Benny’s Weblog

13/3/2008

EuroFront II Summary

Filed under: — SiteAdmin @ 1:54 pm

- Initially only the West Front is active. The East Front and Med Front are inactive until the USSR and Italy (respectively) become belligerent.

Terrain
- Terrain is determined by the predominant terrain of a hex or hexside; Except in land/sea hexes, consider them land terrain.
- For the Axis, controlled resource centers (picks and derricks) count double.
- In the map-edge zones, Short Rail Routes are 2 hexes long; Long Rail Routes (thick red dotted lines) are 5 hexes long.
- In the map-edge zones, Short Roads are 2 hexes long, and Long Roads (thick brown dotted lines) are 5 hexes long.
- In the MF, supply lines can only be 1 hex long to a Supply Source (a road).
- Units moving off- road in the MF have their speed reduced by one (1).
- In Desert terrain, Armor fires TF on offense and DF on defense. DAK armor is elite in the MF firing TF there (QF/TF in desert).
- In Desert terrain, Mech fire DF on offense and defense.
- Allied Infantry units are motorized and move three (3) hexes.
- Cavalry are the only units which can move through mountain and marsh hexes and move two (2) hexes in mud.

Units
- Static units are moveable by Supreme Command only (strategically or by normal land movement).
- Fort units are moveable by rail or sea only, but never when engaged.
- Paratroops fire SF offensively and DF defensively.
- Special MF units have an orange circle on the label. Special NF units have a blue circle on the label.
- EF Allocations can be increased at Summer breaks only.

HQs
- Command Range cannot be traced through enemy hexes (or impassable terrain), but can be traced through disputed hexes and friendly battles.
- In Mud weather, HQs cannot deploy: they can only activate in their current locations.
- HQs can deploy within friendly territory only, never into battles or enemy/disputed hexes.
- Except for EF HQs in the WF, Axis HQs operating outside their normal fronts are penalized.
- With Blitz, HQs just deactivated or units that moved strategically that turn may not be moved in Blitz Movement.

SHQs
- SHQs in their capitals are not disrupted by weather.
- Allied SHQs can move any Allied minor power unit, regardless of location.
- OKH can command units in either the East or West Front (but not in the Med Front), whichever it occupies.
- OKW can similarly command Axis units in the West or Med Front (but not in the East Front).
- Allied SHQs can command the movement of national units within the front they occupy, and Allied minor units anywhere.
- Soviet SHQ STAVKA can command the movement of any Soviet units on any front.
- Axis OKW and Allied SHQs in the WF can simultaneously command units in the MF or NF (or vice-versa). They command normally in the front they occupy and at half efficiency in the other front
- Axis OKH can simultaneously command units in the EF and WF, commanding normally in the front it occupies, and at half efficiency in the other front.
- From certain locations, Axis and Allied SHQs can Cross-Command in either of two fronts at full efficiency, while still retaining half efficiency in the other front. (Berlin, Malta/Gib, Copenhagen/Glasgow)
- SHQs can mobilize normally by land move, or strategically, by Rail, Sea, or Road Move (does not count as a Supreme Move spent.)
- SHQs can move further than this single strategic move (e.g., from England to Gibraltar) by reserving Supreme Moves for this purpose.

THQs
- THQs can command specified units or fronts only (e.g. units in the Med Front for CS and ME, or Spanish units for Spanish THQs).
- THQs cannot Blitz, support combat, or command paradrops or sea invasions. (EXC: Dietel, Mannerheim)

- SHQs (but not THQs) can serve as Invasion/Paradrop HQs.
- If a hex becomes overstacked due to repulse, excess units are un-supplied and lose 1 cv in the enemy Supply phase, beginning with the largest units.
- Disengaging units can exit battle hexes only into adjacent friendly hexes (not enemy or disputed hexes).
- Disengaging all units from a battle while engaging with new units constitutes both a Retreat and an Attack (mandatory combat). This may change who the Original Defender is.
- Static units in the MF cannot leave the roads!
- SS, cavalry and siege gun units are prohibited from the MF and NF.

