5-11 Rules.Indd

5-11 Rules.Indd

The Gamers, Inc. Standard Combat Series: Guadalajara ©2006. Multi-Man Publishing, LLC. All Rights Reserved. Game Design: Ernesto Sassot the sheet. To simplify direction Game Development: Alberto Roldán listings, Orient the map Series Design & Final Editing: Dean Essig normally (Caspueñas is bottom Playtesting: John Best, Sergi Díez, Dean left). Then use the following Essig, Manuel Fonseca, Amàlia Puig, simplified descriptions: Alberto Roldán, Ernesto Sassot ‘North’ is the top edge Research: Jack Radey, Ernesto Sassot ‘South’ is the bottom edge ‘East’ is the right edge Introduction ‘West’ is the left edge Guadalajara 1937 portrays the Counter Colors and operations launched by the Italian CTV (Corpo Truppe Volontarie—Corps of Ownership Volunteer Troops) towards Guadalajara The Nationalist player with the ultimate objective of taking Madrid controls all Spanish Nationalist and putting a rapid end to the Spanish Civil Army (Grey), Falangist (Blue), War. The unexpected and dogged resistance Carlist (Red on White), Mixed of the Republican Army, which was fully (Black on White), Italian Army involved in a deep reorganization, caused (Pale Green), Italian volunteer the failure of this offensive, forcing the (Grass Green) and Italian Air Nationalists to give up trying to storm the Force (Blue-Green) units. capital and making them take the long road The Republican player by capturing the whole country before being controls all Republican People’s able to declare themselves victorious. Army (Brown), Communist (Bright Red), Anarchist (Black), International Brigades (Dark Red) and Republican Air Force General Information (Orange) units. Scale Each game-turn represents one or two Unit Symbols days, and each hex equals 1 kilometer. Falangist, Carlist, Mixed, Units range in size from companies through Communist and Anarchist battalions (Italian and Falange Banderas infantry units are represented are equivalent to battalions). Artillery by their political symbol instead units represent groups of batteries, but are of the usual unit types. All these not necessarily equivalent to the official units are considered infantry. Italian denomination of Gruppo Artiglieria. Infantry units of the Cavalry units are in squadrons. International Brigades are represented by the flag of the Cardinal Directions country from which most of True North is not oriented to the top of their members were nationals. All these units are considered infantry. M M P Quality Wargames Since 1988 Multi-Man Publishing Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2006 All Rights Reserved. Page 1 Guadalajara, SCS #11 Repeated Name Units 1.5 Weather You will find some names are shared by 1.0 General Special The weather was terrible during this battle. two different units. This is not a mistake as Rules There is no need to roll for weather as the effects some units really did have the same name. To of weather are built into the game. differentiate them you will have to look to the 1.1 Stacking. Up to 6 steps can stack in a hex. Game right of the unit symbol as their higher echelon markers have no effect in stacking. units are different. This is the case, for example, 1.6 Supply 1.6a of Italian Banderas Uragano (III and IX Group Any Italian HQ, Spanish Nationalist and of Banderas), Tempesta (III and IX Group of 1.2 Units. Republican unit is “supplied” if it can trace (per SCS Banderas) and Ardita (VI and VIII Group of 1.2a Steps. All units have either one or rule 12.1) from an appropriate supply source Banderas); it is also the case of Republican two steps (as noted by the number on each to the unit. This path can be any length but more Battalion Thaelmann (1Bis Brigade and XI counter). Show step losses of two-step cannot include than 4 non-road, non-track International Brigade). Be sure you don’t pick units by flipping the counter to its one step hexes. Mark any units found to be Out of Supply the wrong one! side. One step units that take a step loss are with an Out of Supply marker and that status remains until the next friendly Supply Phase Other units such as cavalry squadrons, destroyed. Note that artillery units have a special side notation system that does (regardless of changing circumstances). fortification groups and some artillery units 1.6b Italian non-HQ units must be supplied share not only their names but also all other not have anything to do with step size (all artillery units have one step, even though by a supplied Italian HQ (Exception: Italian information shown on the counter. In this case units 6 hexes or less from the start line can these units are totally interchangeable. the counters have printing on both sides) 1.2b Unit Subordination. Many Italian trace without an HQ). Each