allied/Soviet units within a specified Specified ME Mandate Rebels: deploy 1 national unit MR [† Palestine, or defeated ALLIED controlled ME Mandate† 1–2 at cadre strength. in the capital (Conquest applies). Syria / Iraq / Persia] (including within bases). Multiple successes / Mandate allowed. Balkans Pacified*. Bulgaria, Greece & Less than TURKEY Cooperates with Axis +5 PPs, gains Rail Transit Rights within Turkey TC Libya AXIS controlled. COUNT # of Axis or equal to AXIS (but Axis units cannot remain within Turkey). controlled ME Mandate capitals. COUNT. Soviets ALLIES & Balkans Pacified* OR German units within Mother Russia. Less than TURKEY Joins AXIS COUNT # of undefended Soviet cities on COUNT. Deploy Turkish forces. ME may become possible. TX Turkish border**. Foreign Axis units can enter Turkey (Occupation Limits [** Batumi, Leninakan, Allies have committed Betrayal (20.36) apply). [Axis +5 PPs if no TC.] Nakichevan, Yerevan] 1 on a ME Mandate. East Front activated if not already (see 21.22). Baku or Iraq is AXIS controlled. 1–2 RISING SUN (Japan S’42+. Balkans Pacified*. No JI. Allies –10 PPs as long as PreConditions prevail. RS 1–3 threatens India) No Allied units in India. (British retain control of India unless Axis occupied). VICHY Joins AXIS ALLIED units in Spain/Sp Morocco. NO VX 1–5 AXIS DoWar on Spain.

* Rumania, Hungary, Bulgaria, Yugoslavia, Albania & Greece are AXIS, Cooperating, or controlled (see 16.6) by the Axis

© 2014 Columbia Games Inc. 91 VERSION 1.16 HISTORICAL DIPLOMATIC EVENTS

Month Allied Diplomatic Event Axis Diplomatic Event Game Events Sept/39 ------Axis DoWar on Poland Oct/39 Polish Partition [PP] Poland defeated Nov/39 Curzon Line Occupied [CL] Axis Peace Offer [PW] W’39 Dec/39 Winter War [WW] Jan/40 Finnish Relief (FR) Feb/40 Norway Expedition Planned [NP] Finnish Armistice Mar/40 Norway Expedition Approved [NX] Denmark Submits [DS] Axis DoWar on Norway April/40 Norway defeated May/40 DoWar Belgium, Holland S’40 June/40 Soviets Begin Reforms [S1] fails French Armistice July/40 Soviets Begin Reforms [S1] Italy Joins Axis [IX] Aug/40 Soviet Strategic Reserve [SR] fails Rumania Cedes Bessarabia [RB] Sept/40 Soviet Strategic Reserve [SR] Rumania Joins Axis [RX] fails Oct/40 Rumania Joins Axis [RX] Nov/40 Greece Joins Allies [GR] W’40 Dec/40 Sovs Complete Reforms [S2] fails Jan/41 Soviets Complete Reforms [S2] Feb/41 Soviet Strategic Reserve [SR] Mar/41 Bulgaria Joins Axis [BX] April/41 Soviet Strategic Reserve [SR] Yugoslavia Joins Axis [YX] fails Yugoslavia, Greece defeated May/41 Soviet Strategic Reserve [SR] Mid East Uprising [ME] / Iraq GreekConquest (Crete), Iraq defeated S’41 France exploited June/41 Mid East Uprising [ME] / Syria Axis DoWar USSR (GP), Syria defeated July/41 Finland Limited War (FL) Aug/41 Hungary Joins Axis (HX) Allied/Sov DoW Persia; defeated. Sept/41 Oct/41 Odessa falls Nov/41 Rum 3A Released [3R] W’41 Dec/41 [SG possible] Jan-Apr/42 May/42 Sevastopol falls S’42 Yugoslavia & Greece exploited June/42 Second Front [2F] fails Rum 4A Released [XR] [RS possible] July/42 Second Front [2F] fails Satellite Released [XR] fails Aug/42 Second Front [2F] fails Hung 2H Released [XR] Sept/42 Second Front [2F] fails Satellite Released [XR] fails Oct/42 Second Front [2F] Ital 8I Released [XR] Nov/42

© 2014 Columbia Games Inc. 92 VERSION 1.16 FRONT SPECIAL RULES SUMMARY

WEST FRONT ACCLIMATIZATION: All units lose 2 cv upon first entering the MF. All units ACTIVATION: Always active. that leave the MF must re-acclimatize upon re-entry. Cavalry, SS, Fort, and WEATHER: Separate West Front weather dieroll every fortnight Nov thru Feb. SiegeGun units prohibited. Possible storms in W. Baltic (7), Atlantic (5/9), or Med (3/11) Basins. SEA INVASIONS: Sea Invasions between MF locations prohibited; allowed INITIATIVE: AXIS until Second Front DE (then ALLIED). between WF and MF ports (only) only if they originate in a major port. AXIS LOGISTICS. MF HQs disrupted/cannot Blitz.. PARADROPS: Prohibited in the MF unless combined with a Sea Invasion. CROSS-COMMAND: Axis OKW / Allied SHQs in the West Front can AIRPOWER: Same as West Front, except Axis Airpower never exceeds DF command in the Med Front or North Front at half efficiency (& vice-versa). in the MF. Allied Extended Air Range and Air Supremacy do apply. No Flex: SHQs in Malta / Gibraltar, can command in either the West or Airstrikes into the MF from another front unless by a MF HQ. Med Front at full efficiency, and in the other at half. From Copenhagen or PRODUCTION: Tracked separately after MF is activated (before: use WF PPs Glasgow, the same applies for the West and North fronts. & double MF costs). All MF PPs must be imported by Allocation/Transfer OKH in the West Front can cross-command into the East Front at half (MF Production sources generate WF PPs). Allocations can be raised 5 efficiency (and vice-versa). Flex: From Berlin [EF Inactive] or Warsaw [EF PPs in June/ Dec (to 15 any time), or decreased by multiples of 5 PPs at Active] it can command in either Front at full efficiency, the other at half. any time. Only MF Units can be rebuilt there as cadres if eliminated. AIRPOWER: Allied Extended Air Range (Dec/43+) and Allied Air Supremacy PRODUCTION COSTS: Use Extreme unit costs. (Jun/44+) apply in the West Front. DESERT MAINTENANCE: Players pay 5 MF PPs (1 dieroll) for each MF Alien PRODUCTION: MF& NF Production sources generate WF PPs, as do EF unit within the DESERT ZONE. Maintenance reductions do not prevent sources when East Front is inactive. Saving remaining MF PPs if none otherwise spent. BASING: Allied/Axis units in the MF with Morocco / Tunis / Istanbul Basing SHIPPING LOSSES: All PPs Allocated to the Med Front are subject to Shipping can be built with WF PPs at MF costs (50% of MF Allocation maximum Losses. Roll 1d6 per 5PPs. Total cannot exceed actual Allocation. Mare can be so used). Allied units in the WF (e.g., Greece) with Cape Town Basing Nostro: No Axis Shipping Losses if Gibraltar, Malta or Suez is controlled. only must build with MF PPs (at WF costs). BASING: Allied/Axis units in the MF with Casablanca/Tunis or Istanbul Basing can be built with West Front PPs (1/2 the current MF Allocation max). EAST FRONT MF unit costs are always used. ACTIVATION: Soviet (or Turkish) Belligerence. Axis PPs on EF map are ARRIVAL LOCATIONS: New/rebuilt Allied units can arrive in any controlled assigned to East Front. Axis initial Allocation (0-40 PPs) from WF to EF major port; Axis units in Tripoli only. made next Production. Deactivation: EF Allocation = 0 (re: OKH Flex). NORTH AFRICA VICTORY (control of all 6 North African major ports): WEATHER: Separate EF weather die-roll every fortnight Oct-March, may Acclimatization canceled. generate in E. Baltic (7), Arctic (5 & 9) or Black Sea (3 & 11) basins. Snow DESERT VICTORY (control of all 7 MF Desert Zone major ports, including weather can occur. Axis HQs are Disrupted in Snow, but can deploy. Basra): Desert Maintenance canceled. First Winter Paralysis: Axis Movement & Firepower are reduced. MED FRONT VICTORY (control of all MF major ports except S. Africa): MF INITIATIVE: Soviet in Snow; Axis otherwise. The order of Player-Turns alters amalgamated into the WF for that side: all MF restrictions lifted / units at times to reflect Allied initiative on one Front and Axis initiative on build with WF PPs at WF costs. [MF Residents remain restricted.] another (12.7). AXIS LOGISTICS: Axis West Front and Med Front HQs activated on the East NORTH FRONT Front are disrupted/cannot Blitz. Same for the Soviet North Front HQ. ACTIVATION: Always active. AIRPOWER: Separate EF Airpower ratings. Allied Extended Air Range and Air WEATHER: WF Weather in the WF ; EF weather in the EF. WF Storms Supremacy do not apply. possible in W. Baltic/Atlantic basins; EF Storms in E. Baltic/Arctic basins. PRODUCTION: Soviets always tracked separately. Once the East Front is COMMAND: For Command purposes Norway/Sweden are WF, Finland/ active, Axis units there must be built with East Front PPs (before this West USSR are EF (see map). Front PPs are used). Axis EF Allocations can be raised 10 PPs in June (to SHQ CROSS COMMAND: Axis & Allied SHQs in the WF can command into 40 PPs any time), or reduced by multiples of 10 PPs any Production. the NF at half efficiency (and vice-versa). Flex: from Copenhagen/ Glasgow SHQs can command in either front at full efficiency, and in the MED FRONT other at half. STAVKA can command normally in the NF. ACTIVATION: Italian Belligerence. Non-Resident units can enter Med Front. AIRPOWER: As MF Airpower (Axis maximum DF). Next Production: Axis & Allies make initial Allocations (0-15 PPs) from WF ACCLIMATIZATION: Upon entry, NF units - 1cv & NF Aliens - 2 cv. Cavalry, to MF; Italian 20Cps & Brit ANZ reinforcement arrive. SS, SiegeGun units prohibited (Forts OK). WEATHER: No separate die-roll. Weather always Dry, but West Front weather SEA INVASIONS: Sea Invasions prohibited between NF locations; allowed rolls can produce Mediterranean (3 & 11) or Atlantic (5 & 9) basin storms. between WF/EF and NF ports (only). INITIATIVE: Same as the West Front. PRODUCTION: For Production purposes Norway/Sweden are WF, AXIS LOGISTICS: Axis WF and EF HQs activated in the Med Front are Finland/USSR are EF (see map). Use Extreme unit costs (Scandinavians disrupted/cannot Blitz.. exempt). Only NF units can rebuild there if eliminated. SHQ CROSS-COMMAND: Axis & Allied SHQs in the WF can command ARCTIC MAINTENANCE: Deduct 5 home front PPs per NF Alien unit within the units in the MF at half efficiency (and vice-versa). Flex: from Gibraltar ARCTIC ZONE. or Malta SHQs can command in WF or MF at full efficiency, and in the ARRIVAL LOCATIONS: New/rebuilt Allied units can arrive in controlled other at half efficiency. major ports; Axis units in Oslo (or Stockholm).