Strategic Movement
- Units that move strategically cannot move again (Blitz movement) in the same Turn.
- Units can disengage strategically (but cannot Retreat).
- Multiple Rail Moves or Sea Moves can be linked together to move long distances, but Sea and Rail movement cannot be combined in the same turn.
- In the Med and North Fronts, Supreme Moves can also be used for Strategic Road Moves, which double unit speed along roads.
- A unit’s movement speed depends on the weather conditions on the front where it *begins* its move.
- SHQ/THQs can command Rail or Sea Movement that begins on their front, but terminates on another front.

Combat
- 0 cv static units (but not o CV HQs) engaged alone in a Combat Round are automatically eliminated.
- Unsupported Blitz Combat can occur only in fronts in which a Blitz HQ was activated that turn.
- In Unsupported Combat, passive units have *at least* Double Defense.
- Hits are applied to unrepulsed attackers if possible, then to repulsed units if necessary.
- If a unit is repulsed making a Sea Assault, it must return to its invasion port.
- Air Assaults are difficult to repel, but if repulsed, the paratroop unit takes an automatic hit, and must return its original hex.

Supply
- Unengaged, supplied units have a Zone of Control (ZOC) that extends into unoccupied adjacent hexes, but never across impassable hex-sides, rivers, or straits. Engaged or un-supplied units have no ZOC.
- Supply Lines can be traced only through friendly or disputed hexes, not enemy hexes.
- The Rail/Sea Supply Network can be traced only through friendly hexes, never through enemy or disputed hexes.
-

9/3/2008

Asia Engulfed

Filed under: — SiteAdmin @ 9:45 pm

PDF

Fleets - Each block representing 1-4 naval steps is referred to as a fleet.
Ground Units - Each block representing 1-4 steps of ground forces.
Transport Points - Naval transport forces for the Japanese player are represented in the game as transport points.
Troop Transports - Ground units and Land Based Air (LBA) units may move into sea-zones using sea-transport. These units are loaded on troop transports and are treated as fleets while at sea.

Areas
- Non-home large areas aligned with each country have the same color code as their home areas, but are identified by having a diagonal striping pattern within them.
- Home Ports are represented by a larger golden anchor, these are major ports to which the owning player may return his fleets after a combat or during the Rebasing Phase regardless of distance.
- The Japanese home islands consist of Honshu, Shikoku, and Kyushu. All new Japanese units must appear in these areas.

WERPS & Strat Warfare
- The 5 WERPs and 1 Oil Point received for Honshu each turn may not be affected by submarine warfare.
- Each multiple of 10 (rounded down) submarine points subtracts one from the Japanese strat-move allowance for the current turn. Japanese strat-moves cannot be reduced to less than their current ASW level.
- Each time a 1, 2, or 3 is rolled on the Submarine Attack Table move the US Dud Torpedo marker down one space.
- The USA may not launch a bombing raid unless they currently control at least one supplied strategic airbase.
- Up to two bomber points may be launched from each Allied-controlled and supplied strategic airbase, but not above the number of bomber points that the US has produced as shown on the General Information Track.
- Bombing affects only the 5 WERPs on Honshu and may reduce the total Japanese WERPs available to zero.
- Any Allied-controlled strategic airbase that is captured by the Japanese immediately causes the loss of one bomber point.

Supply
- Units in friendly-controlled port boxes receive partial supply if they cannot trace a valid Supply Path.
- Garrison units (only) in friendly-controlled island boxes receive partial supply if they cannot trace a valid Supply Path. Japanese garrison units receiving partial supply should be flipped over to denote that they are acting as Militia instead of infantry.
- areas taken by an uncontested Amphibious Invasion or an uncontested Airborne Assault, which are not converted until the end of the Ground Combat Phase.
- DEI units cannot move from their areas of initial placement and the Philippine unit cannot leave the Philippines.
- Hawaii and friendly-controlled home areas of Australia also act as home areas to USA units for supply purposes only.
- Units in partial supply function normally with the exception that they may not receive any Hit-bonuses.
- The US player may also trace supply around Australia.
- The Japanese player may use his submarine unit to augment the Supply Network.
- Only the Japanese player receives WERPs and oil points for captured resources.

