Fortress Europa Rules

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mountain hex or a city hex.

An clear hex is
FORTRESS EUROPA for ADC2 one that contains no terrain depiction and
represents ground that presents no
By Gerald Schwartz impediments to unit movement. Some hexes
also contain symbols for installations that have
1. Introduction been built there which are important to the
June 1944. For over two years, the Allies play of the game, e.g. fortresses, U-boat
have been gathering their forces in England, bases, and V1 sites.
preparing the final plan and its execution.
Over three million men have been assembled Units occupy hexes and move from one hex to
in England and Africa. The Allied Strategic Air another crossing hexsides, so as to pass
Forces relentlessly strike at railroads, road through the terrain in a contiguous path of
networks, bridges, and industrial complexes in hexes. The movement of units is not
Germany, France, Belgium, and Holland, determined by rolling the die; rather, each unit
attempting to soften up the German defense is assigned an allowance of movement points
and slow German production. The target is (MP), which it may expend on movement. 1
Hitler's Fortress Europa. The Germans have a point is expended to enter each hex.
million and a half men to protect the Atlantic
coast of Holland, Belgium, and France, as well Railroads were used to convey units quickly
as the Mediterranean coast of France. from one location to another, and are depicted
Believing the war will be won on the beaches, as following a contiguous path of hexes. Each
they have fortified much of the coast with of these may contain other terrain depictions.
mines, bunkers, barbed wire, flooded areas, When moving a unit along this path in either
and weapon positions: The Atlantic Wall. direction, a unit is performing rail movement.
In this sense there are rail hexes, but entering
Fortress Europa, the board game by Avalon one of these hexes from any other direction
Hill, recreated the Allied campaign in Western means that a unit is travelling overland and
Europe from D-Day to March 1945. The Allied subject to the terrain in the hex. Only the
player must select an invasion site and make German player can use rail movement.
a successful landing, breakout of the
beachhead, drive across France, and push The game breaks down into game turns, each
deep into Germany. The German player must representing one week, which further break
prevent the Allied invasion or else conduct an down into player turns, in which, first the Allied
orderly withdrawal across France, constantly player, then the German player, takes on the
delaying the Allies, and then counterattacking role of attacker, while the opponent is
in the winter. An epic struggle. defender. Combat is resolved by the use of a
die roll. The total combat factor (CF) value of
Fortress Europa for ADC2 is a direct all the attacker’s units is compared to the total
reproduction of the Avalon Hill game of the combat factor value of all the enemy units
same name; however, it is played using Aide being attacked. This ratio along with the
De Camp 2. For that reason the rules are results of a roll of the die are cross-indexed on
slightly different from the original. The game the Combat Results Table (CRT) to determine
is played on a map representing Western the combat results. The effects of terrain on
Europe. Game pieces represent the combat movement and combat are specified in the
units, which were involved there. These pieces Terrain Effects Chart (TEC).
are moved on the map during the course of
the game. Random numbers generated by die
rolls determine events using the Charts and 2. Unit Counters
Tables provided. 2.1 The game pieces (hereafter referred to as
units or counters) represent the military
The map is broken into hexagonal spaces formations actually used in the war.
referred to as hexes. Every hex has a terrain 2.2 The capabilities of the units are shown on
type. Terrain types consist of natural features the zoom level 2 and 3 counters, consisting of
such as mountains and rivers as well as man- CF-MP. The size and type of the combat unit
made structures such as cities and railroads. are shown only on their zoom level 3 counters,
Hence, a hex may be referred to as a
using standard military symbols. The unit’s 3. Prepare for Play
CF-MP values are always shown in the Piece
3.1 The German player sets up first. Those
Data Box as Class Values.
German units that must start in specific cities
2.3 The following colors are used on the
are already located on the map. He should
background of each counter to identify the
logon as the “German” player and place all of
units of each nation:
the units in the Netherlands Army, 1st Army, 7th
German (GR) - gray
Army, 15th Army, and 19th Army force pools in
Luftwaffe (LW) - blue
any hex within their corresponding coastal
SS (SS) - black
Military District (see 9.) marked on the map.
British (BR) - brown
All Coastal Def type units must be setup in
American (US) - green
beach hexes. The units in the Free Setup A
French (FR) - white
and Free Setup B force pools may be located
Allied Minors (CW) – yellow
by the German player in any land hex on the
2.4 The unit’s national id, type, and size are
map. One infantry unit in each of the 7th Army
always shown in the Piece Data Box as Class
and 15th Army force pools, any two units in the
Type. The Class Type also includes the CF-
Free Setup A force pool, and all units in the
MP values as an aid for examining units in a
Free Setup B force pool may be hidden by the
Force Pool e.g. “GR Panzer Div 7-6”.
German player. Those units to be hidden are
2.5 The unit’s designation is always shown in
not placed on the map at this time, but the
the Piece Data Box as the Piece Name.
German player logs on as the “Hidden” player,
2.6 Most unit counters have flip definitions with
and places the corresponding units from the
another counter of reduced capabilities,
Hidden 7th Army, Hidden 15th Army, Hidden
representing the unit after a one step
Free Setup A, and Hidden Free Setup B force
reduction. The Class Type of a reduced unit
pools on the map instead. IMPORTANT
shows the full strength values of its CF-MP
NOTE: The German player must be logged on
followed by the reduced strength values e.g.
as the “Hidden” player when doing this in
“GR Panzer Div 7-6/4-6”. Its Class Values are
order that those units cannot be seen by the
those of the reduced strength only. If such a
Allied player when he logs on.
unit suffers another step reduction, it is
3.2 The German player now resets the replay,
eliminated. Most of these units have
leaving the current turn at 0 (set-up), saves
reciprocal flip definitions so that a unit that has
the .OPS file, and sends it to the Allied player.
taken a step reduction can be flipped back to
He must logon as the “Allied” player, view the
its original counter when it takes a
initial German setup and allocate his air
replacement.
missions (See 17.) for the first turn on the Air
2.7 A unit with no flip definition is eliminated
Mission Chart (AMC) located on the map.
when it takes a step reduction.
Without resetting the replay, the Allied player
2.8 If no reciprocal flip definition has been
saves the .OPS file and sends it back to the
provided for a reduced unit, it cannot take a
German Player so he can allocate his counter-
replacement.
air missions and then return it to him. Before
2.9 Some units enter the game at reduced
returning it, the German player resets the
strength. They can take a replacement in
replay and sets the current turn to 1 (June I).
order to be flipped to their increased strength
3.3 The Allied player is now ready to begin the
counter, but if they take a step reduction
first turn. He does not have to roll for weather
before that, they are eliminated.
on the first turn of the game. It is
2.10 Beside the combat units, other counters
automatically Clear. His at start units are in
provided include:
two force pools: England and Africa, which
1. Aircraft units that may be allocated to
represent those locations on the map. He
aircraft missions each game turn.
picks his invasion site and places his units on
2. Mulberry units can be placed by the Allied
beach hexes according to the rules for
player to provide additional supply
invasions. (See 12.) Paratroopers,
capacity and otherwise act like a port.
commandos, and rangers may also be placed
3. Naval units can be used by the Allied
at this time. (See 20. and 21) The Allied player
player to provide combat support to Allied
must also assign any aircraft assigned to
combat units.
