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Air Bases: Includes Aircraft Carriers and Air Strips.
Armor: Have a yellow background behind their unit symbol.
Attack-Capable: Combat Units with a non-parenthesised printed combat strength (even if zero). (includes Repls)
Cargo: Ground units, Transport Points, and SPs moving by Rail Transport.
Combat-Units: HQs, Artillery, and any unit with a combat factor.
Detrainable Hex: Any railroad hex that both 1) contains a village, minor city, major city, port, or friendly HQ in Combat Mode and 2) is under the player’s control. No rail hex is “detrainable” or can be used to trace back to a supply source when in an enemy ZOC.
Mech: Have a red background behind their unit symbol.
Non-Combat Units: Hedgehog, dump, Transport Point, port, or Air Base.
ZOC: Projected only by Combat-Mode Attack-Capable Units.
Units
- Units may setup in any desired mode.(Exception: ground units adjacent to enemy Attack-Capable units cannot set up in Reserve or Strat Mode.)
- Some ground units have a yellow dot behind their Action Rating. These cannot be rebuilt.
- No more than 10REs can ever stack in a hex.
- Note that Ports and Hedgehogs are often printed on the map, and a non-combat unit of that type is considered to be in those hexes even though there is no counter.
- Ground movement into a hex with an enemy non-combat unit (Hedgehog, dump, Transport Point, port, or Air Base) requires an Attack-Capable unit.
- ** Note the ZOC supply and movement effects and negation (create a play-aid for this) **
- Units wishing to conduct an overrun cannot overstack at the time of the combat.
- Low, Exhausted, and Step Loss markers should be placed beneath each affected unit.
- Rail transport and supply paths can pass through enemy Non-Combat units, but cannot stop in their hex.
Modes
- Units in Reserve Mode can also perform a limited voluntary mode change during Reaction and Exploitation Phases, and also when suffering certain combat results (see 5.7b and 5.7d). These are the only voluntary mode changes allowed outside of the Movement Phase.
- Although a Disorganized unit cannot change mode during the Movement Phase, it can change its orientation between the Combat and Move sides of the counter.
- Only Combat Mode units can perform engineering functions and reduction of Air Bases and Hedgehogs.
- When entering Reserve Mode, a unit can be flipped to have either side of its counter facing up. Reserve Mode units cannot change the chosen orientation (toward Combat or Move Mode) until the next friendly Movement Phase.
- Reserve Mode units released in the Exploitation Phase have full capabilities. Reserve Mode units released in the Reaction Phase only have half their MA but still full combat.
- Reserve Mode units cannot use rail, air, and shipping transport.
- No unit in Reserve Mode can be in a Hedgehog hex at the end of any Movement Segment.
- Exploitation Mode units move using only 1/2 their MA. Their Combat and Barrage Ratings are normal.
Movement
- If eligible to move in a phase, a unit without enough MPs can still move a minimum of one hex (with exceptions).
- In all cases below, the word “road” encompasses all road-like features (roads of different caliber, tracks, and railroads).
- Overrunning units spend 3 MPs for each overrun.
- No hex can be attacked more than once in a single Combat Segment, although a hex may be overrun more than once in a
given Movement Segment.
Combat
- During combat (regular or overrun), players must reveal their Action Rating, AT capability, and the total combat strength. Neither side is required to show actual units.
- The defending player chooses the terrain for each attacking stack: either that in the defender’s hex (Mountain, Swamp, Open, etc.), or the hexside (Rivers, etc.) the attack crosses. This selection is made separately for each attacking stack. Only the hex
or the hexside can be chosen; these modifiers are not cumulative.
- The defending player also chooses the terrain for the defending stack. This is made without regard to the selection(s) made in 9.4b. Only hex terrain (not hexside) can be chosen, and the selection also determines the terrain category line used on the
Combat Table.
- If a Terrain Effect is in brackets ([x2], etc.), then that modifier only applies to attacking units. On the defense, all such bracketed modifiers are read as x1.
- Note that the Hedgehog modification is different for the Surprise Action Rating DRM and the one used for the combat roll itself. Surprise uses –1 regardless of Hedgehog level while Combat uses the full value of the Hedgehog.
- For combat results, The attacker always goes first—he must decide how he will exercise his option before the defender decides.
- The defender can choose to ignore his options if the attacker retreats or cannot take all options.
- When results contain both option and exploitation numbers, the attacker must take his entire option as a loss to earn Exploitation Mode. If the attacker chooses to retreat, ignore the exploitation result entirely.
- In case of multiple losses, all units must take one step loss before any unit takes two.
- For Retreat, Ground units that did not participate in a combat can sometimes join a retreat: Organic Trucks and combat units can tag along.
- Transport Points never retreat. (See the Organic Truck exception: 13.2g.) and cannot be used to absorb step losses.
- All artillery units have a parenthesized (defensive-only) strength of 1 (this number is not printed on the counters).
Barrage
- Only units of the same general type—artillery, naval, or air—can combine in a single barrage.
