BLITZKRIEG 1965 Rules
BLITZKRIEG 1965 Rules
BLITZKRIEG 1965 Rules
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1965 Rules
BORDER: Gray lines running between the squares
separating the various countries.
BLITZKRIEG NEUTRAL COUNTRY: Whole gray squares which are
“off-limits” to both sides.
BLITZKRIEG is a fictional representation of the
great breakout of the 2nd World War. Five minor 2.0 - ORDER OF BATTLE UNIT COUNTERS
countries become engulfed in a tremendous Now study the die-cut Unit Counters. These Blue
conflict for territory waged by two major and Red counters are your "chessmen."
countries, Great Blue and Big Red. Hereafter, they will be called “Units.”
4.0 - HOW TO PLAY 6. You may move Units over top of friendly Units
but you are not allowed to move your Units on
BLITZKRIEG is played in complete Turns. A top of or over opponent's Units.
complete Turn is as follows:
7. Movement rates are not transferable from one
STEP 1: Blue consults the Time Record card and Unit to another nor can they be accumulated
places the Units he receives that Turn on the from one Turn to the next.
board in any city or cities in his home country he
controls. He then moves all Units he chooses to NOTE: The die is used only to resolve battle-it
move. No Red movement is allowed. has nothing to do with movement.
STEP 2: All battles caused by Blue movement 7.0 - HOW TO HAVE COMBAT
are resolved one battle at a time.
4. You may move Units in any direction or 1. An attacking Unit must stop as soon as it
combination of directions you wish in the same
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enters the first enemy controlled square. after splitting away from the slow moving Units.
2. You are not allowed to move an attacking Unit 9.0 - MULTIPLE UNIT BATTLES
through enemy controlled squares.
1. When two or more Units attack one defending
3. You may attack as many enemy Units as you Unit the factors of the attacking Units must be
can reach in the same Turn. totaled into one combined combat factor.
4. You may move as many Units into enemy 2. When one Unit attacks two or more defending
zones of control as you are able before resolving Units the factors of the defending Units must be
combat. totaled into one combined combat factor.
5. You resolve all combat one battle at a time 3. When several Units attack several defending
after moving all the Units you choose to move in Units the attacker has the choice of dividing
your Turn. combat into more than one battle as long as:
6. The attacker has the choice of resolving (a) he battles every defending Unit he has
battles in any order he wishes. attacking Units adjacent to and,
7. The attacker must resolve combat against (b) his Units are adjacent to the specific Units
every enemy Unit he has moved Units next to. they are attacking.
8. The combat factor of a Unit when attacking is 4. You may deliberately sacrifice one or more
always basic regardless of terrain it is attacking attacking Units at unfavorable odds in order to
from. gain more favorable odds over other defending
Units-this tactic is called "soaking off." Soak off
odds cannot be worse than 1-6.
DEFENDING:
5. The combat factor of a Unit cannot be split and
1. The defending player is not allowed to move applied to more than one battle.
any Unit while his opponent is attacking.
6. No Unit, attacking or defending can fight more
2. The combat factor of a Unit when defending than one battle in any one player's Turn even if it
varies according to the terrain it is defending on. finds itself adjacent to the enemy after all battles
Examples are shown on the Attrition Table. have been resolved. In this event, the defending
Unit must either attack or withdraw in its Turn.
If it chooses to attack it may do so staying where
8.0 - MORE THAN ONE UNIT PER SQUARE it is or by withdrawing from the enemy zone
altogether and then re-entering by a different
1. Both players are allowed to stack Units square. In this instance Units may not withdraw
totalling up to 12 combat factors on one square. and re-enter by a route that would force them
(For Break-through into or through zones of control of other enemy
Artillery, the limitation is based on defense Units.
factors.)
7. The attacker with stacked Units on the same
2. Stacked Units may stay together indefinitely or square may divide combat into more than one
they may combine on one Turn and split up on battle against defending Units on separate
the very next. squares.
3. Stacked Units may pass over squares 8. The attacker may not divide combat into more
containing other friendy Units. than one battle against defending Units on the
same square.