- Each step of Aircraft Carriers may base two steps of CBA (one full-strength unit or two cadres).
- Marine units may move as either ground units or fleets.
- Marine units may launch Amphibious Invasions without the need of a Special Action.

Production
- A unit may not be increased to full strength (i.e., a 4-step unit may only be replaced up to the 3-step level) unless it is also in an area containing a supplied and undamaged port or in an area described in 4.32
- Every four steps of replacements and/or garrison units added outside of Japan reduces the Japanese available transport points by one for that turn.
- No air unit may be produced at less than full-strength.
- No more than three WERPs may be spent on air unit steps for Japanese production.
- Air replacement steps of both sides and Allied air units do not require build markers.
- All build markers may only be built (moved up the Track) at a rate of one WERP per turn.
- American naval steps must arrive in the USA home area, not Hawaii.
- A build marker may not be reused on the same turn that it completes production.
- In order to add a transport point to capacity, the Japanese player must have the BB/TR build marker available in his force pool.
- Only the Japanese & Chinese Nationalists suffer Partisan effects.

Op Movement
- Air units must stop upon entering a jungle area during Operational Movement.
- Ground units may not cross an impassable boundary (no affect on Air units).

Strat Movement
- CBA units in the Orphan CBA Holding Box (but no other CBA units) may strat-move to a CV fleet with room on their decks.
- Units using sea transport and air units flying across sea-zones during a strat move may not enter, pass through, or leave a sea-zone where the enemy player has limited or dominant influence.
- They may enter an area that borders such a zone, but must end their strat-move in that area if they entered by sea-transport or by flying across a sea-zone.
- The enemy player must not exert limited or dominant influence through any sea-zones strat-moved through.
- Each Japanese ground unit so moved reduces the Japanese available transport points by one for this turn.

Stacking
- CBA units stationed on CV fleets never count against an area’s air unit stacking limits.
- Each island box may hold one ground unit, one LBA unit, and/or one garrison unit at the end of each playerturn (plus a number of fleets if a port is present).
- No more than four ground units and four air units of each side may end a phase or participate in combat within a jungle area.

Ground Combat
- Each step of both LBA and CBA units that are assigned to groundsupport provides a Hit-bonus to one step of the ground unit it is attached to each round.
- CBA units may not participate in non-amphibious ground combats within large areas.
- CV fleets must be in an adjoining sea-zone or at port in the affected area for CBA to participate.

Terrain
- During each Japanese July/August Initial Supply Determination Phase all ground units of both sides in contested jungle areas take a step-loss due to jungle-rot and disease. Cadre-level units do not get destroyed and remain at cadre-level.
- Attacks against island boxes are fought in unlimited free combat rounds during the Initial Combat Phase until one side is destroyed or the attacker calls off the attack.

Amphib Invasion
- The invasion must be launched from a sea-zone already containing at least one uncontested friendly-controlled area.
- For Japan to invade from a sea-zone, the zone must be in his Supply Network.
- During the Operational Movement Phase, the Special Action is expended and they are then moved to the chosen site which must be enemy-controlled.
- In addition to the main invasion, any undefended port boxes or island boxes (those without at least a garrison unit) within the attacking sea-zone may also be attacked.

- During the Rebasing Phase the Japanese player may spend one Special Action to perform extensive naval rebasing.

Troop Transport
- Every ground unit or LBA that moves in the Naval Movement Phase is considered to be on a fleet of troop transports.
- Troop transports do not require oil points.
- LBA units on troop transports do not exert influence.
- Troop transports move as fleets except that their movement range is only two sea-zones.
- Troop transports carrying marine units may move three sea-zones if they departed from a port, otherwise two sea-zones.

Sea Zone Influence
- Influence is exerted either by having an LBA unit in an uncontested land area that is within or bordering on the sea-zone or a combat fleet (not a submarine unit or a troop transport fleet) either within that sea-zone or in a port within or adjoining that sea-zone.
- LIMITED INFLUENCE: When both players exert influence.
- DOMINANT INFLUENCE: When one player exerts influence.