© 2014 Columbia Games Inc. 93 VERSION 1.16 NATIONAL SPECIAL RULES SUMMARY

GERMANY Vichy -- (French Armistice accepted) • 1939 SETUP (20.11, 1939): By Army Group. Must garrison borders • Cooperation (20.482): PPs/ Rail Transit to Axis. with France, Belgium, and Poland. • SETUP (20.484): Upon belligerence: 5 MF Residents 1/ FNA port (in/ • Units (20.11): DAK armor is elite within the MF. adjacent); 2 other units inside Vichy. Use black or blue blocks. • Occupation Limits (20.132): no more than 4 units inside territory of • Demoralization (20.486): Upon DE 2F or Allied control of Libya. Can Axis minors (unless prior enemy entry). Surrender/ Capitulate. • Molotov Pact (20.14): entry into Baltic States/Finland/Persia/ Free France -- (French Armistice rejected) Finland is a DoW on USSR. Must exit E Poland after DE PP. • Anglo French Union (20.491): If Armistice rejected, French units • Border Disputes (20.15): must garrison Axis/Soviet borders in buffer become converted to FF (= non-motorized British). states or risk losing territory (1 month grace period after changes). • Converted French Units (20.493): no rebuilding dead cadres, HQ • Surprise (20.16): attacked neutrals cannot repulse assaults or sea command restricted to France/FNA & adjacent nations/colonies. movement; HQs disrupted. • FF SETUP (Upon Vichy Betrayal: 20.492): as for Vichy, use blue blocks. • Betrayal (20.17): attacking a pro-Axis neutral has negative Diplomatic effects, cancels Surprise in future. SOVIET UNION • Winter Paralysis (20.18): during first EF Winter, Axis units on the EF • 1939 SETUP (20.51, 1939): By Military District. are severely disadvantaged. • Neutrality (20.51): Units restricted to Greater Russia. Must garrison • Oil & Ore Supplies (17.1/17.2): Axis penalized if Lines of hexes bordering Axis or risk their loss. Peacetime Production = 1/3rd. Communication to Ploesti/Gallivare broken. Cannot issue DoWar, but can fight Finland via DE WW (20.57). • Belligerence (20.52): By Axis DoWar or Mobilization (DE SM) only. ITALY Full Production. Reserve Armies arrive immediately (not Strat Reserve). • SETUP (20.22): Must garrison major cities, Albania. MF Residents: 1/ • Units (20.53): Use Allied costs until Great Patriotic War (20.56), then MF port (in/adjacent). Peacetime Production applies. Soviet costs. HQ costs 20 PPs/CV until DEs S1 & S2 reduce this. • Unit Restriction (20.23): Restricted to Greater Italy if belligerent by • Occupation Limits (20.53): no more than 4 units inside territory of DE IX. MF Residents restricted to the MF. Allied minors (unless prior Axis entry). • Demoralization/Surrender (20.25): May Surrender if demoralized • Oil Supply (20.591)/Lend Lease (20.592): Loss of LOC/Sea Route (16.71) by loss of a Major City, Libya, Albania, Sardinia or Sicily. to Baku or LOC to London reduces Soviet Production. • Defeat (20.26): All Mediterranean Basin seas become Allied controlled regardless of naval base ownership. MINOR POWERS • SETUP (20.61): Cannot stack. Peacetime Production applicable. BRITAIN/US • Production (20.64): If has National Supply but isolated, can only build • 1939 SETUP (20.31, 1939): MF units in/adjacent to Egypt ports. ME using national PPs (separate PP pool). units in bases. Fortress garrisons therein. Other units in Britain. • Units (20.35): Infantry/Amphib move 3 (motorized). Belgium • Unit Restriction (20.31 & 20.34): NF Expeds BGs restricted to NF / • SETUP (20.72): 1 French unit allowed in Phillipeville while neutral. Britain. MF Residents restricted to the MF. Fortress garrisons restricted Fort must go in Liege (= inf vs airdrop). to same. Cannot enter FNA prior to Axis entry or French defeat. Sweden & Finland • Command (20.33): SHQs can command Allied minor units anywhere. • NF Veterans, no Extreme costs, THQs support combat at home (SF air). Allies cannot issue DoWs before W/39 or during Phony War. Infantry moves 2 in Snow, fires SF/DF at home (Finns DF/DF). • FINLAND (20.82): Can stack upon DE WW; begin 100% PtProduction. FRANCE • SWEDEN (20.83): PtP 3 after DS. Traces National Supply internally. • 1939 SETUP (20.41, 1939): Must garrison major cities. 1 unit allowed in Sedan/Phillipeville. Forts 1/Maginot Line hex. MF Residents 1/MF Spain & Portugal port (in/adjacent). • SPAIN (20.74): May trace National Supply internally, Volunteers may • Units (20.41): Infantry fires SF/DF (until demoralized). appear if Allied/Axis occupied (17.7). • Unit Restriction (20.41): MF Residents restricted to the MF. Other • PORTUGAL (20.75): Demoralized/Ambivalent by DE 2F, may units restricted to France/Belgium and adjacent nations. Capitulate/Surrender. • Command (20.42): Only French HQs can command French unit Norway & Denmark movement (can Combat Support for all Allied). GQG can command • DENMARK (20.71): No PtProduction. May Submit (see Axis DE DS). Allied minor units anywhere. Gamelin: Allied HQs in France cannot Blitz in the fortnight of Belgian Surprise. • NORWAY (20.81): Setup 1 unit/port only. Units are NF Residents. Defeated as Major Power (Oslo lost & all units eliminated). Upon • Production (20.43): France can only build one CV per month during Allied NP, can Surrender, units can Capitulate/Defect. Phony War. • Morale (20.44): fails if a French/Belgian major city or Maginot fort ME Mandates/Protectorates is lost. Infantry fires SF/SF, HQs are disrupted, and Solidarity tested • Units (20.92): MF Residents. Do not react to Axis entry. every Axis Politics. • Bases (21.397): British bases in Iraq & Persia. • Solidarity (20.45): Check every Axis Politics after demoralization. Depends on # of BEF units. First test failure = Petain Regime, 2nd Turkey failure = France must sue for Armistice (20.46). • Units (20.91): Fort must go in Kanakkale. Within home territory, • Defeat (20.47): IX mandatory as next Axis DE (Italy neutral), DE RB Turkish units fire SF/DF. enabled. British units can enter FNA, 2 British Home Guard arrive next • Supply (20.91): Turkey can trace its National Supply internally Production. (Ankara to Istanbul). Allied minors cannot trace National Supply through Turkey once Soviets belligerent.