4. The movement rate of stacked Units is that of
the slowest Unit in the stack. Of course, the
fastest Unit in the stack may continue on its way
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1965 Rules
10.0 - HOW TO CONTROL A CITY 14.0 - GREAT KOUFAX DESERT
A player controls a City if he was the last person The intricacies of play across the desert are
to place that City in his zone of control. When pertinent only in the Tournament Game. For
both sides have a City in their zone of control Basic Game play consider the desert the same as
simultaneously, the City is friendly to neither clear terrain.
side. Hereafter, controlled Cities will be called
friendly cities. 15.0 - SEAS AND LAKES
Armor and Break-through Artillery Units may not Airborne Units may be "flown", that is - they may
enter forest squares. They may, however, attack be picked up from any friendly city square and
Units that are in the forest. All other Units travel "dropped" on any land square up to 20 squares
at the reduced rate of one square per Turn in the away. They may not, however, land next to
forest. Units must stop when they reach a forest enemy Units. They may move after they land.
square and may not proceed until the next Turn. They may also move part of their Turn's move-
Units leave forest squares at the normal ment rate before flying out of the City and part
movement rate. after they land. NOTE: The flight is in addition to
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1965 Rules
the normal movement capability and does not STEP 4: Red places all his remaining starting
affect their movement rate for that Turn. Units on the board.
19.0 - HOW TO RESOLVE BATTLES STEP 5: Play proceeds as in the Basic Game.
Use the Attrition Table headed BASIC GAME, 2.3 SUBSTITUTE COUNTERS
only.
Each player may break larger Units down into
STEP 1: Reduce battle odds to basic odds shown smaller Substitute Units at anytime, before and
on the Attrition Table. To do this simply divide after combat.
the defender's Combat Factor into the attacker's
Combat Factor and round off any fraction in favor 7.2 - COMBAT
of the defender. Examples:16 to 9 converts to 1
to 1; 14 to 6 is 2 to 1; 4 to 15 is 1 to 4; etc. In the Tournament Game Units engage in combat
battle exactly as in the Basic Game. The results,
STEP 2: The die is rolled once for each attack by however, are rolled on the Tournament Attrition
the attacker. Table instead of the Basic Table. The Attrition
Table provides for partial elimination of defending
STEP 3: The die roll is matched up with the basic and attacking Units rather than total annihilation.
odds to get the result of the attack. Example: a The details are explained below in the table itself.
3 to 1 attack with a die roll of 3 means that the
defender is pushed back 2 squares. 5.0 - HOW TO WIN
STEP 2: Red places Units he wishes to start At 1. All Units except Aircraft are allowed to be At
Sea in any of the 5 At Sea boxes. (Consult Sea Sea. Each player is allowed to have up to 40
Movement section.) factors At Sea at any one time.
STEP 3: Blue places all of his starting Units on 2. Units may move into a port city and out to sea
the board, including Units At Sea. in the same Turn.
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3. The mapboard is divided into 5 sea zones, A squares colored yellow, hereafter called Beach
through E. Units moving out to sea are placed in Squares.
the At Sea box in the sea zone of the port they
left through. 2. All Units except Aircraft, Armor and
Breakthrough Artillery may conduct beach
4. On any subsequent Turn following placement invasions.
At Sea, Units may do any of the following:
3. Invasion procedure is as follows:
(a) land at a friendly port city of the sea zone
they are in (including the port they embarked (1) Transfer desired Units from the At Sea box to
from on the previous Turn), Sea Squares that are adjacent to the Beach
Squares under assault.
(b) land at a friendly port city of an adjacent sea
zone (Zone A is adjacent only to Zone B, not E; (2) The assaulting Units on Sea Squares that are
Zone B is adjacent to both A and C; etc.), adjacent to vacant Beach Squares may be moved
onto such vacant squares at player’s option-even
(c) move into an adjacent sea zone but remain At if such movement places assaulting Units
Sea, adjacent to enemy Units.