Naval Movement
- The Phasing Player declares a seazone that he is moving into. He then proceeds to move any desired fleets to that destination.
- Only fleets (including troop transports) that can reach the destination sea-zone may move.
- The Non-phasing Player has the option to react into this sea-zone only.
- Each Japanese fleet (block) that moves or reacts will expend one oil point from the Japanese Oil Reserve marines), or subtract from the transport points remaining for the current turn (non-marine troop transports and marine troop transports that did not use oil).
- Activated fleets move up to three sea-zones (two for non-marine troop transports), stopping when they enter a sea-zone where the enemy exerts limited or dominant influence.
- The Phasing Player (only) may spend a Special Action to allow CV, BB, and CA fleets that have already used naval movement in any one sea-zone where the Phasing Player exerts Dominant Influence to move up to an additional three sea-zones to any one destination sea-zone.
- Japanese marines may move up to three sea-zones, like fleets (costing the Japanese player an oil point) or up to two zones like other ground units (costing the Japanese a transport point).
- Reacting fleets can move up to two sea-zones [three using 7.6], following the rules for naval movement, to enter the targeted sea-zone.

Naval Interception
- During the Air and Naval Combat Phase, naval interception is checked for every sea-zone where fleets from both sides reside and also for sea-zones subject to submarine attack.
- Avoid may not be chosen on the first interception attempt.
- A player with only surface ships and no LBA units present may only choose Night and a player with only CV fleets and/or LBA units may only choose Day for the first interception attempt.
- Any Night Interception attempt made by the Japanese with the elite CA fleet in that sea-zone receives a +1 modifier to the interception die-roll.

Naval Combat
- Battleships must fire upon Battleships and Cruisers must fire upon Cruisers if possible.
- No enemy fleet may be targeted by more than one firing fleet until all enemy Battleship and Cruiser fleets have been targeted.
- A successful Day Interception results in two rounds of day combat and may be more easily resolved using the Battle Board.
- The Phasing Player (only) may use CBA and LBA units to conduct Port/Airbase attacks.

- US fleets already at sea in the Hawaiian Islands sea-zone may (First Turn Surprise) not make interception checks until after the surprise port attack on Hawaii, following the procedure in rule 9.11k.