Ground Support and Bridge Attacks missions
4. A French partisan unit that can be used by
at this time.
the Allied player behind enemy lines.
3.4 IMPORTANT: The Allied player must not 4.7 The Allied player resolves all battles in any
logon as the “Hidden” player until he has order he wishes. Railhead markers (See 10.7)
completed all movement in his first invasion. are moved along all appropriate rail lines as
At that time, he logs on as the “Hidden” player necessary. Finally, he checks all Allied units
to view the German player’s hidden setup. to see if any are out of supply (See 18.1). All
After doing so, it is necessary to edit the units out of supply lose one step. This is the
player information for the “Hidden” player so end of the Second Impulse and the Allied
that the units will remain visible. Select the player's turn so he saves the .OPS file and
“Edit/Players” menu item to bring up the sends it to the German player.
“Select Player” dialog. After selecting the 4.8 After viewing and resetting the replay, the
“Hidden” player and clicking the “Edit Selected German player takes replacements according
Players Info” button, the “Player Information” to the replacement rules.
dialog appears. Deselect the “Use Hidden 4.9 The German player moves as many of his
Pieces for this player” checkbox and click the units as he wishes up to the maximum MP
“Save” button. permitted by the Movement Allowance Chart,
3.5 Play now proceeds to Allied first impulse and checks the Time Record Chart for
combat. reinforcements, withdrawals, or new
developments and takes any new units due
5. Sequence of Play him. Railroad movement (See 10.) is
executed at this time. This is the German First
4.1 The Allied player begins his turn by
Impulse.
viewing and resetting the replay of the
4.10 The German player now resolves all the
German player’s last turn.
battles he has created, one at a time, in any
4.2 The Allied player determines if the weather
order he wishes. This ends the German First
is Clear using the Weather Chart. If it is, he
Impulse.
allocates his aircraft on the AMC. He then
4.11 The German player may now move again
removes German aircraft from the AMC that
any unit that is not in an enemy zone of control
are cancelled by Allied aircraft, removing the
up to the maximum MP permitted by the
canceling Allied aircraft at the same time. If
Movement Allowance Chart. No railroad
the weather is not Clear, all German aircraft
movement is allowed and no reinforcements
assigned to the AMC this turn are removed.
or replacements are taken. HQs may move
4.3 The Allied player takes replacements
their full movement allowance. This is the
according to the replacement rules. (See 27.).
German Second Impulse.
4.4 The Allied player moves as many of his
4.12 The German player resolves all battles in
units as he wishes up to the maximum MP
any order he wishes. Railhead markers are
permitted by the Movement Allowance Chart,
adjusted as necessary. Finally, he checks all
places aircraft according to their specified
German units to see if any are out of supply
missions on the AMC, and checks the Turn
(See 18.3). All units out of supply lose one
Events Chart for reinforcements, removals,
step. The German player then allocates his
and HQ exchanges (See 26. & 13.). Units
aircraft on the AMC for the next turn. This is
may move by sea at this time (See 11.). This
the end of the Second Impulse and the
is the Allied First Impulse.
German player's turn.
4.5 The Allied player now resolves all the
4.13 The current turn is incremented to the
battles he has created (See 14.-16.), one at a
next one-week period by the German player
time, in any order he wishes. This ends the
before saving the .OPS file and sending it to
Allied First Impulse.
the Allied player.
4.6 The Allied player may now move any unit
4.14 Repeat steps 4.1-4.13 until game
that is not in an enemy zone of control (see 7.)
conclusion.
again, up to the maximum MP permitted by
the Movement Allowance Chart. No air units
may be moved, and no reinforcements or 5. Movement
replacements may be taken. HQs (See 13.) 5.1 In the Movement portion of your turn you
may move their full movement allowance. may move as many of your units as you wish:
Units may move by sea. This is the Allied all, some, or none.
Second Impulse. 5.2 Units are moved in any direction or
combination of directions according to their
movement allowance. The die has nothing to time during movement or as a result of
do with movement; it is used only to resolve combat.
combat. 6.5 Certain units-All marker counters,
5.3 Units may move over, and stack on top of, mulberries, HQs (not HQ Troops), rangers,
other friendly units. Movement points cannot commandos, security, artillery (not assault
be transferred from one unit to another, nor guns), and flak units-have no stacking value
can they be accumulated from turn to turn. and can be freely added to any stack in any
5.4 The Movement Allowance Chart indicates hex, including adding more than one of these
how far different units of different types and units to the same stack.
different nationalities can move on their first 6.6 in cases where both sides have units in
and second impulses in different kinds of the same hex, the stacking restrictions apply
weather. Generally, a unit moving its full to both sides individually, not collectively.
movement allowance can move a number of Both sides may each stack units in the hex
hexes equal to its movement points; a unit that within the stacking limit.
has an MP of 4 can move four hexes, etc.
Units may never move more hexes than their 7. Zones of Control
MP, even if allowed by the Movement
7.1 Every unit has a zone of control (hereafter
Allowance Chart.
referred to as ZOC) which consists of the hex
5.5 In addition, units can have their movement
it occupies and the six adjacent hexes. A
curtailed by terrain (See 8.) or enemy units
unit's ZOC does not extend across rivers
(See 7.), and units may also use special rail
where bridges have been destroyed, into
movement (See 10.) or sea movement (See
fortresses, or across the black coastline.
11.).
EXCEPTIONS: German units frozen in a
5.6 A unit which can move in an impulse can
Military district, paratroopers during the
always move a minimum of one hex, no matter
player's turn they are dropped, invading Allied
how many times its movement is halved or
units during the first impulse of an invasion
otherwise restricted by terrain or weather.
turn, Partisans, and rangers/commandos have
EXCEPTION: See 8.2.
no ZOC except the hex they occupy.
7.2 Units must stop as soon as they enter an
6. Stacking enemy ZOC and attack enemy units.
6.1 Both sides may stack three units in clear 7.3 Friendly ZOCs do not negate enemy ZOCs
terrain, cities, or fortresses; two in rough areas for any reason or game aspect (supply,
(including cities and fortresses in rough retreats, movement, etc.).
areas); and one in mountains, alpine terrain,
and flooded areas (including cities and 8. Movement Restrictions
fortresses in mountains and flooded areas).