© 2014 Columbia Games Inc. 94 VERSION 1.16 DISTRICT / REGION / ROUTE SUMMARY

ROUTE (SYMBOL) SHORT ROUTE (SMALL DOTTED LINE) LONG ROUTE (LARGE DOTTED LINE)

Length / Type 2 HEXES / RAIL = red / ROAD = brown 5 HEXES / RAIL = red / ROAD = brown COMMAND Activating HQs can deploy via NO NO HQ Command / Air Range traced via 2 hexes 5 hexes Field HQs can command movement along Yes (by March) NO SHQ/THQs can command movement along Yes (by March) Yes (by DoubleMarch) Field HQs can [deactivate] mobilize via Yes (by March) NO Rail: YES Road: Only if 1 Supreme Move SHQ/THQs can mobilize strategically via YES reserved (to enable a DoubleMarch) MOVEMENT Land Movement distance 1 March 1 DoubleMarch

Rail/Air/Command distance 2 hexes 5 hexes Engagement Limit via 2 units / phase 2 units / phase

AREA (SYMBOL) DISTRICT (CIRCLE) REGION (SQUARE) Size ± 2 hexes in diameter ± 5 hexes in diameter Stacking / Control / Terrain As for hexes As for hexes ENGAGEMENT Engage into friendly Yes (by March or Strategic Move) Yes (by March or Strategic Move)

Engage into enemy Yes (by March only) Yes (DoubleMarch only) Rail through engagements in NO Only if friendly Sea Move into engagements in NO Only if friendly Port Disengage from by Strategic Move Yes (not to Retreat) Yes (not to Retreat) Disengage and Re-engage into Only if both areas friendly Only if both areas friendly HQs can enter engagements in YES YES INVASIONS / PARADROPS Sea Invasion into Yes (if Port present - regardless of terrain) Yes (if Port present regardless of terrain) Paradrop into Yes (if within Air Range) Yes (if within Air Range) COMBAT Optional (Assaults mandatory) Optional (Assaults mandatory) SUPPLY Rail Supply into engaged Yes Yes Rail Supply through engaged NO Only if friendly

Sea Supply into engaged Siege Supply only (if friendly port) Only if friendly port PRODUCTION Production Costs (unengaged) Normal Normal Production Costs (unit engaged) Double Double

© 2014 Columbia Games Inc. 95 VERSION 1.16 GAME DATA

SEASON BREAK UNIT DATA (June/Dec) • Record Airpower Changes FIRE AXIS ALLIED SOVIET EXTREME SPEED 11 • Record Basic Production Increases Unit Type POWER COSTS COSTS COSTS COSTS • Increase MF/EF [June] Allocations Dry Sno Mud Off/Def Step Cad Step Cad Step Cad Step Cad THE GAME MONTH Armor 3 2 1 DF1 8 12 8 16 4 8 12 24 Production Phase Mech 3 2 1 SF/DF2 6 9 6 12 3 6 9 18 • Determine Available PPs Infantry 23 13 13 SF 4 6 4 8 2 4 6 12 • Allocated PPs 4 • Add incoming PP Transfers Mountain 2 1 1 SF 5 8 5 10 3 6 8 16 • MF: Deduct Maintenance Cavalry 3 2 2 SF 6 9 6 12 3 6 • • • MF: Deduct Shipping Losses Para 2 1 1 SF/DF 125 185 125 245 65 125 185 365 • Add Previously Saved PPs 3 3 3 8 • Deduct outgoing PP Transfers Amphib 2 1 1 SF • • 4 12 2 6 6 18 • Spend ALL (OR save) PPs Shock 1 1 1 DF • • • • 3 6 • • • Build Replacement steps Fort 06 06 06 SF/TF 10 15 10 20 • • 15 30• • Rebuild/Deploy Cadres Static 17 17 17 SF 3 2 3 3 • • 4 4 • Deploy Reinforcements • Disband Units HQ 2 1 1 • 109 209 109 209 1012 2012 1010 2010 • Decrease MF/EF Allocations THQ 2 1 1 • 5 10 5 10 • • 5 10 Diplomacy Phase (Allies/Axis) 1 Armor TF/DF in desert 7 SHQ/THQ command only Fortnight I 2 Mech DF/DF in desert 8 Allied Amphib fires DF on own Beachhead • Weather Phase (Oct-May) 3 British/US infantry/amph move 3/2/1 9 +5/10 in Sea Supply; +10/20 in BH Supply • First Player-Turn 4 Mountain units DF in mountains 10 +5/10 in Sea Supply; +10/20 in Road Supply • Second Player-Turn 5 Para costs halved if grounded 11 Use Allied Costs until Great Patriotic War • Third Player-Turn 6 Rail/Sea Movement only (unengaged) 12 20/step, 40/cadre until Red Army Reforms Fortnight II • Repeat FORTNIGHT I Procedure AIRPOWER S39 W39 S40 W40 S41 W41 S42 W42 S43 W43 S44 W44 THE PLAYER-TURN AXIS EF TF TF TF TF TF DF DF DF DF SF SF • Command Phase • Declarations of War & WF/MF TF# TF# TF# DF DF DF DF SF SF SF • • Alliance Reactions ALLIES SF SF SF SF SF DF DF DF TF TF+ TF* TF* • Activate/Deploy HQs SOVIETS SF SF SF SF SF SF SF DF DF DF TF TF Movement Phase • Move units under command BASIC PROD S39 W39 S40 W40 S41 W41 S42 W42 S43 W43 S44 W44 • Reduce/Mobilize HQs (no support) AXIS -30 -30 -30 -30 -30 -25 -20 -15 -10 -5 0 0 • Sea/Invasion Movement Interdiction ALLIES -20 -15 -10 -5 0 10 20 30 40 50 60 60 Combat Phase • Target Airstrikes SOVIETS -24 -24 -24 -18 -12 -6 0 8 8 8 8 8 • Select other Active Battles # DF in MF/NF + Extended Air Range * Air Supremacy • Resolve Active Battles (one by one) Airstrike / Def. Fire / Off. Fire ASSAULT REPULSES HEX CONTROL EFFECTS • Reduce/Deactivate Support HQs Blitz Movement Phase* River 1-2 (1-3 in Mud, 1 in MF*) Command FR DIS EN • Repeat MOVEMENT PHASE Air 1 (1-3 vs. Fortresses) Deploy HQ into Yes* No No Blitz Combat Phase* Sea ENS1 N Par FNS1 Command through Yes Yes No • Repeat COMBAT PHASE Of Amph units SR DR TR Movement FR DIS EN Supply Phase • BH Placement Of other units DR TR QR Land Move into Yes Yes Yes • Invasion Dispersal Recovery SEA INTERDICTION Strategic Move into Yes* No No • Paradrop Linkup • Sea [& BH] Supply Interdiction Of Enemy ENS1 N Par FNS1 Engage into Yes Yes Yes • Supply Attrition Invasions SR/SF DR/DF TR/TF Disengage into Yes* No No Politics Phase • Morale Sea Moves DR/DF TR/TF QR/QF Supply FR DIS EN • French Armistice BH Supply SR DR TR Rail Supply thru hex Yes† No No • Revolt/Surrender • Defeat/Conquest Sea Supply DR TR QR Land Supply thru hex Yes Yes No • Naval Supremacy * Exc. Nile 1 Enemy/Friendly Naval Suprem FR = Friendly, DIS = Disputed, EN = Enemy SR: 1 = Repulse DR: 1-2 = Repulse * Not into battle hexes * Only if Blitz HQs Active TR: 1-3 = Repulse QR: 1-4 = Repulse † Into friendly battle hexes only (not through)