5/3/2008

EuroFront II Glossary

Filed under: — SiteAdmin @ 5:53 pm

PDF

Acclimitization - All units entering the Med Front from another front immediately lose 2 cv Acclimatization. Axis/Allis NF Expeditions and Veterans lose 1 cv Acclimatization. NF Aliens lose 2 cv Acclimatization. Soviet units entering the NF lose 1 cv Acclimatization. Scandinavian units are exempt from NF Acclimatization.
Active Front - Initially only the West Front is active. The East Front and Med Front are inactive until the USSR and Italy (respectively) become belligerent.
Air Assault - Paradrops into enemy-occupied hexes that initiate a new battle.
Air Supremacy - Allied air supremacy starts in Summer ‘44 in the West Front. Axis movement supressed, Rail movement halved to 5 hexes. If the Allies also have Naval Supremacy, all Atlantic Basin seas become Allied controlled, regardless of Naval Base ownership.
Alien - Units that are not Expeditions, Veterans or Residents.
Alliance Reaction - When a Declaration of War is made, other neutrals may react and also become belligerent.
Allied Solidarity - Once France is demoralized, the AXIS must check Allied Solidarity in each subsequent POLITICS phase. Depends on the number of British units in (or eliminated in) France/Belgium.
Ambivalent - Norway, Vichy and Portugal become ambivalent if demoralized. (Repulse is weakened and their units may Capitulate in combat).
Annexed - “Annexation” means incorporation of an area into home territory (i.e., new units and reinforcements can arrive there).
Arab Nationalism - If France is defeated without an Armistice offer, all FNA colonies immediately become Axis controlled, except where Allied units are located.
Arctic Maintenance - NF Alien units occupying the NF Arctic Zone incur Arctic Maintenance of –5 PPs.
Available PPs - Available PPs are those available for a front after subtracting any adjustments to Total Production.
Axis Winter Paralysis - During Winter Productions (December-May), Axis EF HQs cost 15 PPs per step (cadres 30 PPs). In Snow, axis units have SF for offensive fire and movement of one(1).
Base - Small squares with a center dot. Provide supply but not combat advantages.
Base Supply - Same as Fortress Supply but when 2 or more units are there, none are supplied.
Basic Production - Production obtained from the Basic Production table, can be negative.
Belligerent - Occurs due to Declaration of War, Alliance Reaction or Diplomatic Event.
Benghazi, Alexandria, Suez) provides sufficient MF control to overcome Acclimatization problems.
Betrayal - An Axis Declaration of War upon a pro-Axis Neutral (see OB Cards), Cooperating neutral or Axis minor power (violating Occupation Limits) constitutes Betrayal. ALLIED Declarations of War upon any neutral constitutes betrayal.
Blitz Invasion HQ - Used to command Two-Wave or Long-Range Invasions.
Border Disputes - During Soviet neutrality (i.e., Molotov Pact in effect), both Axis and Soviets must occupy all mutual border hexes within/adjacent to E. Poland, the Baltic States, and Bessarabia to avoid Border Disputes. If either side fails to occupy mutual border hexes in these areas, the other side can occupy and annex them without a Declaration of War.
British Protectorate - Iraq and Persia are British Protectorates, Cooperating with the Allies.
Capitulate - Ambivalent units can capitulate in combat against Allied units. Units that capitulate are eliminated. (Applies only to Norway, Vichy and Portugal)
Co-belligerent - A nation which has become belligerent due to a Declaration of War. (Never Restricted)
Combined Assault - When two or more different kinds of assaults are made simultaneously into one hex, it is called a Combined Assault, and the lowest Repulse number applies to all assaulting units.
Complying Nation - (Sweden only) See Swedish Compliance.
Conquest - Following defeat, at the end of any subsequent POLITICS phase all national territory becomes controlled by the faction controlling the capital if no units opposing the conquering faction remain within that territory.
Control - Hex Control is defined by the location of units and their ZOCs on the map at the beginning of each phase and hex control status lasts unchanged throughout that phase.
Cooperating Neutral - Certain nations (e.g., Italy, Vichy) Cooperate with the Axis as the result of Axis Diplomatic Events. Other nations Cooperate with the Allies. Cooperating nations remain neutral but transfer all their future Production to a faction and allow it use of their national railroads.
Cross Command -
Curzon Line - The Curzon Line is the 1941 Axis/Soviet border in Poland (separating E. and W. Poland), plus the E Prussia-Lithuania border.