8.1 Rough Terrain. Armored units that move
EXCEPTION: See 12.7.
into or through one or more rough terrain
6.2 Different Allied nationalities cannot attack
hexes have their movement allowance halved
together (combine their combat factors in one
(rounded up) for that impulse. An armored
attack). They may stack and defend together.
unit entering a rough terrain hex, after having
British (BR) and Allied Minor (CW) units are
expended half or more of its movement
considered the same nationality for this rule
allowance must stop and move no further that
and may attack together.
impulse.
6.3 Stacks may move together over friendly
8.2 Flooded Areas. All units (including
stacks during the turn, but at the end of
paratroopers, rangers, and HQs) must stop
movement for each impulse units may not
when they enter a flooded area hex. They
exceed stacking limits. Units in violation of
may move no further that turn. If a unit in a
stacking limits are eliminated (owning player's
flooded area hex does not move in its first
choice of which units are eliminated).
impulse, it is not prevented from moving in the
6.4 The movement rate of stacked units is that
second impulse by this rule. If a unit that has
of the slowest unit in the stack. Faster units in
moved into a flooded area hex during the first
the stack may continue on after splitting off
impulse is forced to retreat out of flooded
from those units whose movement capabilities
terrain, it may not move during the second
have been exhausted. Players may breakup
impulse. A unit landing after sea movement at
or recombine units into different stacks at any
a port in a flooded area hex is not affected by
the flooded area in the port hex. Likewise, a be exchanged in this manner over and over as
unit that moves by rail into a flooded area hex long as the number of units in each district
is not affected by the flooded area in the last remains at the district’s At Start level. The unit
rail hex. (See 11.3). that can move must enter and stop in the
8.3 Mountains. All units must stop (including frozen unit's hex before the frozen unit can
paratroopers, rangers, and HQs) when they move.
enter a mountain hex. They may move no D) The Allies move units out of the district that
further that impulse. EXCEPTION.- Mountain was invaded into any other part of the
units do not have to stop. mapboard; including another district, the
8.4 Alpine Terrain. Only mountain units may interior of France, or Italy. This would release
enter alpine terrain and they must stop upon all German units.
entering and move no further that impulse. E) The Allies, at any time including during an
8.5 Rivers. Units may cross rivers freely as invasion, move into either the Netherlands or
long as bridges are available. (See 17.10.4) 15th districts. This would release all German
8.6 Prohibited Hexes. No units may enter units.
Spain, Switzerland, or England. In addition, F) Allied units voluntarily attack frozen
only naval units may be placed in all-sea German units in a Military District other than
hexes. the district that was invaded. This would
8.7 The Dyke. Units may cross the dyke (hex release all German units.
I12) in either direction, and may even end their G) The Allies invade in more than one district.
movement in this hex. The dyke hex is not a This would release all German units.
clear hex. 9.2 Units designated as free setup units are
8.8 Continuous Invasion Hexes (red not restricted by this rule, even if they start the
arrows). Hexes connected by red arrows are game in a Military District. The Military District
not adjacent for movement or supply of all frozen units is shown in each counter’s
purposes. Piece Name in parenthesis preceding its
8.9 Units adjacent to and in the ZOC of enemy designation as (N), (1st), (7th), (15th), or (19th).
units at the start of the second impulse may This helps to identify frozen units. If it
not move that impulse, although other units becomes confusing as to which units may
which can move may move into these hexes move and which are frozen, Can Move
to help attack adjacent enemy units. Units markers may be placed on top of units that
adjacent to enemy units, but not in an enemy may move freely.
ZOC may move normally. 9.3 German units beginning the game already
8.10 Units may not move directly from one setup on the map may move without
enemy ZOC to another. Instead, they must restriction. EXCEPTION: The two German
withdraw into a hex free of all enemy ZOC and units which start the game in Torino and
then reenter. Genova may not leave Italy until an Allied unit
8.11 The Movement Allowance Chart restricts enters Italy. They may always move within
the movement of various unit types and Italy. After an Allied unit enters any hex in
nationalities depending on the weather in Italy, these two units may move freely about
effect for that turn. the mapboard.
8.12 Only hexes with grid coordinates are 9.4 Units designated or selected as hidden
playable hexes. units are not restricted by this rule, even if they
start the game in a Military District.
9. Military Districts EXCEPTION: The two units, one in the 15th
district and one in the 7th district, which may
9.1 Each German unit that starts the game as
be hidden, are frozen under this rule.
part of one of the five Military Districts
9.5 Frozen units have no ZOC except the hex
(Netherlands, 15th, 7th, 1st, and 19th) may not
they occupy.
move until it is released by one of the following
9.6 Frozen units are not released by an
conditions:
involuntary action on the Allied player's part.
A) The Allies invade in that unit's district.
(See 15.10)
B) The July IV turn.
9.7 Frozen units gain and exert a normal ZOC
C) The unit's place is taken by some other unit
(See 7. 1) at the moment their release is
(can be any unit, even a unit of a different size
triggered and they become unfrozen (even
and/or type) that can move freely. Units can
during the Allied player's turn).
9.8 If Allied units attack a German unit frozen moment of occupation a path free of German
in a Military District (thus releasing all German ZOC can be traced from that hex along the
units), all German units with Allied units in railroad back to an Allied controlled city.
their ZOC must be attacked. When the German player moves he takes
9.9 If Allied units attack a German unit that control of the farthest RR hexes his own units
can move freely which is inside a Military occupied or passed through during that
District where units are frozen, this does not German turn-PROVIDED at the moment of
release frozen units. If a German unit that can occupation he has a path free of Allied ZOC
move freely is stacked with a German unit that (and Allied controlled cities) back to a German
is frozen in a Military District, Allied units can controlled city or the east edge of the board.
attack the unit that can move freely while A player can never lose possession of RR
ignoring the frozen unit (the frozen unit does hexes on his own turn. German units can use
have to be attacked); this is an exception to RR movement only along hexes in friendly
rule 14.7. possession (and not in enemy ZOC).
10.8 Off-board rail movement between hexes
10. Rail Movement containing rail lines exiting the east edge of
the board is permitted. Off-board movement
10.1 The German player may move up to six
between the rail leading off the east edge from
units by rail per turn. Weather does not affect
RR26 and lines leading off the south edge
rail movement.
from KK29, AA35, BB30 and BB31 is
10.2 All reinforcements may be moved by rail,
permitted.
entering on any east edge rail hex. They do
10.9 Partisans and Air Missions may block rail
count, however, towards the six units that can
movement along certain lines or over certain
move by rail each turn.
rivers, and may reduce the number of German
10.3 Rail movement takes place during the
units which can use rail movement on a
first impulse only and may convey a unit an
particular turn.
unlimited number of hexes.