(d) remain in the same sea zone, (3) Conduct combat in the usual manner after
which victorious Units must be moved onto the
(e) conduct a beach landing (see Invasion Beach Squares vacated by the losing defending
section.) Units.
5. In any one Turn Units At Sea can move no 4. Invasions can be made only against Beaches
farther than into an adjacent sea zone. Thus it that are adjacent to or in the same sea zone
would take 4 Turns for Units to sail from Zone A where the invading Units have been At Sea.
to Zone E.
5. A player is not allowed to invade the same
6. Units may remain At Sea indefinitely. beach that his opponent just invaded in his Turn;
except when opponent invades with Rangers,
7. The return to land at a port or beach square only.
counts the same as one clear terrain square
move off the movement rate. 6. No Units can embark from a land square and
invade in the same Turn. Units must be At Sea
8. Units may move inland in the same Turn that for at least one Turn before invading.
they return to land.
7. Units assaulting from Sea Squares must attack
9. A player is allowed to have Units in more than all adjacent enemy Units on land squares - even
one sea zone at a time; however, the total those that are not on Beach Squares.
number of Units At Sea cannot exceed 40 factors.
8. Assaulting Units on Sea Squares cannot
10. Opposing player's Units are allowed in the exceed the 12-factor stacking maximum per
same sea zones simultaneously. square.
11. No sea movement is allowed across the 9. Units defending on Beach Squares can be
Lakes. attacked in combination from both Sea Squares
and Land Squares. Thus Units already on land
6.2 - INVASIONS can be moved adjacent to enemy Units in support
of the invasion attacks.
Each player is allowed to invade just one beach
per Turn. Invasions may be conducted on every 10. Two or more assaulting Units on the same
Turn if desired: Sea Square may divide attacks into more than
one battle. However. assaults against two or
1. Invasions are conducted only against coastal more defending Units on the same coastal
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1965 Rules
squares must be resolved as one battle. 21.0 - SUPPLY
11. Assaulting Units on Sea Squares that are 1. A player can supply Units totaling 12 combat
required to retreat or have no place to go after factors for each city square he controls: a 2-
combat has been resolved are eliminated instead. square city naturally can supply 24 combat fac-
tors; a 3-square city can supply 36 combat
12. Assaulting Units that are unopposed may factors.
move directly inland up to their movement rate in
the invasion Turn. Movement onto a Beach 2. Aircraft Units are supplied according to combat
Square counts the same as one clear terrain factors in the same manner as ground Units.
square move off the movement rate. The road Supply for Artillery is based on their defense
bonus cannot be taken by invading Units on the factors.
invasion Turn.
3. If a player has more factors than he can
13. The entire coastal area of the Great Koufax supply, he has one turn in which to capture
Desert can be used for invasion purposes. enough additional supply cities. If he cannot
bring supply back into balance he must eliminate
6. 3 - AIR TRANSPORT those Units of his choice necessary to bring
supply back into balance. Units At Sea are also
Both sides have a limited air transport capability subject to the supply restriction.
as follows:
4. The supply requirements double for Units in
1. All Units up to a maximum of 12 factors per the Great Koufax Desert. For example, Units in
Turn may be transported by air. The maximum the desert totaling 12 combat factors must be
for Artillery is based on their defense factors. treated the same as if they totaled 24 factors.
Thus it would take two city squares to supply 12
2. Units may be flown any distance on board factors of Units in the desert.
from any friendly city to any other friendly city in
the same Turn. 22.0 - MINOR COUNTRIES
3. Landing on the city square is counted as one 1. All Units may cross borders without incurring
clear terrain square move off the movement rate. any movement delay.
4. Units may move to a take-off city, be air- 2. Units may not pass through cities of minor
transported to another city, and moved overland countries until they have been captured.
up to the limits of their movement factor-all in
the same Turn. 3. To capture a city, one moves his Units
adjacent to the city then totals up the attacking
5. No Units, Airborne or otherwise, may take off factors and refers to the City Capture Table.
from any square other than a friendly city
square. [CITY CAPTURE TABLE on page 18]
23.0 - AIR POWER 10. Aircraft Units may attack during every Turn if
so desired.