Declaration of War - Belligerent units can never enter neutral territory until a Declaration of War (DoW) has been issued. (EXC: Cooperation, Molotov Pact)
Defeated - A Great Power or Major Power is defeated when its capital is enemy controlled AND all national units are eliminated. A Minor Power is defeated when its capital is enemy-controlled OR all national units are eliminated. (EXC: Switzerland and Norway)
Defection - A result of Surrender. A single national unit not in a German ZOC is replaced by its equivalent Allied/Soviet unit at 1 cv.
Demorilized - Demoralized nations can Surrender and suffer other effects. For France it occurs if Poland is defeated and a French/Belgian major city or a Maginot Line fort is lost.
Desert Maintenance - Each MF Alien unit in the MF Desert Zone costs 5 PPs per month Desert Maintenance. This is deducted from MF Allocated PPs before Shipping Losses are resolved (deduct 1 die per maintained unit).
Desert Victory - Control of all major ports in the MF Desert Zone (e.g. North African Victory plus Basra) provides sufficient control of the MF to overcome Maintenance problems.
Dispersed - Airdropped Para units are Dispersed during the Player-Turn of the Paradrop (place them face down). Dispersed paras cannot move (e.g., in the Blitz Phase), but combat is unaffected by dispersal.
District - A circle in a zone.
DoubleMarch - (Areas only) Any unit can DoubleMarch along a Long Route, regardless of its speed, weather, or terrain. DoubleMarches can be commanded by SHQ/THQ command only (2 Supreme Moves each).
Enemy Hexes - Hexes that are friendly to the enemy.
ENS - Enemy Naval Supremacy
Expedition - (MF) Are exempt from Desert Maintenance when they have Casablanca / Tunis / Istanbul Basing. (NF) If Allied DE FR has occurred, they can operate in the Arctic without Maintenance and have reduced -1 cv Acclimatization entering the NF. They are restricted to the NF and Britain.
Exploitation - Nations that have been defeated by the AXIS for one complete Winter season (Dec-May) are exploited.
Extreme Costs - In the Med Front and North Front, Allied units build with Extreme Costs.
Extreme Front - The Med Front and North Front.
Finnish Armistice - Once per game (Axis POLITICS), the Axis player can request Finnish Armistice, a negotiated settlement of
FNS - Friendly Naval Supremacy
Fortified Port - Hexagonal Port in the NF only are immune to Surprise and can Repulse.
Fortnight - There are two fortnights per game month.
Fortress - Large Hexegons with combat and supply advantages.
Fortress Supply - Fortress hexes (including Tobruk) can supply one defending unit (Original Defender) without a Supply Line.
French Armistice - Once per game, the Allies can offer French Armistice during Allied POLITICS, seeking negotiated peace in France.
French North Africa (FNA) - Morocco, Algeria, Tunisia and West Africa.
Full Motorization - British/US infantry and amphibious units are fully motorized, moving 3 hexes in Dry weather.
Grace Period - If the Axis-Soviet border changes by any means other than Border Dispute both sides are allowed one Month to garrison their new borders before the other can annex them by Border Dispute.
Great Patriotic War - Upon Great Patriotic War, the Soviets being using (reduced) SOVIET unit costs.
Great Power - Germany, Britain, USA, Soviet Union.
Greater Italy - Italy Proper, Albania, Yugoslavia, Greece, the entire Med Front, and all Mediterranean Basin islands. Italian units are commonly restricted to Greater Italy and adjacent hexes.
Greater Russia - Includes all its annexable Molotov Pact territories.
Grounded - When paratroops are Grounded their rebuild costs are halved. Grounding is NOT reversible!
Home Cities - Cities within national territory are home cities, which are Arrival Locations for great power units.
Home Front - WF for the AXIS and ALLIES, and EF for the SOVIETS.
Home Territory - The area within a national boundary. Annexed areas are also Home Territory.
Interventionist - A nation which has become belligerent due to an Alliance Reaction. (Semi-Restricted)
Invasion Command Range - Invasion HQs have Command Range equal to their CV. However, Invasion HQ Command Range is traceable only through sea or coastal hexes into invade-able coastal hexes only.
Invasion Dispersal - Like airdropped Para units, units invading by sea are Dispersed during the Player-Turn of the Invasion.
Invasion HQ - Expend all movement command ability to send a single unit on a sea invasion or a paradrop, and must begin the COMMAND phase stacked with that unit. (THQs not allowed)
Italy Proper - Mainland Italy, Sicily and Sardinia.