10.10 In addition to normal rail movement, the
10.4 Units moving by rail must start and finish
German player is allowed to move one HQ by
their impulse on a rail line, and must start and
rail per month, during the second impulse of
finish their impulse out of enemy ZOC'S.
any turn. If the German player does not use
Units moving by rail may not move normally
this special movement, it may not be
during that impulse.
accumulated or transferred.
10.5 Units moving by rail are not impeded by
10.11 The Allied player may not use rail
terrain of any type which may also occupy the
movement.
rail hex. Conversely, units moving normally
may not use rail lines to negate the movement
effects of terrain as if the rail line were an 11. Sea Movement
open highway. 11.1 Sea movement is an area process over
10.6 A unit can use rail movement only if it can contiguous bodies of water and, as such,
trace a path free of enemy ZOC back along hexes and movement factors play no role in
the rail line to a city under friendly control. the movement process. Sea movement
The city can be in an enemy ZOC and support counts as movement so a unit that cannot
rail movement, but the rail line from the city to move on an impulse cannot use sea
the unit cannot pass through an enemy ZOC movement that impulse.
nor an enemy controlled city. 11.2 Only the Allied player may use sea
10.7 Railroads must be possessed prior to the movement.
turn of use. Both players use the railhead 11.3 A unit (including HQs) may move by land
markers to identify rail hexes still under in the impulse it uses sea movement but has
German control; all rail hexes beyond the its movement allowance halved (rounded
markers cannot be used by the German down). A unit does not pay the movement
player. Each player adjusts the railhead cost of the hex in which it lands.
markers at the end of his second impulse 11.4 A unit using sea movement can move:
(after combat). The Allied player moves each A) From friendly port to friendly port (Friendly
railhead back to the hex just beyond the ports are England, Africa, controlled ports, and
farthest RR hex occupied or passed through mulberries). Units in England could move to
by an Allied unit that turn-PROVIDED at the any port or mulberry except ports or
mulberries on the Mediterranean coast, and second invasion can be made on any turn
units in ports or mulberries other than those on August I-September IV.
the Mediterranean coast could move to 12.3 On invasion turns, sea movement is not
England. Example: A unit in Brest wishing to allowed. During the first impulse, invading
move to Marseille would first have to move to units must end their movement in the invaded
Africa, then to England, and then to Brest. hex whether there are German units in that
This would take three sea movements and hex or not.
three impulses. Units in Africa could move to 12.4 Units invading anywhere except on the
any port or mulberry on the Mediterranean Mediterranean coast must start the turn in
coast only, and units in ports or mulberries on England. Units invading on the Mediterranean
the Mediterranean coast could move to Africa coast must start the turn in Africa.
only. Example: A unit in Marseille wishing to 12.5 All beach hexes can be invaded.
move to Brest would first have to move to EXCEPTION: Beach hexes north of and
Africa, then to England, and then to Brest. including hex III (including hexes inland of the
Movement between England and Africa is dyke) cannot be invaded. In addition, all
accomplished by transferring units between inland ports can be invaded if passage inland
the two force pools provided. This would take to such a hex is not blocked by an enemy
three sea movement and three impulses. ZOC (though the inland port to be invaded can
B) From friendly beach hex to friendly port be occupied or otherwise in enemy ZOC). A
(evacuations) within the geographical German unit would still block Allied units from
limitations of A above. Only two units per turn invading an inland port even if it was on the
may use this type of movement. A friendly other side of the river leading to an inland port
beach hex is any beach hex where Allied units and an Allied aircraft (flying the Bridge Attacks
landed during an invasion which has not since Mission) had destroyed the bridges on that
been occupied by a German unit. section of the river.
11.5 The Allied player may move five units by 12.6 The invasion site must be a continuous
sea each turn. Allied units may use sea line of adjacent hexes. An invasion could
movement during either or both impulses. cover just one hex.
11.6 On the first Clear weather turn after each 12.7 Allied units may stack only two high on
invasion, the Allied player may move ten units beach hexes (EXCEPTION: Units invading
by sea. rough terrain beach hexes, flooded area
11.7 After the six U-Boat bases have been beach hexes, and inland ports may not stack)
captured, six units may use sea movement during first impulse movement of an invasion
each turn. This does not affect rule 11.6. turn. Beginning with first impulse combat, and
11.8 A friendly port or mulberry in an enemy thereafter, normal stacking rules apply (See
ZOC may not be used unless an Allied unit 7.). The only exception to the two high
occupies it. Units entering a port or mulberry stacking limit is the British 79th armor unit
in an enemy ZOC by sea movement would be which may stack free during the first impulse
restricted by normal movement rules (See of the first invasion. If German units are
5.and 8.) and stacking rules (See 7.). If present in invaded hexes, Allied units are
unoccupied, a port is considered friendly only placed on top of them. The two high stacking
if the Allies were the last to occupy it and it is limit would apply to invading and non-invading
not in an enemy ZOC. Amsterdam may be units during the second invasion, but only on
used for sea movement only if it is Allied beach hexes being invaded.
controlled and hexes HH1 and II2 are free of 12.8 During the first impulse, Allied units must
German units. attack German units in the invaded hex. They
11.9 No sea movement is allowed on Storm cannot attack German units in other hexes
turns. instead, or as well, even if there are no
German units in the invaded hex. Allied units
12. Invasions have no ZOC except the hex they occupy
during the first impulse. During the second
12.1 Invasions may only be made on Clear
invasion, the preceding applies only to
weather turns.
invading units. During the second impulse,
12.2 The Allied player may make two
Allied units must attack all adjacent enemy
invasions per game. The first invasion is
units whose ZOC they are in.
executed on the first turn of the game. The
12.9 During the first impulse of both invasions, can be considered part of a continuous line of
invading Allied units may not retreat. If forced beach hexes if one or both of the hexes at the
to do so, they are eliminated instead. Allied mouth of the river or estuary leading to the
units still on top of German units after the first inland port is also part of a line of continuous
impulse are also eliminated. beach hexes.
12.10 Different beaches have different 12.16 Except for inland ports, all other hexes
invasion capacities as shown on the map. If up rivers or estuaries are non-invadable
an invasion overlaps into two different areas, hexes, including A17, A18, B16, B17, B18, D9,
the lower area capacity is used. Mountain and DIO. The following cities are inland ports:
units are considered to be infantry units for Bremen, Caen, Nantes, Bordeaux, and
invasion capacity purposes. Anvers. Anvers may not be invaded if any of
12.11 Units that land on the second impulse the following are enemy occupied: BB4, BB5,
must land at hexes that were invaded during CC5 (however, hexes BB5 and CC5 are
the first impulse and are free of enemy units beach hexes and may be invaded normally).