© 2014 Columbia Games Inc. 96 VERSION 1.16 INDEX

Italicized text = see sidebar, Ambivalence 16.711 Betrayal 16.41, 20.17 1942.1 = 1942 Scenario Rule #1 Amphibious Units 2.31 Border Disputes 16.42 Acclimatization 6.73, 21.351, 21.441 Beachheads [BH] 15.6 Border Garrisons 20.51 MF Entry/Re-entry 21.351 BH Emplacement 15.62 Command and Supply 5.35, 20.12 MF Expeditions 20.11, 20.21, 20.31, Full Motorization of 20.35 Cooperation with 16.2 20.493 Long-Range Invasions 15.542 EF Logistics 21.25 MF Residents 20.21, 20.31, 20.41, MF Expeditions 20.31 EF Production 21.23 20.493 Sea Assaults 7.63 Finland 20.82 MF Veterans 20.11, 20.31 Sea Evacuations 15.55 Finnish Armistice 21.482 MF Victory 17.63, 21.395 Sea Invasion 15.5 French Morale checks 20.44, 20.45 NF Entry/Re-entry 21.441 Shore Bombardment 15.66 French Armistice 20.46 NF Expeditions 20.11, 20.31, 20.412 The Soviet BH 15.67 Germany 20.1 Initiative 4.22 NF Residents 20.81, 20.411 Anglo-French Union 20.491 NF Veterans 20.11, 20.53, 20.82, 20.83, MF Victory 17.63 Annexation 16.6, 20.1, 20.58 21.413 MF Basing 21.382, 21.384 Arab Nationalism 20.47 MF Production 21.37 Active Player 4.3 Mare Nostro 17.5 Active Battles 7.14 Arctic Zone [NF] 21.4 Minor Powers 20.6 Counter-Attacks 7.23 Arctic Maintenance 21.461 Naval Supremacy 15.8 HQ Activation 4.313 Areas 18.0 Occupation Limits 20.132 Politics 16.7 Combat 18.4 Oil Supply 17.1 Supply Interdiction 15.73 Command 18.2 Paratroop Grounding 14.6 Unsupported Combat 7.4 Command Range 18.22 Phony War 20.43 Control 18.1 Air Assaults 7.64 PP Transfers 21.24 Engaging 18.35 Para Combat 14.41 French Refuse Armistice 20.46 Engagement Limits 18.37 Airpower 13.0 Satellites 16.3 HQs 18.21 Air Range 13.11 Territory 16.21 Marches 18.331 Air Firepower 13.23 Unit Restriction 20.23, 20.131, 21.316, Movement 18.3 Airpower Disruption 13.12 21.415 Production 18.6 Airstrike[s] 7.13, 13.2 Victory 19.2 Rail Routes 18.32 Airstrike CV 13.22 Winter Paralysis 12.45 Road Routes 18.33 Allied Coordination 5.34 Sea Movement 18.34 Balkan Pacification 17.4 Extended Air Range 13.31 Stacking 18.12 Baltic States 20.6 HQ Airpower 5.4, 13.1 Supply 18.5 Axis-Soviet Borders 20.15 MF Airstrikes 21.393 Unit Costs 18.62 Border Disputes 16.42 Resolving Airstrikes 13.24 Border Garrisons 20.51 Targeting 13.21 Armistice 16.72 Minor Powers 20.6 Assault 7.6 Alliance Reactions 16.5 Molotov Pact 16.42, 20.14, 20.58 Air Assault 7.64 Sequence of Play 4.312 Soviet Territory 20.51 Cooperating Powers 16.2 Combined Assault 7.65 Bases 1.452 Secondary Reactions 16.52 Naval Supremacy Effects 15.823 Repulse 7.61, 15.531 Supply 10.71 Allied, Allies River Assault 7.62 Basing 21.14, 21.38 Air Firepower 13.23 Sea Assault 7.63, 15.53 Cape Town [Allies] 21.14, 21.381 Air Superiority 13.3 Unit Capitulation 7.7, 20.486 Istanbul [Axis] 21.385 Air Supremacy 13.32, 1944.02 Weather 12.6 Morocco [Allies] 21.382 Allied Solidarity 20.45 Tunis [Axis] 21.385 Belligerence 16.3 Attack 6.4 Cape Town Basing 21.14, 21.381 Assaults 7.6 Battles 7.1 Casablanca Basing 21.382 HQ Airpower 13.1 Active Battles 7.14 Command & Supply 5.34, 1940.03 Supreme Move 5.71 Air Assaults 14.41 Command Coordination 5.34 Weather 12.33, 12.44, 12.45 Airstrikes 7.13 ,13.21 Extended Air Range 13.3, 1943.03 Axis Assaults 7.6 Initiative 4.22 Air Firepower 13.23 Attacks 6.4 MF Basing 21.38 Amphibioua units 21.493 Battle Hexes 7.11 Naval Supremacy 15.8 Surprise Attacks 20.16 Combat Resolution 7.2 Unit Capitulation [to] 7.7, 20.486 Axis-Soviet Borders 20.15 Combat Rounds 7.21 Unit Restriction 20.34 Belligerence 16.3, 20.22 Combat Sequence 7.22 Counter-Attacks 7.23

© 2014 Columbia Games Inc. 97 VERSION 1.16 INDEX

Deploying HQs 5.21 Border Mud Weather 12.33 Disengaging 6.32 Border Disputes 16.42, 20.14, 20.15 Original Attacker/ Defender 7.12 Executing Fire 7.31 Garrisons 20.51 Para Combat 14.4 Friendly Battle Hexes 8.31 Winter War 20.58 Pursuit Fire 6.52 HQ Airpower 5.4, 13.1 Britain 20.3 Resolution 7.2 Hexside Limits 6.33 Anglo-French Union 20.491 Resolving Airstrikes 13.24 Mandatory Combat 7.15 British Protectorates 20.921 Sequence 4.331, 7.22 Mobile HQs 5.51 Command & Supply 20.33 SHQ Combat Support 5.74 Original Attacker /Defender 7.12 MF Expeditions 21.313 Snow Weather 12.44 Rail Moves 9.21 MF Residents 21.311 Step Reduction 2.6 Rearguards 6.51 MF Veterans 21.312 Targeting Airstrikes 13.21 Repulse 7.61 Triple Defense 7.35 Bulgaria Retreats 6.5 Unit Capitulation 7.7 Balkan Pacification 17.4 Rivers 1.36 Unsupported Combat 7.4 Peacetime Production 16.32 Unit Capitulation 20.486 Pro-Axis Minors 20.6 Command [HQs] 5.0 Beachhead [BH] 15.6 Surrender 16.82 Active Battles 7.14 Advanced Arrival 11.82 Airstrikes 7.13 Cape Town Basing 21.381 BH Preparation 11.74, 15.61 Allied Coordination 5.34 BH Supply 10.34, 15.63, 11.733 Cavalry 2.25 Allied/Soviet 5.34, 20.34 BH Supply Interdiction 15.73 Marsh 1.32 Axis Coordination 5.35 Emplacement 15.62 Mountain 1.34 Axis Logistics 5.33 Mulberries 15.65 Movement 6.1, 12.33 Blitz HQs 5.6 Shore Bombardment 15.66 Soviet 20.51, 20.521 Blitz Invasion HQs 15.512, 15.54 Soviet BH 15.67 Chamberlain 16.4, 20.33 British/US 20.33 Storm Effects 12.51 Cities 1.4 Combat Support HQs 5.52 Belgium 20.72 Double Defense 7.34 Command Range 5.31, 8.4, 18.22 Allied Solidarity 20.45 Defensive Firepower 7.32 Cross Command 5.72 National Supply 10.21 Major Cities 1.41 Headquarters [HQ] 2.4, 5.1 Phony War 20.43 Minor Cities 1.42 HQ Activation 4.313, 5.2 Sedan 20.41, 20.72 Terrain Stacking 6.21 HQ Airpower 5.4 HQ Command Range 5.31 Belligerence 16.3 Victory Cities 1.411 HQ Disruption 5.32 Alliance Reaction 16.51 Clear Terrain 1.31 Invasion Command 15.51 Italy 20.22 Mud Weather 12.3 Invasion/Paradrop HQs 5.9, 14.2, 15.5 Minor Powers 20.6 Terrain Stacking 6.21 MF Command 21.34 Soviet 20.52 Combat 7.0 Minor Command 20.62 Turkey 20.91 Active Battles 7.14 Mobile HQs 5.51 Berlin Airstrikes 7.13 Mud Weather 12.31 Allied Victory 19.3 Applying Hits 7.33 NF Command 21.43 Axis Supply 20.12, 20.24 Area Combat 18.4 Paradrop HQs 14.21 Axis Supply Origin 10.2 Assaults 7.6 SHQ Combat Support 5.74 Flex Points 5.723 Attacks 6.4 SHQ Command Range 5.72 National Supply 10.21, 20.485, 20.63 Battle Hex Control 8.1 SHQ Mobilization 5.73 Oil Supply [Ploesti] 17.1 Blitz Combat 4.35 Snow Weather 12.42 Rail Line Control 9.12 Blitz HQs 5.6 Strategic Movement 6.62, 6.72 SHQ Disruption 5.7 Combat Phase 4.33 Supreme HQs [SHQs] 5.7 Victory Cities 19.5 Combat Support 5.52, 5.34 Supreme Moves 5.71, 6.6 WF-EF Cross Command 5.722 Combat Value [CV] 2.5 Theater HQs [THQs] 5.8 Bessarabia 20.51 Counter-Attacks 7.23 Unsupported Combat 7.4 Disengaging 6.32 Axis-Soviet Borders 20.15 Command & Supply Double Defense 7.34 Border Garrisons 20.51 Britain/U.S. 20.33 Engaging 6.31 Molotov Pact 16.42, 20.14. 20.58 France 20.42 Fort Units 2.28 Soviet Annexation DE 20.58 Free France 20.494 Fortresses 1.45, 7.5 Betrayal 16.41 Germany 20.12 Invasion HQ Combat Support 15.511 Allied Betrayal 20.36 Italy 20.24 Mandatory Combat 6.4, 7.15, 7.5 Axis Betrayal 20.17 MF 21.34 Minor Command 20.62 Declarations of War 16.41 NF 21.43 Minor Fortresses 7.51 Soviet Union 20.54