Lend Lease - If belligerent, the Soviets lose 5 PPs of Basic Production if Rail/Sea Supply from Siberia to London via Murmansk is lost. The same applies if Rail/Sea Supply from Siberia to London via Teheran is lost.
Line of Communications - A rail/sea (not road) route passing through friendly or neutral controlled territory and seas only. (Used for National Supply)
Linked Neutral - Nations on the top row of the Alliance Reactions table.
Long Range Invasion - Blitz Invasion HQs can also command amphibious units (only) to invade across two [2] sea areas to more distant coastal hexes, landing during the BLITZ MOVEMENT phase.
Major Port -
Major power - France, Italy.
March - (Areas only) A unit moving along a Road Route (or engaging by Rail Route). Any unit can March along a ShortRoute.
ME Rebellions -
ME Uprisings -
MF Basing -
Minor Fortress - Only Tobruk is a Minor Fortress.
Minor Power - All powers that are not great or major powers.
Mobilize - After deactivating, HQs can mobilize by making a normal land move. Active SHQs can also deactivate and mobilize after Movement (they can also strat move).
Molotov Pact - Entry of non-national Axis forces into the Baltic States, Finland, Turkey, or Persia constitutes a Declaration of War upon the USSR. Axis units can enter Eastern Poland (east of the Curzon Line), but must exit all units during the month of Polish Partition [Allied DE PP].
Mulberries - Unengaged BHs function as temporary minor ports (capacity 1) for Sea Movement (this is in addition to on-map port capacity).
National Capital - Undefined
National Supply - Major and Minor Power units must trace supply to their national capital, which in turn must trace National Supply with a Line of Communications to its Supply Origin (London or Berlin).
Naval Base - A Naval Base (black port symbols) controls the adjacent sea area.
Naval Supremacy - The side with use of more Seaways has Naval Supremacy. Naval Supremacy is evaluated at the end of every Politics phase.
Neutral - Neutrals do not belong to any faction. Except for the Soviets (whose units are always in play on the map), neutral units are not deployed on the map.
NF Arctic Zone - The tan-colored part of the NF containing Areas. The Arctic Zone has EF weather.
NF Temperate Zone - The southern parts of Norway and Sweden. Has WF weather.
North Africa Victory - Control of all six (6) major ports in North Africa (Algiers, Tunis, Tripoli,
NP - Naval Parity
Para Linkup - During the friendly SUPPLY phase, dispersed para units (just airdropped that turn) must check for Paradrop Linkup.
Peacetime Production - Before belligerence, neutrals are building up military capability at a reduced rate.
Phony War - The Axis Peace Offer DE (following Polish defeat) begins the Phony War. During this period, the Allies cannot Declare War nor build more than one French cv/month. Phony War ends upon AXIS entry into France/Belgium/Holland, Allied control of a hex in Germany, or Soviet Emergency (Allied DE SE).
Polish Partition - Beginning Oct/39, the Soviets can do DE PP (Polish Partition), which annexes Eastern Poland and the Baltic States into the USSR.
Port Capacity - For Minor Port is 1, Major Port is 2.
PP Allocation - Allocations are long-term assignments of PPs from the Axis or Allied Home Front (WF) to another front.
PP Transfer - During Production, Axis and Allies can make one 10 PP Transfer from each front to another front. Half are lost in transit, and 5 PPs arrive one month later.
Pro-Axis - These units are listed on the Pro-Axis OB card.
Protectorate - Iraq and Persia are British Protectorates, Cooperating with the Allies. They have ceded PPs, bases and transit rights to the British (while still remaining neutral).
Rail Supply - Friendly rail hexes that are connected by rail to the friendly Supply Origin.
Red Army Purge - Soviet HQs initially cost 20 PPs/step (40 PPs/ cadre).
Red Army Reforms - Two Soviet Diplomatic Events (S1 & S2) reduce Soviet HQ costs, first to 15 PPs/step (30 PPs/cadre), and then to 10 PPs/step (20 PPs/cadre).
Region - A square in a zone.
Resident - Restricted to a front but exempt from maintenance.
Resistance Army - Upon Revolt, the Allies/Soviets place a Resistance army (see Allied OB cards) at 1 cv in any national hex not containing a German unit or ZOC.
Resource Center - A pick or derreck symbol.
Revolt - (Allies only) Revolt can occur in exploited nations if the Allies/Soviets control any national territory. A resistance army appears in home territory.
Road - Thin brown lines in the Med Front, also exist where railroads are shown. Roads also connect Areas in the mapedge Zones.