(the hexes may be in enemy ZOC). A unit Amsterdam, though not an inland port, is not
may not land at a hex in violation of the invadable. (See 12.5)
stacking restrictions (See 7.), unless it or one 12.17 During the first invasion, if an Allied unit
of the other units in the hex can, and does, lands at an inland port because no German
exit the hex (via normal movement) thereby unit blocks its passage up the estuary or river
allowing the hex to conform to legal stacking to the port, and then it is discovered a hidden
limits at the end of movement. Units that land unit does block such passage to the port, the
during the second impulse of an invasion turn Allied unit is placed in the hidden unit's hex
have their movement allowance halved (even if this hex is an otherwise non-invadable
(rounded down). Units which landed during hex) instead and must attack the hidden unit.
the first impulse move according to the If this is impossible due to stacking
Movement Allowance Chart during the second restrictions, the Allied unit may be placed in
impulse of an invasion turn. any other hex that will allow it to conform to all
12.12 During the second impulse, a mulberry other game rules.
may be placed on any invaded hex free of 12.18 If the first invasion fails (all Allied units
enemy units (it may be placed in a hex in are eliminated from the mapboard), the game
enemy ZOC). continues; it does not proceed directly to the
12.13 The only armored unit allowed to land second invasion. Aircraft are placed on the
on an invasion (first and/or second invasion) AMC and fly their missions, the Allied player
turn is the 79th BR Armored Div which begins may make paradrops and raids, the German
the game at reduced strength. This unit may player may move his units normally, the Allied
stack free and adds two to the combat die roll may use sea movement between England and
during the first impulse of the first invasion Africa, both players receive reinforcements
only. It does count as a unit (as Infantry and replacements, etc. If the second invasion
Factors) for invasion capacity purposes. fails (all Allied units are eliminated from the
12.14 The site of the second invasion may be mapboard), the game ends and the German
the same as the first invasion, or it may be any player is the winner.
other continuous line of adjacent hexes. The
second invasion may not be launched on a 13. Headquarters
turn in which the SC is zero or less at the
13.1 Headquarters units on both sides may
beginning of the turn.
move only during the second impulse. Unlike
12.15 The following hexes would be
other units, they may move their full
considered part of a continuous line of hexes
movement factor at this time and are not
for invasion purposes (shown on map by red
restricted by bad weather. They are restricted
arrows); AI6-BI5, C9-CIO, A3-A4, A2-A3, P4-
by terrain, however, and may not use rail
P5,BB4-CC4, CC4-DD3, DD4-EE4. In all
movement. EXCEPTION: See 10.10.
other cases, unless physically joined, hexes
13.2 All German HQ units that are not Division
cannot be considered part of a continuous line
HQ’s have exchange units in the HQ
of beach hexes. EXCEPTIONS: Hex V5 is not
Exchange force pool. Exchanges occur
a beach hex and is not invariable. Hexes U5
according to the schedule on the Turn Events
and U6 can be considered part of a
Chart or in the turn after the original unit is
continuous line of beach hexes. Inland ports
eliminated in combat, whichever occurs first. 14.6 When several units attack several
The original unit is removed from the game defending units the attacker has the choice of
and the exchange unit is put on the map in its how to divide combat provided:
place. Exchanges are conducted for the A) He attacks every defending unit whose
following HQ units: ZOC he is in.
1st Army HQ: Knobelsdorf for Chevallerie B) All his units in enemy ZOC attack some
7th Army HQ: Brandenburger for Dolman enemy unit.
15th Army HQ: von Zengen for Salmuth C) Each attacking unit is adjacent to the
Army Group B HQ: Model for Rommel specific defending unit it is attacking.
Army Group G HQ: Balck for Blaskowitz 14.7 The attacker may not divide combat
OB West HQ: Kesselring for von Rundestedt against defending units stacked in the same
Exchange: 5th Panzer Army HQ (Manteuffel) hex, but must attack them as one combined
for PGW HQ (von Geyr) defense factor. Attacking units stacked in the
Exchange 1st Flak Army HQ (Student) for 88 same hex, however, may divide their stack to
Korps HQ (Rheinhard) have separate attacks vs. defending units in
13.3 HQ Troop units are not considered HQ separate hexes. The combat factor of an
units for any game purpose. individual unit may never be split so as to
apply it to more than one battle.
14. Combat 14.8 The attacker may deliberately attack with
one or more units at unfavorable odds in order
14.1 Units ending their impulse in an enemy
to gain more favorable odds over other
ZOC must make an attack during combat.
defending units. This tactic is called soaking-
EXCEPTIONS: Units in fortresses do not have
off and cannot be done at odds worse than 1-
to attack adjacent units. Units across rivers
6.
where bridges have been destroyed or across
14.9 No unit, attacking or defending, may fight
a black coastline cannot attack adjacent units.
more than one battle in any one impulse. If it
In addition, Allied units adjacent to German
finds itself still in enemy ZOC at the end of the
units frozen in a Military District do not have to
first impulse, it must attack again in the
attack those units.
second impulse. If in enemy ZOC at the end
14.2 The player moving his forces is the
of the second impulse, it simply remains.
attacker; his opponent is the defender for that
14.10 Sometimes a unit will find itself in a
player turn.
position where it cannot attack at legal odds
14.3 Before resolving combat, all movement
(1-7 or worse). If a player cannot (or does not
for that impulse must be finished. The
wish to) bring up enough units to make a legal
attacker may make as many different attacks
attack, the unit is removed from the board
as he wishes, resolving them one at a time in
before combat is resolved and has no effect
any order he wishes. He states the odds of
on combat, neither soaking-off nor blocking
each battle and the units involved in each
enemy retreat lines. Aircraft on the Ground
battle as he resolves each separate combat.
Support Mission may not be used to raise the
He does not have to state all attacks before
odds of an illegal attack (1-7 or worse) up to
resolving the first attack. However, he must
legal attack odds (1-6 or better).
abide by the restrictions of rule 14.6.
14.11 Sometimes the situation will arise where
EXCEPTION: See 20.8.
