EuroFront II Summary
- 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.
-