There are 3 basic types of offensive Air Power:
23.1 - TACTICAL (Assisted by Ground Units)
TAC (Tactical Fighter Bombers) - 8 square range.
MDM (Medium Bombers) - 10 square range. 1. Only MDM and TAC may make Tactical air
SAC (Strategic Heavy Bombers) - 20 square range. attacks.
1. The target range of all aircraft is shown by the 2. The attacker simply adds the tactical air
movement factor. factors to his ground attack and rolls it as one
battle. As in ground combat each player may
2. At the start of the game, players may place decide which Units he wishes to lose if he suffers
Aircraft Units on any friendly cities within their losses. Thus the attacker may absorb his land
own country they choose. battle loss in air Units if he so chooses.
3. Aircraft Units can be stacked no more than 12 3. Units that would normally be doubled behind a
air factors per city square. The stacking of air river have basic defense factors when Tactical air
factors is over and above the 12 factor stacking take part in the attack.
limit of ground Units in a city square.
23.2 - STRATEGIC (Unassisted by Ground
4. Aircraft Units have no zone of control and are Units)
eliminated automatically if attacked by enemy
ground Units. If there are friendly ground Units in 1. Only SAC and MDM may make strategic
the city square that also contains Aircraft Units attacks.
then the enemy must eliminate or retreat all of
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1965 Rules
2. Enemy Units being attacked in a strategic air 23.0 – AIRPOWER
strike may not be attacked by ground Units in the
same Turn. 1. When employing this rule, include the fighters
in the original set-up.
3. All such combat is rolled on the Strategic Air
Table. 2. Fighters are based, moved and supplied in the
same manner as other types of aircraft.
4. Retreating Units may not pass through a
square being attacked by strategic air. If they are 3. Fighters may not attack ground units.
forced to, they are eliminated instead.
4. Fighters may escort bombers to their targets if
5. Strategic Air attacks may not be made against the targets are within the fighters’ range.
vacant squares.
5. The escorting fighters are moved at the same
[STRATEGIC AIR ATTACK TABLE on page 18] time the bombers are moved.
23.3 - STRATEGIC BOMBING OF CITIES 6. Unlike any other type of aircraft, fighters may
intercept. (i.e. move during opponent’s turn,
Both sides may strategically bomb opponent’s after opponent has finished moving his units.)
cities to reduce their opponent’s supply capacity.
The city square being attacked automatically 7. Intercepting fighters are moved to the squares
loses one supply factor for every bomber factor containing the enemy aircraft (provided the
employed against that city square. Thus if 12 squares are within range of the fighters' base
bomber factors attack a single city square, that city). Combat is resolved after which the
city's supply capacity is reduced to zero for that surviving fighters are returned to the base cities
turn and for the next 3 consecutive turns. And if in the same manner as are the opponent's
5 bomber factors attack, the city's supply bombers.
capacity is reduced to 7 for that turn and 3
subsequent turns, etc. Bombers that are used in 8. Fighter Combat is resolved first-before any
this manner cannot be employed against any other battles are resolved.
other targets in that same turn.
9. Fighters may escort on their part of the turn
17.1 – REPLACEMENTS and intercept on their opponents’ turn.
Both players have a replacement capacity. 10. There is no limit to the number of Turns
Beginning on the 5th Turn and continuing for fighters can be used - fighters can be employed
every Turn thereafter each player receives 4 as both escorts and interceptors every turn at
replacement factors per Turn. Replacement player’s option.
factors may be any type or types of Units subject
to the number actually available in the game. NOTE: The fighter interception rule is an
Neither side may have more than 16 SAC and 12 exception to the normal Avalon Hill ruling that
Airborne Infantry factors on board at any time. prohibits a player from moving his units during
Replacements are taken only from the dead pile the other player's Turn.
and are placed on board exactly as are
reinforcements. Replacement factors may be 23.6 - FIGHTER COMBAT (INTERCEPTION)
accumulated from Turn to Turn.