- Regardless of the number of target-types in the target hex, only one barrage per phase per target hex is allowed.
- The player can use the Barrage Table to attack the combat units or the Barrage vs. Facility Table to attack either the port or the Air Base (but not both at once).
- All supply needed to fire a multi-unit barrage must come from either the same HQ or same direct draw point (if no HQ is used).
- Artillery units have their range printed below their Action Rating.
- Artillery units in Reserve or Strat Mode cannot barrage.
Supply
- As with on-map supply, HQs are typically used to put the front lines in trace supply.
- Only Combat Units require supply. Non-Combat units, ships and aircraft never consume SPs or need trace supply.
- No SP can be moved by more than one type of transport (shipping, rail, Transport Point, etc.) in a single phase, nor can an SP be loaded if it was unloaded previously in the same phase.
- Always use Truck MPs when counting the path back to a dump. (Exception: for HQs, if the HQ’s throw range is in another mobility type, use that mobility type.)
- HQs cannot “rethrow” SPs thrown to them by another HQ, but they can use them directly (e.g. for their own combat supply or fuel) just like any independent unit.
- The “adjacent to” provision for supply handling is very important. Regardless of terrain (even if prohibited), it is assumed the unit will be able to get its hands on supply that can reach an adjacent hex. The “adjacent is close enough” rule applies to all
supply use.
- Combat units in a multi-unit formation must all “make their trace” to the same HQ or the same direct-draw source. If this is not possible, then select part of the formation to trace “for free” while the rest must substitute SPs for trace supply or
become Out of Supply.
- Non-combat units never require trace supply or fuel.
- HQs need trace supply and require fuel and combat supply like any other combat unit.
- HQs are 1 RE in size, regardless of what is shown on the unit designation.
- A Combat Mode HQ makes a railroad hex detrainable.
- An HQ can throw supply to a second HQ, but that does not allow the second HQ to “daisy chain” the supply to a more distant unit using its own throw range.
- Divisional HQ units can only provide supply to their own units or to non-divisional units of the same nationality.
HQs
- In Combat Mode each HQ has a parenthesized (defensiveonly) strength of 5, and in Move Mode this is reduced to 1 (these numbers are not printed on the counters).
- HQs must must change to Move Mode when forced to retreat. they also have an Action Rating of 0.
Transport Points
- Extenders are created by placing a 5-point Transport unit in a hex and deploying the counter on its “Extender” side.
- A Transport Point can move, pause to use some of its load, and then move further in the same phase. The only limitation is
that the Transport Point must finish moving before another unit is moved.
- Transport Points are always in Move Mode (never Combat,Strat, Reserve, DG, or Exploit). Exception: Organic Trucks can be placed in Reserve Mode
- A Transport Point can load in any hex. Transport points can only unload in hexes which contain one or more of the following:
Friendly Combat Units
Friendly Port
Friendly Air Base or
An existing unloaded Supply Dump
- It costs 10% of a Transport Point’s printed MA (adjusted for Weather effects, if applicable) to load/unload any number of SPs in a hex.
- Transport Points that are captured in a Movement Phase can be moved immediately.
Organic Trucks
- Can never be combined into Extenders.
- Can tag along with other retreating combat units in their stack (but cannot
retreat alone).
- Become regular Transport Points for the enemy when captured.
- Can withhold combat supply.
- Players can use HQs to throw supply from Organic Trucks to that formation’s units.
Railroads
- If cargo moves for its entire rail movement along multi-track rail hexes, that cargo costs half its normal Rail CAP cost.
- Rail movement always includes three steps: entrain, move, detrain (all must be done in the same phase).
Replacement Units
- Repl counters are not intentionally limited by the counter-mix.
- Repls cannot enter Combat Mode, but can enter all the other modes.
- Eq cannot be transported by aircraft; Pax can.
- Repls are Attack-Capable and can be used to satisfy combat or barrage losses.
- Repls are non-divisional units and must be supplied normally.
- A Repl must be in its natural Move Mode to be used to replace losses or rebuild dead units.
Engineering
- Only HQs and Engineer Units are capable.
- Some“engineer” jobs (like building Hedgehogs) require a combat unit, not necessarily an Engineer-Capable one.
- An engineer must be place in Combat Mode and cannot do any other jobs.
- Combat Mode HQs can create a detrainable hex in a functioning railroad hex that they physically occupy.
Air Power
- Aircraft that abort before/during an air combat over a friendly Air Base must return to that base.
- No more than 4 Active aircraft can execute a mission together.
- On a friendly Air Base, a maximum of four friendly aircraft plus the Air Base level can be Active at one time.
- When a friendly aircraft moves to an enemy Air Base, the enemy player can voluntarily make all but one aircraft in the hex Inactive to avoid undesired air combat.
- In a change from v3.1, more than four aircraft can stay Active over their Air Base.
- An aircraft can never perform multiple or combined air missions.
Barrage
- A given hex can only be barraged once in a phase, but Hip Shoots do not count against this limit.