Satellite - Neutrals which become Belligerent due to a Diplomatic Event. (Restricted)
Sea Area - bounded by solid blue lines.
Sea Basin - Sea areas are grouped into Sea Basins for specific weather purposes (Storms). Basin boundaries are shown as thicker blue lines.
Sea Evacuation - Sea Evacuations are Invasions in reverse. The evacuating unit is “reverse invaded” from a coastal hex to a friendly port, commanded by an Invasion HQ in the target port.
Sea Interdiction - Sea/Invasion Movement and Sea/BH Supply are totally secure from enemy interference when confined to friendly controlled seas. However, when passing through enemy seas, units and supply can be damaged or repulsed by Sea Interdiction.
Sea Lane - Sea Movement is strategic movement between friendly ports.
Sea Movement - Sea Movement is strategic movement between friendly ports.
Season - Winter (Dec-May), Summer (June-Nov)
Season Break - The transition from Winter to Summer or Summer to Winter.
Seaway - Seaways are traceable through friendly and neutral controlled seas (including those controlled by Cooperating neutrals). They are not traceable through enemy-controlled straits.
Secure Supply Line - Fortress Supply, Siege Supply, and interdictable Sea Supply are NOT secure supply.
Semi-restricted - Interventionist forces are semi-restricted to home territory and adjacent nations.
Shipping Losses - Applied to PP Transfer when a side does not have Naval Supremacy. Allied WF to Soviet PP Transfers (by Arctic Convoy) are subject to Shipping Losses if the AXIS controls Narvik.
Shore Bombardment - Allied amphibious units occupying their own BH hex fire DF, both offensisvely and defensively.
Siege Supply - Sea Supply through engaged ports is called Siege Supply, which can only support one unit at 1 cv strength. Friendly Naval Supremacy: Siege Supply can supply one unit of any CV. Friendly Naval AND Air Supremacy: Siege Supply can supply any number of units.
Ski Troops - In snow Scandinavian infantry can move 2 hexes in home territory.
Soviet Emergency - is a Soviet DE that can occur after Axis forces have entered the USSR, Finland, Turkey or the Mid East. It becomes certain upon Axis entry into Mother Russia (USSR/1939). Soviet Emergency terminates Phony War.
Soviet Mobilization - The only way the ALLIES can get the USSR to join the war against the Axis is by Soviet DE SM (Soviet Mobilization), which equals a Soviet Declaration of War upon the Axis.
Soviet Steamroller - Upgrade of Soviet unit capability by saving 100+ PPs.
Summer - June-Nov
Supply Attrition - During the friendly Supply Check (SUPPLY phase), unsupplied enemy units normally lose one step.
Supply Interdiction - During the Enemy Supply Check (SUPPLY phase), the active player can attempt to interdict enemy Sea Lanes passing through a friendly controlled sea. Success negates the enemy Sea Lane that turn (possibly leaving enemy units unsupplied).
Supply Line - Routes no more than two hexes long connecting a unit to its Supply Source.
Supply Origin - Berlin for Axis, London for Allies, Siberia for Soviets.
Supply Source - Hexes in Rail Supply act as friendly Supply Sources. Friendly Sea Lanes and Rail Lines together form the Rail/Sea Supply Network, which acts as a friendly Supply Source. Roads in the MF and mapedge areas that are connected to Rail/Sea Supply can also act as supply sources.
Surprise - Whenever the Axis Declares War upon a neutral, that nation is Surprised for that fortnight.
Surrender - If demoralized certain Axis Satellites may Surrender once Allied/Soviet forces control any national territory.
Swedish Compliance - Upon DE DS, Sweden cedes to the Axis 1 PP of mineral production (Axis +2 PPs) and Rail (but not port) Transit rights.
Two-Wave Invasion - Blitz Invasion HQs can command the invasion movement of one unit during MOVEMENT and a second unit during BLITZ MOVEMENT.
Veteran - (NF) Exempt from Arctic Maintenance and have reduced -1 cv Acclimatization upon entering the NF. Not restricted. (MF) They are exempt from Desert Maintenance, but not restricted to the Med Front.
Victory City - There are 21 Victory Cities in the game, shown on the map as black squares (Berlin counts double). The Axis and Allies/Soviets try to control as many Victory Cities as possible by June 1945.
War Weariness - Once demoralized, War Weariness for Rumania, Hungary, Bulgaria and Yugoslavia equals the number of Allied/Soviet controlled hexes, plus currently eliminated/unsupplied units. Used to determine Surrender.
Winter - Dec-May
Winter Transition - Scenario specific special rules regarding Air Power and PP changes at season break.
Zone - Abstracted areas along the edge of the map.

Powered by WordPress