© 2014 Columbia Games Inc. 98 VERSION 1.16 INDEX

Compliance (Swedish) 21.492 16.2 Movement 18.3 Executing Fire 7.31 Control Production 18.61 Fort Units 2.28 Hex Control 8.1 Rail Routes 18.32 French Army Artillery 20.41 National Territory 1.7, 16.6 Road Routes 18.33 Headquarters [HQ] 2.4, 5.1 Zones of Control 8.2 Sea Movement 18.34 Infantry 2.23 Stacking 18.12 Marsh terrain 1.33 Conquest 16.92 Supply 18.5 Mechanized 2.22, 1.35 Cooperation 16.2 Unit Costs 18.62 Mountain Infantry 2.24 Curzon Line 20.14 Double Defense 7.34 Mud Weather 12.33 Danzig Forest/Hill terrain 1.32 Paratroops 2.32 Axis Annexation 20.1 Major Cities 1.41 Pursuit Fire 6.52 Free City 1939 Scenario–Borders Marsh terrain 1.33 Resolving Airstrikes 13.24 Shock Unit 2.26 Declaration Of War 16.4 Minor Fortresses 7.51 SS Unit 2.33 Allied Betrayal 20.36 Mountain terrain 1.34 Alliance Reactions 4.312, 16.5 Mud weather 12.33 Flexpoints 5.723 Axis Betrayal 20.17 Resolving Airstrikes 13.24 Forest Terrain 1.32 Axis Surprise Attacks 20.16, 20.42, Double Fire [DF] 7.32 Double Defense 7.34 20.54 Desert Combat 21.36 Hexside Limits 6.33 Command Phase 4.311 Dry Weather 12.2 Mud Weather 12.3 Soviets 20.51, 20.521 Repulse 7.61 Snow Weather 12.4 Defeat 16.9 River Assaults 7.62, 12.6 Terrain Stacking 6.21 Conquest 16.92 Weather Determination 12.1 Fortnight 4.2 Defeated Forces 16.91 East Front [EF] 21.2 Beginning Play 22.2 French Defeat 20.47, 20.22 Game Month 4.1 Eben Emael 20.72 French North Africa (FNA) Colony 20.4 Initiative 4.22, 12.7 Italian Defeat 20.26 Engagement 6.3 Weather 4.21, 12.1 (see also Disengaging) Polish Defeat 20.43 Fort Units 2.28 Area Movement 18.35 Defection 16.84 Belgian Fort Unit 20.72 Attacks 6.4 French Fort Units 21.41 Demoralization 16.71 Hexside Limits 6.33 Restrictions 21.316, 21.415 Denmark 20.71 Factions Fortified Ports 1.44 Northern Seaway 15.81 Belligerence 16.3 Desert Terrain 1.35 Betrayal 16.41 Fortresses 1.45, 7.5 Area Combat 18.4 Conquest 16.92 Air Assaults vs. 14.41, 14.42 Armor/Mech Firepower 7.32, 21.36 Declarations of War 4.311, 16.4 Combat 7.5 Depressions 1.352 Defeat 16.9 Counter-Attacks 7.23 Desert Maintenance 21.372 Diplomacy Phase 4.12 Firepower 7.32 Desert Victory 17.62 Isolated Minors 11.34, 20.64 Fortress Supply 10.7 MF Areas 18.0 Minor Powers 20.6 Garrisons 20.31 Sand Seas 1.351 Minor Production 20.64 Gibraltar 1.45 Terrain Stacking 6.21 National Supply 10.21 Leningrad 20.51 Malta 1.45 Diplomacy Supply Origin 10.2 Minor Fortresses 7.51 Beginning Play 22.2 Finland 20.82 Sevastopol 17.3 Diplomacy Phase 4.12 Greater Finland 20.82 Siege Supply 15.41 Molotov Pact 20.14, 20.58 Disengaging 6.32 Stacking 1.45, 6.21 Ports 15.1 Hexside Limits 6.33 Supply Attrition 10.6 Road Supply 10.33 Retreats 6.5 Triple Defense 7.35 Ski Troops 20.8, 21.442 Districts (circles) 18.0 Triple Fire 7.32 Winter War 20.57, 1939 Combat 18.4 Unsupported Combat 7.4 Firepower 7.32 Command 18.2 France 20.4 Airstrike 13.23 Command Range 18.22 Allied Solidarity 20.45 Amphibioua 2.31 Control 18.11 Anglo-French Union 20.491 Armor 2.21, 1.35, 21.36 Engaging 18.35 Bessarabia DE 20.58 Axis Winter Paralysis 12.45 Engagement Limits 18.37 Command and Supply 20.42, 20.494 Cavalry 2.25 HQs 18.21 Defeat 20.47 Combat Fire 7.32 Marches 18.33 Demoralization 16.71, 20.44 Desert 1.35

© 2014 Columbia Games Inc. 99 VERSION 1.16 INDEX

Forces 20.41 Greece 20.73 Frozen River 12.43 Free France 20.49 Allied MF Basing 21.381 Limits 6.33, 21.352 French Armistice 16.72, 20.46 Revolt 16.731 Marsh 1.33 French Colonies 20.4 Greater Italy 20.2 Mountain 1.34 FNA (French North Africa) 20.4 National Territory 1.7 River Assaults 12.6 Morale 20.44, 16.71 Balkan Pacification 17.4 Rivers 1.36 National Supply 20.63 Headquarters [HQs] 5.0 Straits 1.371 National Territory 1.7 Activation 4.313, 5.2 Terrain 1.3 Occupied 20.481 Airpower 5.4, 7.13, 13.1 Zones of Control 8.2 Phony War 20.43 Air Range 13.11 Hexside Limit 6.33 Revolt 16.731 Airstrike CV 13.22 Engagement 6.33 Successor States 20.4 Airstrikes 7.13 River Assaults 12.6 Vichy 20.48 Allied Command 20.33 Road Movement 21.352 Vichy Territory 20.481 Applying Hits 7.33 Hill Terrain 1.32 Fronts 21.0 Area Command 18.2 Double Defense 7.34 Active & Inactive 21.12, 21.22, 21.32 Axis Command 20.24 Mud Weather 12.3 Air Firepower 13.23 Axis Logisitics 5.33 Terrain Stacking 6.21 Air Range 13.11 Axis EF Logistics 21.25 Hit Allocations 11.5 Axis HQ Costs - Oil Supply 11.735, 17.1 Applying Hits 7.33 Available PPs 11.4 Axis Surprise 20.16, 20.42, 20.54 Firepower 7.32 Basic Production 11.31 Axis Winter Paralysis 12.45 Pursuit Fire 6.52 HQ Command 5.31 Blitz Combat 4.35 MF Acclimatization 6.73, 21.351 Blitz HQs 5.6 Holland NF Acclimatization 6.73, 21.441 Blitz Invasion HQs 15.512 Phony War 20.43 Production Overview 11.1 Building Costs 11.73, 18.62 Home Cities 1.4 PP Sources 11.3 Combat Support HQs 5.52 Home Front 11.31 PP Transfers 11.6 Command Range 5.31, 8.4, 18.22 Home Territory 1.7 SHQ Air Range 5.75 Disruption 5.32 SHQ Command Range 5.72 Invasion Command 15.51 Hungary 16.82 SS Builds 2.33 Invasion HQ Combat Support 15.511 Pro-Axis Minors 20.6 Transferring PPs 11.61 MF Overseas Supply 11.731 Surrender 16.82 Weather Determination 12.1 MF Command 21.34 Balkan Pacification 17.4 WF-EF Cross Command 5.722 Minor Power Command 20.62 Impassable Terrain WF-MF/NF Cross Command 5.721 Oil Supply [Ploesti] 17.1, 20.54 Alpine Mountain 1.34 FrontlineHexes 22.31 Paradrop HQs 14.21 Air Range 13.11 Red Army Reforms 20.54, 20.57 Depressions 1.352 Germany 20.1 Sea Evacuation 15.55 HQ Command 5.31 MF Expeditions 20.11 Sea Invasion 15.5, 15.822 Lakes 1.37 MF Veterans 20.11 SHQ Combat Support 5.74 Sand Seas [MF] 1.351 Molotov Pact 16.42, 20.14, 20.58 Soviet Costs 20.54, 20.57, 20.591 Supply Lines 10.4 National Territory 1.7 Soviet Oil Supply 20.591 Zones of Control 8.2 MF Veterans 20.11 Spain 20.74 OB Cards 22.1 Initiative 4.22, 12.7 Stalin’s Purges 20.5 Phony War 20.43 Supreme Moves 6.6 Isolated Powers 11.34, 20.64 Supply Origin 10.2 Theater HQs 5.8 Istanbul Gibraltar Unit Type 2.2 MF Basing 21.385 Flex Points 5.723 Unsupported Combat 4.33, 7.4 Italy 20.2 Fortress Combat 7.5 Hex Control 8.0 Belligerence 20.22, 20.47 Fortress Supply 10.7 Control Effects 8.4 Command and Supply 20.24 Mare Nostro 17.5 Hex Status 8.3 Cooperation 16.2 Stacking 1.45 Invasion Dispersal 15.56 Demoralization 16.71 Triple Defense 7.35 Paradrop Dispersal 14.3 Defeat 20.26,15.21 Great Power Paradrop Linkup 14.5 Forces 20.21 Britain/U.S. 20.3 Hexside MF Expeditions 21.313 Defeat 16.9 Clear 1.31 MF Residents 21.311 Germany 20.1 Forest/Hills 1.32 National Supply 20.24, 20.63 National Supply 10.21 Fortresses 1.45 National Territory 1.7 Soviet Union 20.51 Occupation Limits 20.132