Italian HQ unit has units have a colored horizontal stripe across a “Supply Range” which is the left number at Sequence of Play the counter. The stripe indicates that the the bottom of the counter (in parenthesis) and Pre-Game Barrage (first turn only) unit is rigidly subordinated to a divisional is not an attack strength. Units are in supply Reinforcement Phase headquarters and must operate under the if they are at or within a friendly HQ’s range restrictions shown below (See 1.6b, 1.14a, (counting from the HQ to the unit) using the Nationalist Turn (all phases Nationalist & 1.16a, 2.2d, 2.3b, 2.7). All other units, HQ’s range in leg MPs. An HQ successfully Italian) those without the horizontal stripe, operate traces to a unit if the hex count can make it into Movement and Reserve Designation freely. Their subordination only shown for a hex adjacent to the unit—the trace need not Phase historical interest. make it all the way into the unit’s hex. A trace Tank Repair Phase 1.2c Armored and Flamethrower Units. made into a hex adjacent to friendly units is Barrage Phase Tank, Flamethrower Tank, and Armored successful regardless of terrain—but is blocked Combat Phase Car units are ‘Armored’. Armored and if any hex of the path contains a non-negated Supply Phase non-armored Flamethrower Engineers have EZOC. Italian HQs can supply any unit of their Exploitation Phase Attack and Defense Die Roll Modifiers own division or any Italian independent unit, but Clean-up Phase (DRMs) instead of an Attack and Defense not units of other divisions (See also exceptions Strength (see 1.11, 1.12). Flamethrower in each Scenario Special Rules). Out of Supply Effects Republican Turn (All phases Republican, except units of either type are identified by the 1.6c . Attack, Defense for the Italian Morale Phase) flame symbol on the counter. and Movement are x1/2. All combat results Air Point Determination Phase suffer an additional retreat hex. Out of Supply Air Interdiction Phase artillery cannot make Barrage Attacks. 1.3 Movement Attrition Movement and Reserve Designation 1.6d . Units already marked Out There are three types of movement: of Supply that are Out of Supply in the next Phase - Motorized: Used by units with Tank Repair Phase friendly Supply Phase suffer Attrition. Retain a small tire in back of their MA. the Out of Supply Marker and check the unit Barrage Phase - Tank: Used by units with a Combat Phase for Attrition on the Attrition Table. Roll for each Yellow MA. stack (not each unit) on the Attrition Table and Italian Morale Phase - Leg: Used by all other units. Supply Phase apply the result. Exploitation Phase Note some units use leg or motorized Clean-up Phase movement depending on the side 1.7 Disorganized (DG) Units Units become DG only as a Barrage Table showing. Turn End Phase result. When the Barrage Table gives a DG Turn Marker Advance or numeric result, mark all units in the target 1.4 Step Loss Preference hex with a DG Marker. Non-DG units can Most scenarios follow this play order (Italian Volunteers) move through or stack with DG units with no (Nationalist then Republican player turns). For Whenever Italian Volunteer units are effect. the one scenario that has the Republican player stacked with Regular Italian Army units 1.7a Effects of DG. DG units have their Attack, moving first, simply reverse to the two player and a step loss is required, the first step Barrage, Defense, and Movement Allowance turns (keep the Reinforcement Phase first, the loss must come from an Italian volunteer are x1/2. Armor and Flamethrower DRMs Turn End Phase last, and the sequence of steps unit (See 2.8b). This rule supercedes SCS are reduced by one. DG units cannot conduct within the player turn the same). rule 8.0a. After the first loss, or in any other overruns. DG units do not have a ZOC. A DG case not involving both Italian Regulars unit loses its Exploitation Capability. DG has and Italian Volunteers, SCS rule 8.0 applies no effect on HQ supply ranges. There are no normally. additional effects for multiple DG results. Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 2 © 2006 All Rights Reserved. The Gamers, Inc. 1.7b Recovery of DGs. During his Clean marvel, this stop-gap measure was more already attacked by flipping the marker to its Up Phase, the phasing player removes all DG effective than one might think, if it did not back side. Other than not being able to make markers from his units (including any Out of destroy the tanks, it at least immobilized a second attack, all other interdiction effects Supply units). them. remain unchanged. 1.8 Artillery & Barrage Combat 1.9a All Artillery with a range of 3 or 1.11 Tank Combat 1.8a Artillery Modes.

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