Benny’s Weblog

10/8/2007

Europe Engulfed - Political Considerations

Filed under: — SiteAdmin @ 9:18 pm

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Germany and the Axis Minor Powers (Finland, Rumania, Hungary, and Bulgaria)
- Germany may not declare war against Switzerland until France has been conquered or declared Vichy.
- Germany may not declare war against Vichy France, but Vichy may be occupied under certain conditions.
- Germany may not declare war on any Minor Power other than Poland before Mar/Apr 1940, or until a German player-turn begins with any enemy unit(s) in Germany, whichever occurs first.
- Belgium and The Netherlands must be treated as a single entity for Declaration of War purposes.
- German militia units may only operate in: Germany, Italy, France, Belgium, The Netherlands, Denmark, Hungary, and/or
Poland.
- If Vichy France was declared, until the Allies declare war on Vichy France or Vichy France has been occupied:
__Only one German ground unit may move using Italian Sea transport per game-turn.
__No German ground unit may move into Africa via Sea-transport unless, at the instant the move is made, there are more Italian ground units than German ground units already in Africa.
__If France was conquered, or once the conditions for relaxing the rule above are met, Germany may have two ground units use Italian Sea-transport per game turn, without regard to Italian:German ratios.
- All Axis infantry-class units in the U.S.S.R. (except Finns) must each take a 1-step loss after the Axis Production Phase of the first Jan/Feb turn in which Axis units are in one or more Soviet Home Areas. (except Cadres)
- Germany receives two WERPs from Sweden provided:
__ Sweden is neutral.
__Norway is neutral or the Norwegian capital (Oslo) is under Axis control. (and not contested)
__Germany has at least one Fleet Point in the Baltic Sea.

Axis Minors
- On the turn following Germany’s control of Paris or the declaration of Vichy France, the Axis Minor Powers will declare war on the Allies in the Initial Operational Movement Phase.
- Their starting forces will be set up.
- Ploesti will begin contributing its WERPs to Germany.
- German units may also begin operating in these Nations.
- Their units cooperate fully with German units, being able to take advantage of German Special Actions and Ground-support units.
- The Axis player receives one free step of Axis Minor Power infantry (as a replacement or new cadre-level unit) each Production Phase. This free step must be received within a Home Country Area of the Power in question. This step may not be
from the same Minor Power on consecutive turns.
- Axis Minor Power steps received outside of Home Areas must be paid for by German WERPs.
- An Axis Minor Power’s forces are removed from the game the instant that Ally is conquered.
- Ploesti will provide its WERPs to the side that controls and garrisons it after Rumania is conquered. Ploesti does not require a garrison until Rumania is conquered.
- An Axis Minor Power unit may not leave its Home Country until said unit has been built to full-strength and there are currently no enemy units within its Home Country.
- These units may only receive the full strength level of replacement in their Home Country (except with Special Action).
- Bulgarian units may only operate in Bulgaria, Greece, Yugoslavia, and Turkey.
- Rumanian units may only operate in Rumania and the Soviet Union.
- Hungarian units may only operate in Hungary and Yugoslavia. They may also operate in Poland and the Soviet Union once the
Axis and the Soviets are at war.
- For the Initial Operational Movement Phase of the first Player-turn that the Axis and the Soviets are at war, no unit(s) of either side may cross the Hungarian border.
- Axis units may not cross the Finnish border until the turn after Novgorod becomes Axis-controlled, at which point the Finnish border may be crossed by Axis units to and from the Onega Swamps (only).
- Finnish units may only operate in Finland and/or the Onega Swamps until the game-turn after Leningrad becomes Axis-controlled, at which point the Karelia/Novgorod border can also be crossed and Finnish units become free to operate anywhere within Finland and the Soviet Union.
- No more than three German ground units may end any Phase in Rumania until the turn after Germany and the Soviets are at war. Only one of these three units may be armored, and none may be ground-support.