- A Hip Shoot is a special type of Barrage that allows you to execute it during the Movement Segments instead of Barrage Segments and allows the same hex to be hit more than once in a single phase.
- Aircraft move to a mission hex during a Barrage Segment. (for Barrage)
- A Hip Shoot is made by a single aircraft at a time and that nationality must be listed as having Hip Shoot capability in the game’s specific rules.
Air Combat
- Air Combat is done if at least one Active Fighter unit is present.
- The “attacker” in an Air Combat is normally the player who is moving or intercepting.
- Voluntarily Aborting from an air combat is sometimes useful but can only be done at the start.
Flak
- Fighter Sweeps are never subject to Flak. Barrage, Hip Shoot, and Trainbusting missions are always subject to Flak before execution.
- Air Transport/Drop and Base Transfer missions are subject to Flak only if they are executed in a Patrol Zone.
Trainbusting
- Don’t forget Trainbusting to hinder enemy movement.
- Truck and Track MA enemy units must pay an extra 1 MP to enter the marker’s hex and the hexes adjacent to it.
- Trainbusting does not affect enemy supply draw, throw, Air Transport, or Sea Transport in any way.
- Leg MA enemy units pay the extra movement point in the marker’s hex, but not in the hexes adjacent to the
marker.
- Cargo passing within one hex of one or more of these markers costs twice the normal Rail Cap.
- Trainbusting does not affect Supply in any way.
Air Transport
- If a unit’s Move Mode MA is 1 to 6 Leg MP, its transportation equivalent is halved. For all other units, the transportation cost is the same as the RE size.
- Only SPs and combat units that are in Move Mode with an MA of 10 or less Leg MPs can be transported by air.
- Cargo (both units and SPs) can move up to 1/2 their MA during the phase it is carried by Air Transport. This can be done before or after the cargo is moved (or both).
- Air Transport missions are flown to any friendly Air Base. A transport mission can…
1 …be at up to double the unit’s range, provided the air unit becomes Inactive at the destination Air Base, or
2 …be at up to the unit’s range, in which case the air unit may return to any Air Base within range after concluding the mission,
3 …be at up to half the unit’s range, in which case the air unit’s capacity is doubled and the air unit can return to any base within half its range after concluding the mission.
- A given Air Base can only unload 2T times the base level per Movement Segment using Air Transport.
- However, any amount of cargo can be delivered if the Transports in excess of this limit become Inactive in the destination hex.
Air Drop
- Either Parachute or glider.
- Only SPs and those combat units with the small “Para” symbol can Air Drop. Exception: Any combat unit that can be air transported can land by glider.
- You must make this plan either before the game begins or at least two turns in advance of the scheduled drop.
- Planning restrictions do not apply to a supply drop or gliders transporting supplies.
- A scheduled Air Drop can be cancelled or delayed.
- Automatically destroy anything that attempts to land on an enemy combat unit.
Base Transfer
- Aircraft can double their range when moving from base to base.
- When a Fighter moves from base to base within its normal range, it remains Active.
- If the destination base is within a Patrol Zone, base transfer missions resolve Flak upon destination just like any other mission.
Air Bases
- No more than one Air Base can ever exist in a single hex. Air bases are Non-Combat units with no defense strength of their own.
- Each Air Base level allows the refit of two aircraft.
- Stacking limit of Active aircraft in an Air Base hex is 4 + the level.
- No Air Base can ever be reduced below Level 1 due to Barrage.
- Refitting costs 1T to refit each base (regardless of base level or number of aircraft involved).
- A base can refit up to double its base level in aircraft.
- Weather conditions never prohibit refit, and aircraft are always allowed to be Active on their base.
- Given an Engineer-Capable unit, the owning player can expend 1 SP to build/improve the base.
- The owning player can voluntarily reduce any of his Air Bases by one level in his Movement Phase (using Combat Units).
Hedgehogs
- Hedgehogs can be captured and used by the enemy.
- During the Movement Phase, at least 1 RE of combat units that are put in Combat Mode and do not move from their starting hex can build a Hedgehog (or improve an existing Hedgehog) by spending 2 SPs.
- No Hedgehog can ever exceed Level 4.
Ports and Shipping
- If a unit’s Move Mode MA is 1 to 6 Leg MP, its transportation equivalent is halved. For all other units, the transportation cost is the same as the RE size.
- Only Attack-Capable enemy units can enter port hexes.
- Ports with a capacity above zero can choose to use their full capacity to load or unload a single ground unit counter whose RE size exceeds the port’s current capacity. This can be the only loading/unloading in the port during the phase.
- A port can never accumulate more than 4 hits, each hit affects its capacity.
- An Engineer-Capable unit that spends the entire Movement Phase in range (2 hexes) of a damaged port can repair one hit at a cost of 1 SP.
- A port that is normally available to the player as a supply source loses that ability if the port falls below a 1 SP capacity.
- Shipped units must be in Move Mode.
- No other movement is allowed by shipped units and SPs during the same Movement Phase.