AGAINST UNESCORTED BOMBERS:
OPTIONAL RULES a. Bombers lose one factor for every two factors
of fighters intercepting. (Whenever an odd
Optional Rules may or may not be added at number of fighters intercept the factors are
your discretion. They add additional realism rounded off in favor of the bombers.)
and complexity for the player who thrives
on handling many complicated variables b. The fighters incur no losses when attacking
inherent in true-to-life battle situations. unescorted bombers.
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1965 Rules
it to go around a blocking enemy Unit. The same
c. The bombers incur losses before resolving road may supply an unlimited number of Units
strategic or tactical combat. subject to the supply capacity restrictions.
b. All intercepting fighters not being used against At the beginning of every complete Turn, the
escorting fighters may attack the bombers using Blue player rolls on the following table [WEATHER
the same method as described in attacks on TABLE on page 19] to determine the weather for
unescorted bombers. (above.) the entire turn.
Strategic bombers may attack unoccupied 3. No friendly units may be next to the square
squares. However, they must attack the squares being attacked nor may friendly units advance
with at least 4 factors of bombers (that is, there next to the attacked square.
must be 4 bomber factors remaining after
intercepting fighters have attacked-otherwise, 4. A Nuclear attack is resolved on the following
such bomber attack has absolutely no effect). table: [NUCLEAR CAPACITY TABLE on page 18]
Enemy troops may not retreat through a square
that is being attacked by bombers. Strategic *Other units may not move through the square
bombers attacking an unoccupied square have no for one complete turn.
zone of control except the square that they are
placed on. Thus enemy units, that might be The Defender has the choice of which factors are
retreating, may move adjacent to and beyond the to be eliminated.
square containing strategic bombers without
stopping. 23.7 - SEA BASED AIRCRAFT
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DIAGRAMS OF PLAY
All 3 Blue Units are moved into Red’s zone of control. Notice that Blue 19th
circled square B to gain an attack position that would leave Red 14 th
completely surrounded by Blue’s zone of control. This means that Red 14th
would be eliminated even it the Attrition Table calls for a “back 2.”
However, had Blue 19th stopped at square B instead, then Red 14th would
have a retreat route through square D which would be the only one not
under Blue’s zone of control.
Blue’s Unit is not allowed to move directly from square F to square E. It may enter
square E only by pulling out of Red’s zone of control altogether and then re-
entering by an uncontrolled square, square X in this case.
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Blue is attacking Red 26 with his 16th and 12th armored. Note that the 12th was flown and “parachuted”
into square A and then moved into the attack. Also, Blue’s 3 artillery Units are attacking Red’s 24 th, 25th
and 31st divisions across a river at 1 to 1 odds.
Blue is attacking Red 15th at 2 to 1 with his 5, 6, and 8 divisions. Note that the 8th division is on a sea
square and must be able to advance after combat – otherwise it becomes automatically eliminated. Red
35th is being attacked by Blue 30th and “2” Rangers. Note that the Rangers landed to the right of the
beach and helped surround the 35th. Since the Blue 7th did not enter an enemy zone of control, it moved
inland. It must end its turn at square BB27 because invading Units are not allowed to employ their road
bonus in the invasion Turn.
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COMMENTARY ON STRATEGY
SITUATION: preclude any major advances by Blue. Red,
however, may see an important sector that Blue
Both major countries have an army that is has neglected to protect. In this event, Red
generally similar at the start of play. These should immediately take the offensive and
countries are separated by five minor countries, neglect Blue's initial advances. Sometimes the
all of which have token armies not included in the best defense is a good offense.
game itself. These “armies” are reflected in the
border-crossing rule. Remember, you need to occupy your opponent’s
cities or eliminate him to win. Cutting his supply
The terrain which plays the major role is that line is often a very practical method of accom-
found on the center section of the three-section plishing both objectives.
mapboard. Lake Pinsky and the mountains to the
north divide the routes of advance into three TACTICAL HINTS:
channels. The major fighting will occur in these
three channels. Protect your Aircraft Units at all costs. Those near
the front should be well garrisoned. Front lines
Both sides have the same number of city squares should be well screened against Paratroop attack
in their home country; however, Red has access in the rear and Ranger attack from the coasts.
to more minor country cities than does Blue. On Remember, also, that you can re-invade a beach
the other hand, Blue gets to make the first move with just one combat factor per Turn, thereby
of the game. preventing your opponent from landing on that
beach in his Turn.