The Soviet Union
- Soviet units may not operate in the southern weather zone with the exception of the following areas: Turkey, Persia, Greece, Albania, Yugoslavia, and Italy.
- The Soviets may enter Persia (only) if it is Axis-controlled at the time of initial entry.
- Subsequent to Soviet entry, a Western-Allied unit may only enter Persia if there are no Soviet units in Persia at the moment of entry.
- After a Western-Allied unit re-enters a vacant Persia, control of Persia reverts back to Great Britain.
- The Soviets may only declare war on the Axis Major and Minor Powers but no earlier than Jan/Feb 1942 unless one of:
__There are fewer than five German ground units in Poland and/or East Prussia on any Allied Player-turn beginning with Sep/Oct 1939 or fewer than 10 German ground units in these areas beginning with Mar/Apr 1941.
__The Germans have at least one non-airborne unit on the British Isles, and they control at least one area therein.
__The Germans are at war with, or have conquered Turkey.
- Once at war with Germany, the Soviets stop paying the extra cost for cadres until 1943.
- Beginning with the Jan/Feb 1943 turn, the Soviets again pay this extra cost for cadres.
- During the Soviet Production Phase of the Jan/Feb, 1942 Game Turn, the Soviets receive four full-strength Elite Infantry units as reinforcements.
- Once in the war, the Soviets have the option to activate a onetime emergency conscription. The Soviets may NOT produce Special Actions during the four Production Phases that these troops are received.
- If the free steps are received, late war steps become more expensive.
- The Soviets may build Fleet Points normally.

Great Britain and the U.S.A.
- Great Britain and the U.S.A. may only declare war on Norway, Denmark, Vichy France, and Portugal. (other than Germany)
- Assuming the Germans have not already done so, Great Britain may declare war on Norway and/or Denmark at anytime.
- War may be declared against Vichy France beginning with the Jul/Aug 1942 turn.
- War may be declared against Portugal on any turn, but only if the Axis have declared war against Spain.
- Britain pays any and all naval maintenance costs and controls fleet transfers.
- If Britain is conquered, these items become U.S.A. controlled.
- The U.S.A. enters the war during the Axis Initial Operational Movement Phase of the Jan/Feb 1942 Game-turn.
- Great Britain gets 1 dr worth of Lend Lease after Germany controls Paris or the declaration of Vichy France.
- The Soviet Union will also receive Lend-Lease from the U.S.A via Murmansk or Persia (if allowed, see rules).
- Britain and the Soviets stop lend-lease die-rolls when America enters the war in Jan/Feb 1942.
- Once in the war, the U.S.A. may continue to send Great Britain lend-lease, up to 15 WERPs each turn. These can be forwarded to the USSR if desired.
- Units beginning a Movement Phase in the U.S.A. may move normally using Sea-transport, except that they may neither move directly into a contested area nor conduct an amphibious invasion, unless these actions are conducted into either Vichy-controlled Morocco or the British Home Isles.
- The British must pay one additional WERP for each ground unit step purchased beginning in Jan/Feb 1944.

Italy
- Italian units may only operate in the Southern weather zone except that Italy may move into and then operate up to three ground units and one ground-support unit in the Soviet Union.
- Italian units may strat-move (only) through friendly-controlled areas of Poland, Hungary, and/or Rumania, but may not end any Phase in one of these Nations.
- Italian units may also operate without restriction in all of France if the Allies succeed in placing a beachhead within or the Allies control any area of continental France beginning in 1942.
- Once allowed in the remainder of France, Italian units are permitted to operate there the remainder of the game, even if the Allied invasion is later repulsed.
- Until at war, Italian production is 5 WERPs per turn. Beginning with the next Axis Production Phase, Italy’s production rises to 10 WERPs per turn, and Italy must also begin paying naval maintenance costs on that turn.
- Italy may receive up to five WERPs
per turn from Germany, even while Italy is still neutral.
- German units may not enter Italian territory
or utilize the Mediterranean fleet until the turn Italy joins the war.
- Italian units may move normally and use Sea-transport between Italy, Sicily, Libya, Sardinia, and Albania, even while Italy is still neutral.
- The Italian Special Action must always be spent for any Axis activity where a Special Action is normally required when the Mediterranean Fleet is Sea-transporting Units.
- A German Special Action must also be spent if any non-Italian Axis units participate.