Allied units of different nationalities (units that
14.4 A unit's combat factor can never be more
cannot attack together) will be left adjacent to
than doubled or less than halved, no matter
only one stack of enemy units. In this case,
how many terrain bonuses or detractions it
only the units of one nationality (Allied player's
has. A unit's combat factor can be doubled
choice) can attack. The units of the other
only when that unit is defending; an attacking
nationality or nationalities may take no part in
unit is never doubled. EXCEPTION:See 16.5.
the attack and do nothing instead. If the
14.5 When two or more units attack one
attacking units are forced to retreat, however,
defending unit the factors of the attacking units
all non-attacking units (the units of the other
are added into one combined attack factor.
nationalities) would also be forced to retreat (if
Conversely when one unit attacks two or more
they could not retreat, they would be
defending units the factors of the defending
eliminated instead as usual). A retreat is the
units must be combined into one defense
only adverse result that non-attacking units
factor.
suffer though; they may never be used or
forced to take step losses suffered by the D1 -The defender takes one combat loss of
attacking units (they retreat instead). Allied his choice. The attacker retreats all surviving
units may not voluntarily move into a situation defending units two hexes.
where they cannot attack in conjunction with DE -Defender eliminated. All defending units
this rule, although units may be retreated into are removed from play.
such a situation if no other retreat route is 15.4 The attacker always moves retreating
available. units, but may not designate a retreat route for
14.12 Attacks at odds of more than 7-1 are the defender, which would result in its
treated as 7-1. elimination if alternate, unblocked retreat
14.13 German units do not have to attack out routes are available. Stacked units may be
of fortresses, but if they do they must attack all split up and retreated to different hexes.
adjacent units. EXCEPTION.- The defender moves his own
units in situations where he elects to retreat
15. Battle Resolution though not required to do so. (See 16.4)
15.5 Units with no alternate source of retreat
15.1 The odds of each battle must be reduced
other than into or through enemy ZOC, off the
to the simplest ratio as expressed on the
board, through alpine terrain (EXCEPTION:
Combat Results Table. To accomplish this,
mountain units may retreat through alpine
divide the smaller combat factor both into
terrain), across a river where bridges have
itself, and into the larger combat factor. The
been destroyed, or into the sea are eliminated.
resulting two numbers (one of which is 1) are
15.6 Units may retreat through land terrain
expressed as a strength ratio, placing the
types disregarding normal costs.
number which represents the attacker first in
EXCEPTION: No units except mountain units
the ratio. Fractions of any size are converted
may retreat through alpine terrain.
either up or down to the whole number most
15.7 Units may not end their retreat in violation
favorable to the defender. EXAMPLE: 4 to 9
of stacking limits. If unable to do so, they are
becomes 1-3, 19 to 10 becomes 1-1, 24 to 5
eliminated.
becomes 4-1.
15.8 An attack may always be made at lower
15.2 The attacker rolls the die and resolves
odds than actually exist at the option of the
the battle according to the result
attacking player.
corresponding with that die roll under the
15.9 Units may not retreat across rivers where
proper odds column of the CRT. Modified die
bridges have been destroyed or across the
rolls greater than '6' are treated as '6' results.
black coastline.
15.3 The results of combat are interpreted as
15.10 Allied units may not be retreated into a
follows:
Military District where German units are frozen
AE -Attacker eliminated. All attacking units
unless no other retreat route is available. If an
are removed from play.
Allied unit is forced to retreat into such a
A2 -The attacker takes two step losses of his
district, German units are not released
choice and retreats all of his surviving units
because of it. The Allied unit must leave (or at
one or two hexes.
least try to leave) the district on the next turn
A1 -The attacker takes one step loss of his
and each succeeding turn after if
choice and retreats all of his surviving units
unsuccessful. It may not move back in again
one or two hexes.
after leaving unless as a result of combat no
AR -The attacker retreats all of his units one
other retreat is again available. If an Allied
or two hexes.
unit is forced to retreat into a Military District
E2 -Exchange. The attacker takes two step
as per the above procedure, the Allied player
losses of his choice and the defender takes
may choose to have this trigger the release of
one step loss of his choice. The attacker
frozen German units. However, the Allied
retreats all surviving defending units one hex.
player may not choose to retreat a unit into a
EX -Exchange. Both sides take one step loss
Military District where German units are frozen
of their choice. The attacker retreats all
if another retreat route is available, even if he
surviving defending units two hexes.
would choose to trigger the release of the
DR -The attacker retreats all defending units
frozen units. (See 9.6 and 9.7)
two hexes.
15.11 If a German unit is retreated into a hex
occupied by one or more other German units,
and this hex is then attacked by airborne units,
commandos, or rangers, the retreated unit hex or enter such a hex during movement or a
takes no part in the combat. However, should retreat.
the German units involved in the combat be 16.7 Units defending on the dyke hex (II2) or
eliminated or forced to retreat, the previously defending against an attack solely from this
retreated unit would have to retreat. hex have their combat factors doubled. In
addition, units defending on the dyke hex may
16. Terrain Effects on Combat ignore all retreat results as per rule 16.4, when
all attacking units are on hex HH1. Note: the
16.1 Units in mountains, alpine terrain, cities,
dyke hex is outside the TAC radius.
or behind rivers have their combat factors
16.8 If a combat involves defending units that
doubled on defense.
occupy more than one hex and two or more of
16.2 Units behind rivers are not doubled if one
these hexes are different terrain types, the
or more of the attacking units are on the same
combat factors are figured separately for each
side of the river as the defending units.
hex of defending units and then totaled. If the
16.3 German units in fortresses have their
defending units receive a retreat result, units
combat factors doubled on defense. However,
in fortresses and rough terrain do not have to
once an Allied unit occupies a fortress, it is
retreat, while all others do; some units might
destroyed for the rest of the game. Even if a
have to retreat while others might not.
German unit reoccupies such a fortress, it
derives no benefit from it. Of course, if the
fortress is in a hex with other doubling terrain, 17. Air Missions
the unit is doubled. Fortresses never benefit 17.1 Aircraft can only fly on Clear weather
Allied units. A destroyed fortress marker may turns. EXCEPTION: On turns when the
be used when it may be confusing whether a weather is not Clear, from June 11 to
fortress has been destroyed or not. September IV, the Allied player has 2 SAC
16.4 Units defending in or attacking from aircraft available. No other aircraft units, Allied
rough terrain and fortresses do not have to or German may be used. Beginning with the
retreat. (i.e., a DR or AR may be ignored, and October I turn, no aircraft are available on non
surviving units in EX, E2, AI, A2, and DI Clear turns.
results do not have to retreat). Units may 17.2 There are two types of aircraft; Strategic
choose to retreat and in this case the bombers called SAC, and Tactical bombers
defending player moves his own units. This called TAC.
does not apply to a destroyed fortress. Units 17.3 SAC have unlimited range and may
may not retreat voluntarily if the CRT does not attack anywhere on the mapboard.