BASIC STRATEGY:
It should be stated here that BLITZKRIEG, with
Blue moves first and as such is offered the first its almost unlimited number of play variables, is
opportunity to take the initiative. Since there is considered by consumer test panel members to
usually no contact with enemy forces on the first be the most well balanced game in the line.
move, Blue must take the initiative with troop Judicious employment of Aircraft often turns the
movement. Such commitment of his troops will tide from seeming hopelessness to victory.
determine the sector where the major fighting in Among other things, the play of BLITZKRIEG
the early stages will occur. This sector, thus, quite dramatically convinces the amateur
should be as far away as possible from areas Red militarist of the great importance that must be
has used for his initial placement of troops. placed on air power in any armed conflict.
Red is thereby forced to send sufficient number THE AVALON HILL COMPANY
of troops into the Blue threatened areas to
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1965 Rules
21.1
Question: What happens to Units that do not have a supply
Appendix route as outlined in the Optional Rules?
Answer: Such Units have one turn to open up a supply route,
or they become automatically eliminated.
The following is a series of questions and
answers dealing with unusual situations that 22.0
occur from time to time. [The questions have been Question: Must an entire minor country be subdued in order
rearranged into a sequence by reference paragraph.] to receive supplies for the conquered cities?
Answer: Yes.
6.1
Question: Can you attack enemy units At Sea? 22.0
Anwer: No! Question: If all the cities in a minor country fall on the turn it
is first violated, does the violator still lose 2 factors?
6.2 Answer: No.
Question: Can you invade on the very first turn?
Answer: Yes. 23.0
Question: Can planes fly out of a city they are being
6.2/20.0 Strategically attacked?
Question: May units that have invaded a beach withdraw Answer: Only FTRS may fly during the enemies turn.
through that beach on a subsequent turn?
Answer: Only if the units are Ranger units. 23.0
Question: Can planes fly out of a city which is in an enemy
7.3 zone of control?
Question: May Aircraft be used to achieve automatic victory? Answer: Yes, but they may not land in a city in an enemy
Answer: Yes, however if during the battle portion of the turn zone of control.
enemy Fighters reduce the odds below automatic victory
conditions, then all of the Units that moved adjacent to or 23.0
over the intended AV victims are eliminated. This applies even Question: Can you place 12 Aircraft factors in a city that has
if intended AV victims are subsequently eliminated. had its supply capacity reduced?
Answer: No. Aircraft based in a city cannot exceed that city's
10.0 current supply capacity.
Question: Can paratroops and other airmobile troops leave
from a two or three square city even if one of the city squares 23.2/23.5
is an enemy zone of control? Question: May a Strategic attack be made on the same
Answer: Yes, this applies to units leaving 2 and 3 square square as a nuclear attack in the same turn?
ports also. Answer: Yes, the attacker determines the order he wishes to
roll the attacks.
10.0
Question: May a player land aircraft in a city that he has just 23.3
captured and may units at sea land in a port that has just Question: Can occupied cities be bombed to destroy supply
been captured? capacity?
Answer: No, you cannot capture and use a city in the same Answer: Yes, but the units in the city must be “soaked-off”
turn. against.
23.3
11.0
Question: Suppose a friendly city contains 12 Ground units
Question: If a unit uses two unconnected roads in its move,
and 12 Aircraft units and the enemy “bombs” it thus reducing
may it carry over uncompleted fractions of road moves from
its supply capacity by, say 5 factors. What happens to the
one move to another?
Units in the city?
Answer: Yes.
Answer: The 12 Ground Units remain. But you must
eliminate Aircraft Units equaling the number of supply factors
18.0
reduced, 5 in this case.
Question: Can Paratroops be split before flying and can a 1-4
paratrooper jump alone?
23.5
Answer: Yes.