France
- French and British Fleet Points may not be used to transport each other’s units. They otherwise cooperate fully.
- British units may not freely enter French North Africa or French Levant, nor may French units enter Egypt or the British Mandate, unless Paris is Axis-controlled and Vichy France was not declared.
- France may only declare war on Germany.

Vichy France
- As an alternative to the outright conquest of France, Germany may accept a French Armistice and create Vichy France as follows:
__Vichy France may be declared by Germany at the end of the first phase of either player’s turn that Germany controls Paris and can trace a land supply route to Germany.
__or at the end of any phase where all five of the land areas surrounding Paris are Axis controlled.
__If Germany does not exercise this option at the end of that phase, the option is lost and France must then be conquered.
- Vichy ground units are always in supply, but cannot be moved once their locations are chosen.
- If France is conquered in lieu of Vichy France having been declared, one French Fleet Point (any existing point in the Atlantic or the Mediterranean; the Allied player’s choice) escapes and joins the British.
- Vichy France never receives replacement steps for her ground units, nor uses WERPs from Marseille for any purpose, nor contribute those WERPs to any Power.
- Axis units may not end any Movement Phase in Vichy French territory until the Allies have declared war on Vichy France.
- Axis units may trace supply and Strat-move through Vichy French territory.
- If Vichy France controls French Levant, it may be invaded by Britain (at any time) and/or occupied by the Germans (in 1942 or later) without it being considered a violation of Vichy France’s neutrality.
- The Vichy unit in French Levant will defend normally against a British invasion.
- The Allies must declare war on Vichy France to invade French North Africa (by sea or land).
- The Germans (only) may occupy Vichy-controlled France on any Axis Operational Movement Phase after:
__the Western Allies have declared war on Vichy France
__or on any Axis Player-turn in 1941 or later where one or more supplied British, American, or Free French Ground Units are within any area on the Atlantic coast from Andalucia to Denmark (excluding Gibraltar)
__or after Italy surrenders or is conquered.
- As soon as allowed by the above, A German ground unit is allowed to Operationally enter Marseille, and by doing so it completes the Occupation of Vichy France. No other Vichy Areas may be Operationally entered until this Occupation occurs.
- All Vichy French units are immediately and permanently removed from the game.
- A Vichy unit will fire once with normal modifiers when defending against U.S. only attacks.
- If at least one U.S. unit remains in the area after the Vichy defensive fire, the Vichy unit is immediately eliminated.
- A Vichy unit defends normally without being automatically eliminated if the attack involves at least one British unit.

Free French
- The Free-French units are controlled and produced by the U.S.A., and may not be built prior to 1942.
- Not more than three (3) steps of Free-French forces may be built each turn as replacements and/or new unit(s).

Other Minor Powers
- An unconquered Minor Power receives one step of replacements per turn, but may not exceed its original force pool.
- When war is declared against a Minor Power, its territory immediately becomes friendly to Germany or Great Britain, whichever is on the non-invading side.
- The Minor Power also contributes the two WERPs from its resource area provided a supply line can be traced to that Power.
- Poland, Spain, Turkey, & Yugoslavia each receive one Special Action when war is declared against them. It may only be used to reinforce a battle or to counterattack.
- If expended, this Special Action is replaced, free of charge, every Jan/Feb Production Phase that the Minor Power is still in the war.

Europe Engulfed - Rule Summary

Filed under: — SiteAdmin @ 9:18 pm

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- Units crossing Air Routes use their entire movement allowance.
- British Home Areas act as Home Areas for the USA for supply purposes only.
- Middle-East – All areas of the French Levant, Transjordan, Iraq, and Persia.
- Straits: Messina, The Dardanelles and The Kerch Straits.