© 2014 Columbia Games Inc. 100 VERSION 1.16 INDEX

Surrender 16.71, 16.81, 20.25 Minor Powers 20.6 Hex Control Effects 8.4 Unit Restriction 20.23 Allied Command Coordination 5.34 Hexside Limits 6.33 Lakes 1.36 Axis Betrayal 20.17 Mobilizing HQs 5.51 Belligerence 16.31 Land Movement 6.71 Lend-Lease 20.592 Cooperation 16.2 MF Movement 21.35 Leningrad Defeat 16.9 Marches 18.331 Fortresses 1.45 Demoralization 16.71 Mountain Terrain 1.34 Fortress Combat 7.5 Isolated Minor 11.7, 20.64 Movement Phase 4.32 Triple Defense 7.35 Minor Command 20.62 Mud Weather 12.32 USSR Territory 20.51 National Supply 10.21, 20.63 NF Movement 21.44 Line of Communication 10.21 Occupation Limits 20.132, 20.53 Off Road Movement 21.353 London THQs 5.8 Overstacking 6.22 Supply Origin 10.2, 20.33, 20.42, 20.494 Vichy 20.48 Paradrop Range 14.22 National Supply 10.21, 20.63 Molotov Pact 16.42, 20.14, 20.58 Rail Movement 9.2, 18.32 Rail Line Control 9.12 Border Disputes 16.42 Retreats 6.5 SHQ Disruption 5.7 German Unit Restriction 20.14 Rivers 1.36 Sea Evacuations 15.55 Maintenance Soviet Belligerence 20.521 Sea Invasion 15.5 Arctic Maintenance 21.461 Soviet Mobilization 20.55 Sea Movement 15.3 Desert Maintenance 21.372 Soviet Neutrality 20.51 USSR/39 Territory 20.51 Snow Weather 12.43 Maginot Line 20.41 Stacking Limits 6.2 Month 4.1 Anglo-French Union 20.491 Straits 1.371 Advanced Arrival 11.82, 21.321 French Morale 16.71, 20.44 Strategic Movement 6.62, 6.72 Diplomatic Events 16.6 Fort units 2.28 Suppression 13.32 Game Continuity 3.3 Free French Forces 20.492 Unit Movement 6.1 Peacetime Production 16.32 Major Power, Introduction Weather 4.21 Reinforcements 11.8 Defeat 16.9 Unit Arrival Codes 2.7 Mud 12.3 France 20.4 Weather 4.21 Cavalry 2.25 Italy 20.2 Combat 12.33 Morocco Basing 21.382 Malta Initiative 4.22, 12.7 Flex Points 5.723 Morale, French 20.44, 16.71 River Assaults 7.61, 7.62, 12.6 Fortress Combat 7.5 Moscow Sea Storms 12.5 Fortress Supply 10.7 SHQ Disruption 5.7 Weather Determination 4.21, 12.1 Mare Nostro 17.5 Mountain Terrain 1.34 Nation Stacking 1.45 Cavalry 2.25 Belligerence 16.3 Triple Defense 7.35 Double Defense 7.34 Betrayal 16.41 Mandatory Combat 7.15 Mud Weather 12.3 Conquest 16.92 Attacks 6.4 Paradrop Range 14.22 Declarations of War 16.4 Unsupported 7.4 Sea Invasions 15.52 Minor Powers 20.6 Mare Nostro 17.5 Terrain Stacking 6.21 Production 16.21 1940A.4e Unit Movement 6.1 Surrender 16.8 Marsh Terrain 1.33 Mountain Units 2.24 National Supply 10.21 Cavalry 2.25 Firepower 7.32, 21.45 Cooperating Powers 16.21 Double Defense 7.34 FF Reinforcement 20.493 Free French 20.493 Firepower 7.32 Sea Assaults 15.53, 21.493 French 20.42 Salt Marsh 1.331 Tito 16.732 Greek 20.73 Sea Invasions 15.5 Movement 6.0 Italian 20.24 Terrain Stacking 6.21 Air Supremacy 13.32 Minor Power 20.63 Unit Movement 6.1 Area 18.3 Neutrality 16.1 Siege 10.21 Med Front [MF] 21.3 Blitz Movement 4.34 Cities 1.4 Straits 10.21 Mediterranean Basin 15.1 Clear terrain 1.31 Vichy 20.485 Sea Basin Control 15.21 Deploying HQs 4.313, 14.21, 15.51 Naval Base 15.1 Mid East (ME) 21.3 Engaging 6.31, 18.35 Naval Supremacy 15.8 ME Mandates 20.92 Forest/Hills terrain 1.32 Determination 15.81 ME Rebellion 21.399, 1944.05 Headquarters [HQ] 2.4, 5.1 Effects 15.82 ME Uprising 21.398, 1940.09 Hexes 1.2 1939.05

© 2014 Columbia Games Inc. 101 VERSION 1.16 INDEX

1940.05 Sea Movement Interdiction 15.72 Cities 1.41, 1.42 Neutrals 16.1 Sea Supply Interdiction 15.73 Cooperating Powers 16.21 Area Control 18.11 Peacetime Production 16.32 Disbanding 11.84 Air Range 13.11 Finland 20.82 EF Activation 20.521, 21.22 Alliance Checks 16.51 Italian 20.22 EF Allocations 11.52 Allied Betrayal 20.36 Minor Power 20.61 EF Production 21.23 Axis Betrayal 20.17 Soviet 20.51 MF Activation 21.322 MF Allocations 21.37 Axis Surprise 20.16 Player Turn 4.3 Cooperation 16.2, 20.131 MF Production 11.9 21.37 Ploesti 17.1 Declarations of War 4.311, 16.4 Minor Power 20.64 1944.03 Minor Powers 20.6 NF Production 11.9 21.46 National Supply 10.21 Phony War 20.43 Peacetime PPs 16.32, 20.22, 20. 61 OB Cards 3.21 Poland PP Allocations 11.5 Peacetime Production 16.32 Axis-Soviet Borders 20.15 PP Sources 11.3 Sea Control 15.2 Defeat 16.9, 20.1, 20.43, 20.44, 20.58 PP Transfers 11.6, 21.24 Soviet Neutrality 20.51 French Demoralization 16.71, 20.44 Production Phase 4.11, 11.0 Supply Lines 10.4 East Poland 20.51 sidebar Production Point [PP] 11.1 Vichy 20.48 Isolated Minor 20.64 Rebuilding Cadres 11.72 War and Peace 16.0 Minor HQ Command 20.62 Replacements 11.71 Resource Centers 1.5 North Africa Victory 17.61 Molotov Pact 16.42, 20.14, 20.58 National Supply 10.21 Saved PPs 11.4, 11.2 North Front 21.4 Phony War 20.43 Shipping Losses 21.371 Norway 20.81 Soviet Border Garrisons 20.51 WF Production 21.13 Axis Ore Supply 17.2 Ports 1.44 Railroads 9.0, 1.6 Expedition 21.491 Areas 18.0 Air Supremacy Effects 13.32 Northern Seaway 15.81 Invasion Command 15.51 Area Rail Routes 18.3 Ski Troops 20.8 Invasion Movement 15.52 Area Rail Supply 18.5 Surrender/Defection 16.83 National Supply 10.21 Control 9.12 Weser [Operation] 21.49, 1939.10 Maritime Satellite Surrender 16.81 Cooperating Neutrals 16.21 Occupation Limits MF Paradrops 14.21, 21.392 Hex Control Effects 8.4 Axis Unit Restrictions 20.132 MF Sea Invasions 15.9, 21.391 Minor Production 20.64 Soviet Unit Restrictions 20.53 NF Paradrops 21.492 Rail Disengagement 9.22 Odessa NF Sea Invasions 15.9, 21.47 Rail Ferry Straits 9.11 Sevastopol & Odessa 17.3 Overseas Supply 11.731 Rail Lines 9.1 1941.02 Port Capacity 15.32 Rail Movement 9.2 Rail Supply 9.3, 10.31 Oil Sea Areas 15.1 Rail/Sea Supply Network 10.32 Axis Oil Supply [Ploesti] 17.1 Sea Control 15.2 SHQs 5.7 Resource Centers 1.5 Sea Invasion 15.5 Strategic Movement 6.62, 6.72 Soviet Oil Supply 17.8, 20.54, 20.591 Sea Movement 15.3, 18.34 Sea Moves 15.31 Supply Sources 10.31 Original Attacker/Defender 7.12 Sea Supply 15.4 THQs 5.8 Paratroops 14.0 Siege Supply 15.41, 15.825 Red Army 20.53 Blitz 14.21, 15.54 Storm Effects 12.51 Unit Restriction 20.34, 20.53 Dispersal 14.3 Portugal 20.75 Soviet Steamroller (upgrades) 20.593 Eben Emael 20.72 Ambivalence 16.711 Stalin’s Purge 20.54 Firepower 2.32 Unit Capitulation 7.7 Reforms 20.54, 20.57 HQs 5.9, 14.21 Regions 18.0 MF Paradrops 21.392 PP Transfers 11.6 Combat 18.4 NF Paradrops 21.472 East Front 21.24 Command 18.2 Linkup 14.5 Med Front 21.37 Command Range 18.22 Paradrops 14.2 Production 11.0 Control 18.11 Paratroop Grounding 14.6 Advanced Arrival 11.82, 21.321 Engaging 18.35 Paratroop Corps 2.32 Arrival Locations 11.81 Engagement Limits 18.37 Available PPs 11.4 Paris HQs 18.21 Basic Production 11.31 French Supply 20.42 Marches 18.331 Beginning Play 22.2 SHQ Disruption 5.7 Movement 18.3 Belligerence 16.31 Passive Player 4.3 Production 18.6 Building Units 11.7