list a retreat. (See 16.3) 17.4 Allied TAC may operate anywhere within
16.5 Armored units have their combat factors the radius marked on the mapboard, attack
halved (rounded up) when defending in a any hex on or adjacent to the Mediterranean
rough terrain or city hex, or when they are coast, or operate within 8 hexes of any Allied
attacking units which are in a rough terrain or headquarters. TAC range may not be traced
city hex. This would not apply to a fortress through Switzerland, but may be traced
hex unless it is also a city or rough terrain hex. through all-sea hexes (and non-existent hexes
Because an armored unit is halved then inside the dyke counting as if hexes did exist
doubled when defending in a city, it retains its there for this purpose). EXCEPTION: During
basic combat factor in this case. An armored the Allied turn of the first invasion cannot
unit that is halved then doubled could still be operate from an HQ unit.
doubled again when defending in a city, in 17.5 German TAC may operate within
mountains, or against an attack across a river Germany or within 8 hexes of any German
(this is an exception to rule 14.4). If an headquarters. 17.6 The Allied player has
armored unit is attacking defending units in eleven aircraft available each turn - four SAC
two or more hexes of different terrain types, and seven TAC.
one terrain type where it would have its 17.7 The German player has aircraft available
combat factor halved and one where it each month according to the German TAC
wouldn't, its combat factor is halved. column of the Availability Chart. The first
16.6 Any unit may attack an alpine hex, but number is the total number of aircraft available
only a mountain unit could defend in such a for the entire month. The second number is
the maximum number of aircraft that can be
used in one turn during the month. German to allocate aircraft to the Strafing mission, he
aircraft used offensively can only be used for must first cancel all the German aircraft flying
Ground Support Missions. Each month, CAP for this mission (if any) on a one for one
available German aircraft should be taken basis, by allocating an equal number of air
from the German TAC force pool as they are units, and then removing all the cancelled and
placed on the AMC. When used, the aircraft canceling aircraft. The Allied player may then
should be removed to the German TAC force allocate any other remaining aircraft to fly this
pool. Aircraft not available for that month mission. Effect: Every German unit that
should be kept off-board. German TAC moves over three hexes (including rail
cannot be accumulated from month to month. movement) and is at any time in TAC range
17.8 More than one TAC aircraft can take its during the first impulse is subject to strafing.
range from the same headquarters unit. Units attempting to move over three hexes
17.9 Aircraft Mission Procedure. must each roll the die. if the result is greater
17.9.1 The German player places any aircraft than the number of strafing aircraft they move
he chooses to use this turn on the AMC within normally. If the die roll is equal to or less than
the rules of 17.5 and 17.7. These German air the number of strafing aircraft, the unit takes
units are considered to be flying CAP for that one combat loss and ends its movement in the
specific mission. German aircraft that will fly third hex it entered, or the first hex in TAC
the German Ground Support mission are not range over three hexes it entered, whichever
placed at this time. They are placed on the came first.
AMC at the beginning of the German player 17.10.2 Ground Support-TAC only. Each unit
turn, and then on the map during combat. the German player wishes to assign to fly CAP
17.9.2 The Allied player allocates his aircraft for this mission is placed on the AMC. The
units on the AMC from the Allied Air & Naval German player may assign any number of
force pool using every air unit during each available aircraft to fly CAP for this mission
Clear weather turn. The Allied player may each turn. If the Allied player wishes to
allocate aircraft to any mission, which the allocate aircraft to the Ground Support mission
German player has not allocated aircraft to. If he must first cancel all the German aircraft
the Allied player wishes to allocate aircraft to a flying CAP for this mission (if any) on a one for
mission which the German player has one basis, by allocating an equal number of air
allocated CAP to, he must first cancel all the units, and then removing all the cancelled and
German aircraft flaying CAP for this mission canceling aircraft. The Allied player may then
on a one for one basis. The Allied player allocate any other remaining aircraft to fly this
removes his canceling Allied aircraft, removing mission. No more than three Allied aircraft
the cancelled German aircraft at the same can support the same combat. Effect: Each
time. Remaining Allied aircraft may then be aircraft assigned to a combat raises the odds
allocated on the AMC to these missions or any by one column.
other missions to which no German aircraft 17.10.3 Railway Attacks-SAC only or SAC and
were assigned. Allied aircraft may not be TAC together (TAC may not be used by itself).
allocated to any mission where all German Each unit the German player wishes to assign
aircraft flying CAP for this mission have not to fly CAP for this mission is placed on the
been cancelled. AMC. Up to two units may be assigned to fly
17.9.3 German aircraft still on the AMC remain CAP for this mission each turn. If the Allied
on the AMC for the rest of the turn. Allied player wishes to allocate aircraft to the
aircraft on the AMC now perform the missions Railway Attacks mission he must first cancel
to which they are assigned. Unused German all the German aircraft flying CAP for this
aircraft are placed below the AMC. They may mission (if any) on a one for one basis, by
be used at the beginning of the German allocating an equal number of air units, and
player's turn to fly the German Ground then removing all the cancelled and canceling
Support mission. aircraft. The Allied player may then allocate
17.10 Types of Aircraft Missions. any other remaining aircraft to fly this mission.
17.10.1 Strafing-TAC only. Each unit the Effect: Each Allied aircraft unit reduces the
German player wishes to assign to fly CAP for German rail movement capacity by two. If the
this mission is placed on the AMC. Up to Allied player does not cancel all German
three units may be assigned to fly CAP for this aircraft flying CAP for this mission, German
mission each turn. If the Allied player wishes
rail movement is increased by two for each and then removing both the cancelled and
German aircraft flying CAP for this mission. canceling aircraft. The Allied player may then
17.10.4 Bridge Attacks-SAC or TAC. Each allocate any one other remaining aircraft to fly
unit the German player wishes to assign to fly this mission. Effect: If the Allied player does
CAP for this mission is placed on the AMC. not allocate SAC to this mission, the
The German player may assign any number of Americans lose half their replacement factors
available aircraft to fly CAP for this mission for that turn (rounding the remaining factors
each turn. If the Allied player wishes to down). Armored factors are the first factors
allocate aircraft to the Bridge Attacks mission lost. If the Allied player does not cancel a
he must first cancel all the German aircraft German aircraft flying CAP for this mission,
flying CAP for this mission (if any) on a one for the Americans lose all their replacement
one basis, by allocating an equal number of air factors for that turn. When all six U-Boat
units, and then removing all the cancelled and bases have been captured, the German player
canceling aircraft. The Allied player may then can no longer assign aircraft to fly CAP for this
allocate any other remaining aircraft to fly this mission, and SAC no longer has to be
mission. Effect: No rail movement is allowed allocated to this mission and no replacements
across sections of rivers attacked. During the are lost.
first impulse, all non-armored units must stop 17.10.7 VI Site Attack-SAC or TAC. If the
on the first hex across the river; on the second German player wishes to assign a unit to fly
impulse they are not affected. During both CAP for this mission it is placed on the AMC.
impulses, armored units wishing to cross Only one unit may be assigned to fly CAP for
those rivers that were attacked, must stop on this mission each turn. If the Allied player
the hex before crossing the river and roll on wishes to allocate aircraft to the VI Site Attack
the River Crossing Chart. mission he must first cancel the German
17.10.5 Attacking German Replacements-SAC aircraft flying CAP for this mission (if any) on a
only. Each unit the German player wishes to one for one basis, by allocating one air unit,
assign to fly CAP for this mission is placed on and then removing both the cancelled and
the AMC. The German player may assign any canceling aircraft. The Allied player may then
number of available aircraft to fly CAP for this allocate any one other remaining aircraft to fly
mission each turn. If the Allied player wishes this mission. Effect: If the Allied player does
to allocate aircraft to the Attacking German not allocate aircraft to this mission, the British
Replacements mission, he must first cancel all lose half their replacement factors for that turn
the German aircraft flying CAP for this mission (rounding the remaining factor down).