Strategic Warfare
- Max fighters and bombers is 30 of each.
- Max U-boats is 60.
- The Suez Canal can only be used by the side which controls both Alexandria and the Sinai Desert.
- War may be declared any time during Operational Movement. Any defending units are then set up and you can move straight into the hostile area.
- U-boat attack:
__1. Brit Rolls on ASW table then eliminates u-boats.
__2. German then rolls on u-boat attack table.
- For every 20 u-boat points, subtract one strat move from both Brit and USA Strat moves.
- Germany may not launch a Bombing raid until the turn after the fall of France.
- All Bombers and Fighters must be sent on a Raid.
- Bombing Raid:
__1. Escorts fire on Interceptors and exchange if 6s.
__2. Interceptors fire on Bombers and hit with 5 or 6.
__3. Flak fires at bombers using Flak table and hit with 6s.
__4. Bombers hit production with 5s and 6s (unless Mud or Snow).
- Starting Jan/Feb ‘43, Allied Bombers get a Hit Bonus. Also, Interceptor Fire on bombers resulting in 5s causes exchange.
- Starting Jan/Feb ‘44, Allied Escorts exchange on 5s and kill on 6s.
- Germany’s strat moves are reduced by one for each 5 Bomber points (or 10 bomber points if Mud/Snow). A raid must be conducted for this to come into effect.
- Bombers may not inflict more hits on defending production in any one raid than one-half of the sum of WERPs within supplied Home Areas currently under the defender’s control.
- If Western Allies have a 2:1 superiority of Fighters, they can elect to have the bombs hit Strat Moves in the *west* instead of WERPs. Bombers may not be re-routed on consecutive turns.
- Build Limits
__Germany: 8 U-boats, 6 V-1’s, 2 V-2’s, and 4 aircraft points, with a maximum of 2 Bombers
__Britain: 2 aircraft points, maximum of 1 Bomber
__U.S.A.: 6 aircraft points, maximum of 3 Bombers
- Beginning with the Jan/Feb turn of 1944, the German player may begin purchasing V-1 rockets. The German player must control the Pas de Calais area of France to utilize V-1’s.
- Beginning with the Sep/Oct turn of 1944, the German player may purchase V-2 point’s. (+1 hit bonus)

Supply
- Supply may be traced across Straits.
- Self supplying areas: Leningrad Fortress (if the Soviets control the Ladoga Swamps), Baku, Ural Mountains, USA.
- Leningrad is not a valid destination port of Novgorod is enemy controlled.
- Fleets can supply 4 units for France Britain and USA and 3 units for the Axis and Soviets.
- Soviet units may NOT use Western-Allied Fleet Points and vice-versa.
- Each unit tracing around the Cape of Good Hope counts as 4 units of supply.
- Morocco is a port for Britain, France, and the U.S.A. only.
- OOS units must be kept separate from supplied units assisting in their breakout attempt.

Production
- Garrisoned resource areas produce 2 WERPS for the conquering nation (except Soviet resource areas)
- Britain may receive additional WERPs for Alexandria (only), if it is friendly-controlled and garrisoned by a British ground unit.
- Germany may give up 5 WERPs per turn for Italy.
- The U.S.A. and France may never receive WERPs for garrisoned resource areas.
- The Soviets receive WERPs for captured and garrisoned resource areas with no restrictions.
- Resource areas unable to trace to a supply source do not contribute to Production.
- Leningrad does count for the Soviets if friendly-controlled and the Ladoga Swamps are also friendly-controlled and in supply.
- The value of each Home resource area is equal to your Nation’s basic production total divided by the number of resource areas, except for the Soviet Union.
- Conquered and garrisoned resource areas in the Soviet Union are worth only one WERP each with the exception of Moscow and Baku, which are worth the normal two WERPs each to the conquering Axis player.
- Only supplied Fleet Points pay maintenance (see rules).
- Only Major Powers at War with other Major Powers pay Fleet maintenance.