© 2014 Columbia Games Inc. 102 VERSION 1.16 INDEX

Rail Routes 18.32 Sea Invasions 15.822 Siberia Road Routes 18.33 Sea Moves 15.31 Soviet Supply Origin 10.2, 9.12 Sea Movement 18.34 Sea Interdiction 15.7 Siege [see Siege Supply] Stacking 18.12 Naval Supremacy Effect 15.824 Siege Guns 2.34 Supply 18.5 Values 15.71 Invasion Movement 15.52 Unit Costs 18.62 Sea Movement 15.71 Siege Supply 10.8, 15.41 Reinforcements 11.8 Sea Supply 15.72 National Supply 10.21 Advanced Arrival 11.82, 21.321 Sea Invasions 15.5 Naval Supremacy Effects 15.41, 15.825 Acclimatization 21.351, 21.441 Blitz Invasions 15.54 Supply Attrition 10.6 Advanced Arrival 11.82, 21.321 Combat Support Range 15.511 Snow 12.4, 4.21 Arrival Codes 2.7 Invasion HQs 15.51, 5.9 Axis Winter Paralysis 12.45 Arrival Locations 11.81 Invasion Movement 15.52 Combat 12.44 Available Forces 22.2 MF Sea Invasions 21.391 Command 12.42 Delayed Arrival 11.83 NF Sea Invasions 21.471 Dietl Disruption 21.43 OB Cards 22.2 Naval Supremacy Effect 15.822 Initiative 4.22, 12.41, 12.7 Restriction (units) 16.311 Opposed Invasions 15.521 Movement 12.43 Britain/U.S. 20.34 Prohibited Terrain 15.52 River Assaults 7.62, 12.6 Italy 20.23 Prohibited Units 15.52 Sea Storms 12.5 France 20.41 Sea Assaults 15.53 Weather Determination 12.1 Germany 20.13 Prohibited Units 15.53 Soviet Union 20.5 Minor Powers 16.311 Repulse 15.531 Air Firepower 13.23 USSR 20.51, 20.53 Sea Interdiction 15.7 Allied Betrayal 20.36 Resources Sea Lane 15.4 Annexations 20.58 Centers 1.5 Supply Interdiction 15.73 Axis Surprise 20.16, 20.54 MF Resource PPs 21.37 Sea Movement 15.3 Axis-Soviet Borders 20.15 PP Sources 11.33 Area Sea Movement 18.34 Beachhead [BH] 15.67 Retreat 6.5 Naval Supremacy Effect 15.821 Belligerence 16.3, 20.52 Assault Repulses 7.6 Port Capacity 15.32 Border Garrisons 20.51 Area Retreats 18.36 Sea Interdiction 15.72 Command & Supply 20.54 Rearguards 6.51 SHQ Mobilization 5.73 East Front Production 21.23 Pursuit Fire 6.52 Sea Supply 11.731, 15.4 Forces 20.53 Strategic Movement 6.62 BH Disruption 15.64 Great Patriotic War 20.56 Supreme Land Moves 6.61 Area Sea Supply 18.5 Initiative 4.22, 12.7 Tito 16.732 Siege Supply 10.8, 15.41 Mobilization 20.55 Revolt 16.73 Molotov Pact 16.42, 20.14. 20.58 Sea Terrain 1.37 Neutrality 16.1, 20.51 Rivers 1.36 Canals 1.373 Occupation Limits 20.53 Combined Assaults 14.42 Shoals 1.372 Oil Supply 20.591 River Assaults 7.62, 12.61 Straits 1.371 Peacetime Cavalry 20.51 Routes (Areas) 18.31 Seasons 3.3 Peacetime Production 20.51 Rumania Season Breaks 3.3, 22.2 Soviet Emergency 20.561 Balkan Pacification 17.4 Second Front (DE 2F) Soviet Steamroller 20.593 Bessarabia 20.58, 20.51 Initiative 4.22 Strategic Reserve 20.51 Restricted Unit Release 17.3 Demoralization 16.71 Supply 20.54, 20.591 Soviet Mobilization 20.55 Secure Supply 11.71 Territory 20.51 Surrender 16.82 Unit Arrival Locations 11.81 Sedan 20.42 Russia (see Soviet Union) Unit Restrictions 20.53 Belgium 20.72 Satellites [Axis] 16.3 Winter War 20.57 Sevastopol Spain 20.74 Scandinavia 20.8, 21.4 Fortresses 1.45 Minor Command 20.62 Sea Areas 15.1 Fortress Combat 7.5 National Territory 20.74 Invasion Movement 15.52 Sevastopol & Odessa 17.3 Spanish Volunteers 17.7 Long-Range Invasions 15.542 Triple Defense 7.35 Surrender 16.81 Ports 1.44 Shipping Losses SS Units 2.33 Sea Basin Control 15.21 MF Production 21.371 Building 11.7 Sea Area Control 15.2 Naval Supremacy Effect 15.826 Restrictions 21.316, 21.415. Sea Interdiction Values 15.71 PP Transfers 11.6

© 2014 Columbia Games Inc. 103 VERSION 1.16 INDEX

Stacking 1.3, 6.21 Supply Lines 10.4 NF Prohibited Units 21.415 Deploying HQs 5.21 Supply Origin 10.2 NF Residents 21.411 Marsh terrain 1.33 Supply Phase 4.36 NF Veterans 21.413 Mountain terrain 1.34 Supply Source 10.3 NF Units 21.41 Mud 12.3 Supply Status 10.1 Nationality 2.11 Overstacking 6.22 Tito Supply 16.732 PARATROOPS 2.32, 14.1 Snow 12.4 Vichy Supply 20.48 Reinforcements 11.8 Storms 12.5 Surprise Attacks 20.16 Replacements 11.71 SHOCK 2.26 EF Weather 12.13 Surrender 16.8 MF Weather 12.12 Siege Gun 2.34 Sweden 20.83 NF Weather 21.42 Spanish Volunteers 17.7 Axis Ore Supply 17.2 Storm Effects 12.51 SS 2.33 NF Veterans 21.413 WF Weather 12.11 STATIC 2.27 Swedish Compliance 21.492 SUPREME HQS [SHQs] 5.7 Straits 1.371 Ski Troops 20.8 THEATER HQS [THQs] 5.8 Rail Ferry Straits 9.11 Switzerland 20.76 Tito 2.35, 16.732 Strategic Movement 6.6 Temperate Zone [NF] 21.4 Types 2.2 Between Fronts 6.72 Volunteers 2.36 Rail Movement 9.2 Tito 2.35 US (United States) 20.3 Road Movement 21.352, 18.33 Yugoslavian Revolt 16.732 Belligerence 20.32 Sea Movement 15.3 Triple Defense 7.35 British/US Forces 20.31 SHQ Mobilization 5.73 Fortresses 7.5 Supreme HQs 5.7 Fort Units 2.28 Vichy 20.48 Ambivalence 7.7, 1942.2 Supreme Moves 6.62 Triple Fire [TF] 7.32 Theater HQs 5.8 Belligerence 20.484 Tunis Basing 21.385 Cooperation 16.2, 20.482 Supply 10.0 Turkey 20.91 Demoralization 16.71 Area Supply 18.5 Allied National Supply 10.21 Forces 20.483 Axis Supply 20.12 East Front Activation 21.22 French Armistice 20.46 Axis Ore Supply 17.2 Soviet Emergency 20.561 French Defeat 20.47 Axis Resource Centers 1.5 Istanbul Basing 21.385 FNA (French North Africa) 20.481 Beachhead Supply 11.733, 15.63 National Supply 20.485 Cape Town Basing 21.14, 21.381 Units 2.0 Revolt 16.731 Casablanca Basing 21.382 AMPHIBIOUS 2.31 Surrender 16.81, 20.487 Cooperating Powers 16.21 ARMOR 2.21 Territory 20.481 District Supply 18.52 Arrival Locations 11.81 Unit Capitulation 7.7, 20.486 Fortress Supply 10.7 Building 11.7 France 20.42 Capitulation 7.7, 20.486 Victory 19.0 Free French 20.492, 20.493 CAVALRY 2.25 3-Way Game Victory 19.5 Hex Control Effects 8.4 Desert Maintenance 21.372 Allied Victory 19.3 Italy 20.24 Firepower 7.32 Axis Victory 19.2 MF Basing 21.38 FORT 2.28 Desert Victory 17.62 National Supply 10.21, 20.485, 20.63 Fortress Garrisons 20.31, 21.315 Med Front Victory 17.63 Neutrality 16.1 HEADQUARTERS [HQ] 2.4, 5.1 N. Africa Victory 17.61 Oil Supply 20.54, 20.591 ID Codes 2.7 Victory City 1.412 Home Guard 20.31, 20.47 Overseas HQs 11.731 Weather 12.0 INFANTRY 2.23 Rail Supply 10.31 Axis Winter Paralysis 12.45 Labels 2.1 Region Supply 18.51 Command 12.31, 12.42 Maginot Line Forts 20.41 Road Supply 10.33, 11.732 Deploying HQs 5.21 MF Aliens 21.314 Sea Areas 15.1 Determination 12.1 MF Expeditions 21.313 Sea Interdiction 15.7 Double Defense 7.34 MF Prohibited Units 21.316 Sea Supply 15.4 Dry weather 12.2 MF Residents 21.311 Secure Supply 11.71 EF Weather 12.12, 21.21 MF Veterans 21.312 Siege Supply 10.8, 15.825 HQ Disruption 5.32 MF Units 21.31 Soviet Supply 20.54, 20.591 Initiative 4.22, 12.7 MECHANIZED 2.22 Storm Effects 12.51 MF Weather 12.13, 21.33 Movement 6.1 Supply Attrition 10.6 Movement 6.1, 12.32, 12.43 NF Aliens 21.414 Supply Checks 10.5 Mud weather 12.3 NF Expeditions 21.412 Supply Interdiction 15.73 NF Weather 21.42