Question: Does a Nuclear attack destroy the supply capacity
of a city?
19.1
Answer: Yes, just the same as if it was totally destroyed by a
Question: Are defenders in cities or mountains doubled
normal Strategic air attack.
against strategic air attack?
Answer: Yes.
23.5/23.4
Question: May a Nuclear attack be used as an interdiction
attack instead of the 4 SAC factors normally required for an
interdiction?
Answer: Yes.
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1965 Rules
Odds worse than 1-6 are not allowed: odds greater than 6-1 are considered automatic elimination for
ground Units with no loss to Aircraft Units.
Procedure is similar to that of the Attrition Table; Bomber losses are shown in bold face and ground Unit losses are
in light face type. Example: on a die roll of 4 under 3-1 odds, 2 factors are lost from Bomber Units and 6 factors
are lost from defending ground Units. "E" means that the entire forces engaged are eliminated.
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1965 Rules
The attacker is the player with the Bombers. Fighters attacked at odds greater than 6 to
1 are automatically eliminated with no loss to attacking fighters - fighters attacking at
worse than 1 to 6 odds are automatically eliminated with no loss to defending fighters.
Procedure is similar to that of the Attrition Table; attacker’s losses are shown in bold face and
defender’s losses are shown in light face type. Example: on a die roll of 5 under 2-1 odds, the
attacker losses 1 Fighter factor and the defender losses 2 fighter factors.
24 -- WEATHER TABLE
Die Turn
Roll 1-5 6-10 11-15 16-20
1 CLEAR CLEAR CLEAR CLEAR
Only Units on Roads
may move. No off
2 CLEAR CLEAR CLEAR
the Road movement
allowed.
All units at sea No Invasions
3 CLEAR must land. No units CLEAR allowed.
may go to sea
All rivers frozen and
No units may go to All Units reduced 1
do not double Units No Airborne drops
4 sea. Units at sea movement factor Air
defending behind allowed.
may land Units unaffected
them
No air operation
All Units on No movement to sea
over the desert. Air No air operations
5 mountain squares - no Units at sea can
Units may not fly allowed
may not move land.
over desert squares
All ground Units
All Units except reduced 2
No air operations armor reduced 2 movement factors.
6 No invasions allowed
over seas or lake movement factors - Air Units not
air Units may not fly affected
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Die Odds
Roll 1-6 1-5 1-4 1-3 1-2 1-1 2-1 3-1 4-1 5-1 6-1
1 AB2 AB2 AB2 AB2 DB2 DB2 DE DE DE DE DE
2 AE AB2 AB2 AB2 EX EX EX EX EX DB2 DB2
3 AE AE AB2 AB2 AB2 DB2 DB2 DB2 DB2 DE DE
4 AE AE AE AB2 AB2 DB2 DB2 DB2 DB2 DB2 DE
5 AE AE AE AE AE AB2 EX EX DE DE DE
6 AE AE AE AE AE AE AB2 DE DE DE DE
AB2 = Attacker Back 2, AE = Attacker Eliminated, EX = Exchange, DE = Defender Eliminated, DB2 = Defender Back 2.
Odds worse than 1-6 are not allowed. Odds greater than 6-1 are considered D Eliminated.
ELIMINATED: All losing Units are eliminated from the board. “A” applies to all attacking Units and “D” applies to all defending
Units. The winner, attacker or defender, has the option to move up to 12 factors of victorious Units onto the loser’s vacated square.
BACK 2: The loser retreats his Units 2 full squares. The loser may retreat his Units in any direction through friendly Units, across
rivers, through mountains, forests, cities and the desert. Retreats along roads and through forests is done as if they are clear terrain
squares. nits cannot retreat through enemy zones of control, off the board, into sea or lake, into the neutral country or placed on
friendly Units that would result in stacks exceeding 12-factor maximum. Thus retreating Units are eliminated, instead, if the only
available retreat route is through these areas. The winner had the option to move onto the loser’s square.