Unit Builds
- Units cannot be increased to full Strength unless in a home Country Area or
__Germans in: Italy, France, Belgium, The Netherlands, Denmark, Hungary, or Poland.
__British/US in: Morocco/any European port on the Atlantic Ocean, if friendly-controlled (including Gibraltar).
__Any area: Expend special action.
- New units may be built to full strength and placed in a H ome Area that is a valid supply source. Two units Max per area (unlimited for Soviets in Ural Mountains or USA).
- New units may not appear in the Sevastopol or Leningrad Fortresses.
- If Baku is contested, but still Soviet-controlled, one new unit (Full-strength ok) may appear there.
- Production point expenditure must be announced but not the type of unit.
- ASW and Flak levels may be raised only once per calendar year, beginning in 1939.
- No Power may build more than one Fleet Point on any given Game-turn, nor may any Power build Fleet Points on consecutive Game-turns.
- Germany, Italy, and the Soviet Union may only build a maximum of one Fleet Point per calendar year.
- New Fleet Points may only be added to a Sea-zone bordered by a friendly-controlled Home Nation port (but may then be transferred.
- New Fleets are placed with their “Trans. Avail.” side showing.
- Ungarrisoned captured resources activate partisans which block Strat Moves, Supply Routes and Production.
- Note that there is not a need for an Axis garrison of Italian resource areas until after Italy has been conquered or has surrendered.

Movement
- Units in Swamp may not use Breakthrough Movement.
- Straits:
__Only ground Support and Inf may cross.
__Must start and end movement next to the strait.
__Until the Sevastopol fortress is friendly controlled, Axis units may not cross the Kerch Straits if the crossing is opposed and would result in a newly contested area.
- Ground Units may Strat Move across straits.
- Enemy control of Leningrad precludes friendly movement and tracing of supply between the areas of Novgorod and Karelia.
- URALS: Axis units may never enter the Ural Mountains area.
- Strat moves may never be reduced below one.
- Units may Op Move between Ports/beachheads of the same sea zone but must stop.
- Only one British unit may Stratmove around the cape per Strat-Move Phase, and this Strat-move uses the Sea-Transport capacity of four Atlantic Fleet Points and Britain’s entire Strat-move allotment for that phase.
- Soviet units utilizing Sea-supply are not allowed Breakthrough Movement Phases.
- Each Breakthrough Strategic Movement Phase allows for a fresh allotment of Strat-Moves for the affected Nation.

Fortresses
- No more than one friendly ground unit (no ground-support units) may end a Phase in a non-Soviet Fortress (two in Soviet Fortress).
- When attacking an enemy-controlled fortress, the attacker may place double the stacking limit of ground units plus one ground-support unit in the fortress area. (Airborne Assaulting units are not counted toward stacking)
- Units are always in Limited Supply if in a besieged Fortress.

Battle
- For Ground Support air attack, 5s and 6s kill.
- German ground-support units may support the Axis Minor Powers, but may not support Italian units.
- In a given battle, each side may have no more than three ground units supported by ground-support units per round.
- If two or more major powers in an area wish to attack in a Breakthrough Combat Phase, they must each expend a Special Action.
- Only the Major Power(s) that expend a Special Action may attack. The attacker may not assign casualties to friendly units that do not participate.
- Militia never receive Hit Bonuses.
- Ground Units may only aid combat in Clear or Lt. Mud Weather.
- Soviet and Finnish ground units attacking in a Home Area are not affected by the Snow attack penalty.
- If units from two or more different Axis Minor Powers are discovered in the same area at the start of a combat round, the Allied player receives an additional hit-bonus vs. infantry.

Fortifications
- The Maginot line is destroyed as soon as France is conquered or declared Vichy.
- Field fortifications (fortifications for short) may be built during the friendly Production Phase on Clear and Lt Mud weather turns.
- There is no limit on the number of fortifications each Major Power may build.
- Italy may only construct fortifications in the Southern weather zone.
- Germany may not construct fortifications in the Southern weather zone until Italy is conquered or surrenders.
- The Soviets may only construct fortifications in Home Areas until Jul/Aug 1941 or until they are at war with Germany.
- Heavy Fortification must replace an existing Field Fortification which was built in a prior turn.
- If a field fortification ends a player-turn without a friendly ground unit in its area, it is immediately removed from the map.