© 2014 Columbia Games Inc. 104 VERSION 1.16 INDEX

Repulse 7.61 River Assaults 7.62, 12.6 Sea Storms 12.5 Snow 12.4 WF Weather 12.11, 21.11 Weser [Operation] 21.493, 1939.10 West Front [WF] 21.1 Winter Paralysis 12.45, 1941.05 Winter War 21.48, 1939.9 Soviet Union 20.57 Withdrawal 16.721 Yugoslavia Balkan Pacification 17.4 Greater Italy 20.2 Revolt 16.732 Tito 2.35, 16.732 Zones 18.0 Areas 18.0 Combat 18.4 Command 18.2 Districts 18.0 Movement 18.3 Regions 18.0 Supply 18.5 Zones of Control [ZoC] 8.2

© 2014 Columbia Games Inc. 105 VERSION 1.16 EUROFRONT GAME RECORD SHEET

INSTRUCTIONS 5. Fortnights 1. Entries along each month row follow Weather: Prompts are provided for the Sequence of Play. Shaded months possible weather. begin seasons. D = Dry M = Mud S = Snow 2. Fill in Game Record Sheet as play progresses. Check off each entry to • Alternatives shown when variable. confirm completion of an item. Circle weather result. Record Weather dieroll result [“9”] in 2nd 3. Production Phase: Record current box for Storms. • = No Storms (arrived) PPs per front. Circle for possible. saved, check-off for spent. Prompts Turns. Prompts provided show order are provided for: of Player Turns. • Basic Production changes [“+5” in A = Allies X = Axis S = Soviets Total PPs box]. Blank spaces indicate variable turn • Opportunities to increase|EF/MF order due to Weather and 2F DE. Allocations "+5 MF" or "+10 EF". Determine turn order and record. • Airpower changes (if any) for a • Check off Player-Turns as specific front. completed to maintain a positive record of game-time. Tot = total. Re = # of Reinforcements arriving. 6. Notes Beachheads are identified "b". • Record PP sources captured/lost (name and PP value). 4. Diplo = Diplomacy phase. DE = Diplomatic Events. • Record nations becoming Belligerent (with PP values). Al = Allies Ax = Axis • Record Political Events like Defeats Prompts are provided for time- and/or Surrenders (with PP effects). sensitive DEs. Circle successes, cross • Record Strategic Objectives out failures. Record PP effects. achieved (or lost), Ore Supply, MF Victory, Naval Supremacy, etc.

© 20062012 Columbia Games Inc. 106 VERSION 1.121.16 EUROFRONT GAME RECORD SHEET

PRODUCTION / AIRPOWER DIPLO FORTNIGHT I FORTNIGHT II DATE AXIS PPs ALLIED PPs SOV DEs Weather Turns Weather Turns GAINS/LOSSES Tot WF MF EF Re Tot WF MF Re EF Re Al Ax WF EF 1 2 3 WF EF 1 2 3 (Notes) AIRPOWER • TF DF TF • • SF SF • SF •

SEP 39 0 38 • • • 24 • • 55 / 3 D • D • X A S D • D • X A S 0

OCT 39 1 2 1 18 1 PP PW D • M / D X A S D • M / D X A S 1

NOV 39 2 45 2 1 56 / 3 CL PW M / D M / S M / D M / S 2 DEC 39 3 +0 (+5) 4 +5 (+5) +0 1 WW M S S X A M S S X A 3 JAN 40 4 2 29 2 18 FR M S S X A M S S X A 4

FEB 40 5 4 NP M / D S S X A M / D S S X A 5

MAR 40 6 2 1 NX DS D • M / S D • M / S 6 APR 40 7 4 1 D • M X A S D • M X A S 7

MAY 40 8 D • M / D X A S D • M / D X A S 8 JUN 40 9 +0 (+5) (+10) 1 +5 (+5) +0 1 S1 IX D • D • X A S D • D • X A S 9 JUL 40 10 34 hg 18 1 S1 IX D • D • X A S D • D • X A S 10 AUG 40 11 70 55 15 1 22 7 15 1 SR RB D • D • X A S D • D • X A S 11 SEP 40 12 78 58 1 SR RX D • D • X A S D • D • X A S 12

OCT 40 13 SR D • M / D X A S D • M / D X A S 13

NOV 40 14 92 77 2 1 GR BX M / D M / S M / D M / S 14 DEC 40 15 +0 DF (+5) 5 +5 (+5) +6 1 S2 M S S X A M S S X A 15 JAN 41 16 1 27 7 20 20 1 S2 M S S X A M S S X A 16

FEB 41 17 2 1 SR M / D S S X A M / D S S X A 17

MAR 41 18 5 1 SR D • M / S D • M / S 18 APR 41 19 1 2 SR D • M X A S D • M X A S 19

MAY 41 20 96 1 1 2 SR ME D • M / D X A S D • M / D X A S 20

© 2014 Columbia Games Inc. (Permission to Photocopy) VERSION 1.16 EUROFRONT GAME RECORD SHEET PRODUCTION / AIRPOWER DIPLO FORTNIGHT I FORTNIGHT II GAINS/ LOSSES DATE AXIS PPs ALLIED PPs SOV DEs Weather Turns Weather Turns (Notes) Tot WF MF EF Re Tot WF MF Re EF Re Al Ax WF EF 1 2 3 WF EF 1 2 3 JUN 41 21 +0 (+5) (+10) 3 +5 (+5) b +6 VF ME D • D • X A S D • D • X A S [FRA /NOR exploited] JUL 41 22 96 17 25 54 4 32 7 25 68 VF HX D • D • X A S D • D • X A S 22 AUG 41 23 VF FL D • D • X A S D • D • X A S 23 SEP 41 24 1 D • D • X A S D • D • X A S 24

OCT 41 25 D • M / D X A S D • M / D X A S 25 NOV 41 26 2b M / D M / S M / D M / S 26 DEC 41 27 +5 (+5) DF 2 +10 DF (+5) +6 (3) M S S X A M S S X A 27 JAN 42 28 30 42 12 30 M S S X A M S S X A 28 FEB 42 29 1 M / D S S X A M / D S S X A 29

MAR 42 30 D • M / S D • M / S 30 APR 42 31 2 2 D • M X A S D • M X A S 31

MAY 42 32 1 1 D • M / D X A S D • M / D X A S 32 JUN 42 33 +5 (+5) (+10) 2 +10 (+5) +6 1 2F RS D • D • S D • D • S [YUGO / GRE exploited] JUL 42 34 35 2 52 17 35 1 2F RS D • D • S D • D • S 34 AUG 42 35 1 2F RS D • D • S D • D • S 35 SEP 42 36 2 2F RS D • D • S D • D • S 36

OCT 42 37 2 1b 2F RS D • M / D S D • M / D S 37 NOV 42 38 2 2b 2F RS M / D M / S M / D M / S 38 DEC 42 39 +5 SF (+5) 2 +10 (+5) +8 DF 2F RS M S S M S S 39 JAN 43 40 35 2 62 22 40 2F M S S M S S 40 FEB 43 41 2 2F M / D S S M / D S S 41

MAR 43 42 2 D • M / S D • M / S 42 APR 43 43 6 1 D • M A X S D • M A X S 43

MAY 43 44 4 D • M / D A X S D • M / D A X S 44

© 2014 Columbia Games Inc. (Permission to Photocopy) VERSION 1.16 EUROFRONT GAME RECORD SHEET

PRODUCTION / AIRPOWER DIPLO FORTNIGHT I FORTNIGHT II GAINS/ LOSSES DATE AXIS PPs ALLIED PPs Sov DEs Weather Turns Weather Turns (Notes) Tot WF MF EF Re Tot WF MF Re EF Re Al Ax WF EF 1 2 3 WF EF 1 2 3 JUN 43 45 +5 (+5) (+10) 6 +10 TF (+5) +0 D • D • A X S D • D • A X S JUL 43 46 3 D • D • A X S D • D • A X S AUG 43 47 2 1 D • D • A X S D • D • A X S SEP 43 48 2 1 D • D • A X S D • D • A X S

OCT 43 49 1 D • M / D A X S D • M / D A X S NOV 43 50 M / D M / S M / D M / S DEC 43 51 +5 (+5) SF +10 TF+ (+5) 1b +0 M S S A X M S S A X JAN 44 52 2 1 M S S A X M S S A X

FEB 44 53 2 2 M / D S S A X M / D S S A X

MAR 44 54 1b D • M / S D • M / S APR 44 55 2 2 D • M A X S D • M A X S

MAY 44 56 1 D • M / D A X S D • M / D A X S JUN 44 57 +5 ØF (+5) (+10) +10 TF* (+5) 1 +0 TF D • D • A X S D • D • A X S JUL 44 58 1 1 D • D • A X S D • D • A X S AUG 44 59 2 D • D • A X S D • D • A X S SEP 44 60 2 D • D • A X S D • D • A X S

OCT 44 61 1 D • M / D A X S D • M / D A X S NOV 44 62 2 M / D M / S M / D M / S DEC 44 63 +0 (+5) Nil 1 +0 (+5) +0 M S S A X M S S A X JAN 45 64 M S S A X M S S A X

FEB 45 65 M / D S S A X M / D S S A X

MAR 45 66 D • M / S D • M / S APR 45 67 D • M A X S D • M A X S

MAY 45 68 D • M / D A X S D • M / D A X S

© 2014 Columbia Games Inc. (Permission to Photocopy) VERSION 1.16