EXCHANGE: The defender removes all of his Units – the attacker removes a number of Units whose combined combat factors total
at least that of those removed by the defender. Sometimes an exchange of combat factors does not work out even-up in which event
the attacker may have to remove Units whose combined factors total more than those removed by the defender. Combat factors are
computed at value accrued according to terrain. Example: if the 15 th Infantry Division, whose combat factor is 4, is defending in a
city the attacker must remove 8 (see line 4 of defensive terrain chart below.) The attacker has the option to move surviving Units, if
any, onto the defender’s vacated square.
DEFENDING UNITS ARE ON: ATTACKING UNITS ARE ON: DEFENSE FACTORS ARE:
1. Clear terrain squares Any non-river clear terrain,
Basic
Forest squares River Squares City, road, and forest squares
2. Clear terrain squares
River squares Doubled
Forest squares (a)
3. Clear terrain squares River and non-river
Basic
Forest squares Squares in combination
4. City squares (b)
Any other square Doubled
5. Mountain squares (b) All squares including
Doubled
Adjacent mountain squares
6. River squares
River squares of same river Basic
7. River squares
River squares of different river Doubled
8. Non-city coastal squares
Sea squares Basic
Beach squares
(a) If a Unit is attacked from the end of a river, its defense factor stills doubles.
(b) The defense factor of Units defending in these areas remains doubled, not tripled, when attacked from rive squares also.
IMPORTANT: The presence of roads does not alter any of the above situations.
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1965 Rules
ADVANCE OR RETREAT
ADVANCE OR RETREAT
ADVANCE OR RETREAT
ADVANCE OR RETREAT
ADVANCE OR RETREAT
ADVANCE OR RETREAT
ADVANCE OR RETREAT
ADVANCE OR RETREAT
ADVANCE OR RETREAT
ADVANCE OR RETREAT
ADVANCE OR RETREAT
FACTORS ELIMINATED
FACTORS ELIMINATED
FACTORS ELIMINATED
FACTORS ELIMINATED
FACTORS ELIMINATED
FACTORS ELIMINATED
FACTORS ELIMINATED
FACTORS ELIMINATED
FACTORS ELIMINATED
FACTORS ELIMINATED
FACTORS ELIMINATED
Die Roll
Odds worse than 1-6 are not allowed. Odds greater than 6-1 are considered D elim (attacker advance 4)
FACTORS LOST: The loser has the choice of which Units are to be eliminated. Substitute Units are used to replace Units that are
partially eliminated. Example: under 4-1 with a die roll of 5 the defender must lose 3 factors. Thus a 6-factor Unit is removed and
replaced by Units whose combat factors total 3. Each partially eliminated Unit must be replaced by its own type: armor for armor,
infantry for infantry, etc. Also in this example the attacker must eliminate 1 factor in the same manner. In cases where the table
specifies losses greater than Units engaged, only the Units engaged are eliminated.
RETREAT: The loser must retreat all surviving Units the full number of squares specified. This number is printed in bold face.
Example: in the 4-1, 5-die roll situation, the defender retreats all surviving Units 3 squares. The retreat restrictions are exactly the
same as in the basic game.
ADVANCE: After losing Units have been retreated, the opponent has the option to advance all remaining victorious Units up to the
number of squares specified. In the above 4-1 example, the attacker has his choice of moving some or all of his surviving Units 0, 1,
or 2 squares. Units may advance in any direction according to the following restrictions: (a) the first square of advance must be the
loser’s vacated square and (b) advancing Units must stop as soon as they land on an enemy controlled square. Units that advance
adjacent to enemy Units whose battles have not been resolved cannot participate in such battles... however, their presence does
serve to cut off retreat routes. In the even retreating Units must be eliminated, because retreat routes are blocked, the winner may
advance his Units the full number of squares specified.
EXAMPLE: Here’s what happens when the Guards Armored Division attacks the 15th Infantry Division at 2 to 1 with a die roll of 1:
-- 2
2 3
Defender loses 2 factors. Defender Defender must retreat Substitute Units
must replace the 15th with Substitute 3 full squares. Notice that the
Units totaling 2 factors. retreat number is in bold face.
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