Amphibious Invasion
- The weather at the invasion site must be Clear or Lt Mud for the invasion to be allowed.
- Only infantry class units may participate in the invasion and they must begin the phase in one or more friendly ports (including beachheads) in the same Sea-zone as the invasion site.
- As part of the same Special Action expended, an airborne assault may also be mounted into the area if airborne units are in range. (They do not count toward thh Invasion Site limit).
- Defenders against invasion get a hit bonus for first round of combat and any Counterattack.
- If the invaders survive, they get a beachhead. Other units can then enter in next Op Movement Phases.
- A Beachhead counts as a normal Friendly Controlled Port except units count as two units each for Sea Supply.
- Cannot use Strat Movement to get to a Beachhead.
- The Soviets may only amphibiously invade in the Black Sea.
- An Allied amphibious invasion may be launched against Upper Egypt from Great Britain.
- For political reasons, each contested amphibious invasion made by the Western Allies once the Americans are in the war must contain at least one British and one American infantry-class unit.

Airborne Assault
- Only full strength airborne units may conduct an airborne assault, and they must begin the phase in an uncontested, supplied
area.
- The destination area must always be a Fortress or clear terrain area, and must either be within two areas of the origination area(s) or across an Air-Route.
- No airborne unit(s) may Airborne Assault on consecutive turns.
- Defenders defend as for an Amphibious Invasion.

Special Actions
- Amphibious Invasion.
- Airborne Assault.
- Breakthrough Movement/Combat Phases.
- Retreat Before Combat.
- Retreat From Combat Without Needing a Rearguard.
- Reinforce Battle. (Defender Only)
- Counterattack.
- Unrestricted Replacements.
- Put an Area in Limited Supply. (Reduce units one step instead of Elim.)

Naval
- Fleets can Intercept if the enemy uses their Fleets to move ground units.
- Fleet Point losses are taken first from those that have not yet transported any units this Game-Turn; followed by the points that are currently transporting units.
- Each Fleet Point destroyed also eliminating a transported unit of the owning player’s choice.
- For equal Fleet size, both sides roll and hit on 6s.
- For unequal, both sides roll number of dice in smaller fleet and hit on 6s then larger force rolls the difference and hits on 5, and 6s.
Interdiction
- Occurs during Strat Movement per Fleet Point and hits on 6s.
- If the Interdicting Side controls Italy or Malta and the zone is the Med, they get a hit bonus.
- In order to interdict, a player must have at least one Fleet Point in the Sea-zone for every two Fleet Points the enemy has in that same zone.
- Fleet Points on both sides are never affected by interdiction, only the units that they are carrying.

General Fleet Transfer Rules
- Axis fleet points transferred between the Med and Atlantic switch between German and Italian as appropriate.
- Can happen during Each Friendly Supply Phase.
- Only if Fleets are still available for transport.
- A supplied friendly controlled port must be in the intended Sea-zone.
- Ports are supplied if they are either able to trace a land supply path, or a Sea supply path.
- Transferring Fleet Point markers are flipped to their ‘w/out Transport’ side after transferring.

Allied Fleet Transfer
- If the Western Allies control Gibraltar, Britain and France may transfer two points each per turn between the Atlantic and Mediterranean.
- If the Axis control Gibraltar, then only one Fleet Point per turn may be transferred, and only if the Western Allies control both the Alexandria and Sinai Desert areas.

Axis Fleet Transfer
- The Axis player may transfer ONE Fleet Point per turn, either between the Atlantic and the Baltic, or between the Atlantic and the Mediterranean.
- Axis transfer between the Baltic and Atlantic requires Axis control of either the Ruhr OR Denmark areas.
- Axis transfer from the Atlantic to the Mediterranean requires that Italy be in the war and that the Axis player currently controls Gibraltar.
- Axis transfer from the Mediterranean to the Atlantic additionally requires either that the Allied player currently has no Fleet
Points in the Mediterranean or that a current state of war exists between the Axis and the Soviet Union.

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