(if any) on a one for one basis, by allocating Armored replacements are the first factors
an equal number of air units, and then lost. If the Allied player does not cancel a
removing all the cancelled and canceling German aircraft flying CAP for this mission,
aircraft. The Allied player may then allocate the British lose all their replacement factors for
any other remaining aircraft to fly this mission. that turn. When all six VI Sites have been
Effect: Each Allied aircraft unit reduces the captured, the German player can no longer
German replacement rate by one, with assign aircraft to fly CAP for this mission, and
armored replacements being the first factors aircraft no longer have to be allocated to this
lost. If the Allied player does not cancel all mission and no replacements are lost.
German aircraft flying CAP for this mission, 17.10.8 Counter-Air Mission-TAC only. The
the German replacement rate is increased by Allied player may assign any number of
one for each German aircraft flying CAP for aircraft to this mission by placing the units on
this mission (this can be an armored the AMC. The German player may assign any
replacement). number of aircraft to this mission (this being
17.10.6 U-Boat Attack-SAC only. If the the German Ground Support mission) at the
German player wishes to assign a unit to fly beginning of his turn. Effect: Each Allied unit
CAP for this mission it is placed on the AMC. flying this mission cancels one German unit
Only one unit may be assigned to fly CAP for flying this mission. Uncancelled German units
this mission each turn. If the Allied player flying this mission may be used for Ground
wishes to allocate aircraft to the U-Boat Attack Support as per rule 17.10.2 during German
mission he must first cancel the German first impulse combat.
aircraft flying CAP for this mission (if any) on a 17.10.9 Carpet Bombing- SAC only. One
one for one basis, by allocating one air unit, attack a month maximum. German aircraft
may not cancel Carpet Bombing Missions. line of supply at the end of the second impulse
Carpet Bombing may not be used during an loses one step.
invasion turn. Carpet Bombing may not be 18.4 Units (both Allied and German) in cities
used in conjunction with the Ground Support and fortresses are always in supply.
Mission. Aircraft on the Carpet Bombing EXCEPTION: Allied units are never
Mission are an exception to rule 6.2. Any SAC automatically in supply in cities in Germany.
aircraft units may be used for this type of 18.5 German units in Germany or Italy are
mission involving units of any nationality. always in supply. German units are in supply
Effect: The Allied player may add two to the anywhere on the mapboard at game's start.
combat die roll in any one attack at odds of 2- Frozen German units are always in supply.
1 or lower on the first impulse. 18.6 German units more than five hexes from
any enemy units are always in supply if they
18. Supply can trace a supply line (of unlimited length) to
a friendly headquarters or a German
18.1 Each Allied unit must be able to trace a
controlled city in Germany.
line of supply no longer than five hexes to an
18.7 In addition to the restrictions and
Allied headquarters unit. The headquarters
requirements of rules 18.1 and 18.2, the Allies
unit may be in an enemy ZOC but the supply
are also limited by the number of units that
line between the unit and the headquarters
can be supplied in Europe according to the
may not pass through enemy ZOC (nor
current level of supply capacity (hereafter
through an enemy city). In turn, each Allied
referred to as SC).
headquarters unit supplying other units must
18.7.1 During an invasion turn, all invading
be able to trace a supply line over controlled
Allied units are considered in supply for the
hexes (of unlimited length) back to a friendly
whole turn. At the end of the Allied player's
port or mulberry. The port or mulberry may be
second impulse on the turn of the first invasion
in enemy ZOC but the supply line between the
the SC is set by adding the total value of
headquarters unit and the port or mulberry
mulberry and any ports captured during the
may not pass through enemy ZOC (nor
first turn and subtracting the total number of
through an enemy city). Each unit that is not
Allied units remaining in Europe. (See 20.16
able to trace such a line of supply at the end of
and 21.4 for exceptions)
the second impulse loses one step.
18.7.2 On all subsequent turns, the SC is
18.2 A port or mulberry can only supply a
adjusted as follows:
number of units equal to its current supply
A) Reduced by one for each unit which lands
capacity. A headquarters unit must be able to
in Europe.
trace a supply line to a specific port or
B) Raised by one for each unit destroyed or
mulberry for each unit it is supplying. The
removed from Europe.
maximum number of units that may trace a
C) Raised by the supply capacity number of a
line of supply to a headquarters unit is equal to
port (may be less than the full supply capacity
the total supply capacity of all ports and
number of the port due to damage) when a
mulberries the headquarters can trace its
port is captured or recaptured. (See 20.16 and
supply line to.
21.4 for exceptions)
18.3 Each German unit must be able to trace
D) Raised by the value of the mulberry placed
a line of supply no longer than five hexes to a
during the second impulse of the second
German headquarters unit. The headquarters
invasion (if there is one).
unit may be in enemy ZOC but the supply line
E) Reduced by the supply capacity number of
between the unit and the headquarters may
a friendly port when a port is captured by the
not pass through enemy ZOC (nor through an
Germans (may be less than the full supply
enemy city). In turn, each German
capacity number of the port due to damage).
headquarters unit supplying other units must
F) Reduced by the value of a mulberry when a
be able to trace a supply line over controlled
mulberry is captured (destroyed) by the
hexes (of unlimited length) back to a friendly
Germans (may be less than the full supply
city in Germany or Italy. The city may be in
capacity value of the mulberry due to
enemy ZOC but the supply line between the
damage), or reduced by half the value of a
headquarters unit and the city may not pass
mulberry (the 9 becomes a 4) when a
through enemy ZOC (nor through an enemy
mulberry is damaged by weather.
city). Each unit that is not able to trace such a
18.7.3 The SC can be checked at any time by 18.7.10 If the Allies recapture a port that was
adding the value of mulberries and all captured by the Germans, the procedure
controlled ports and subtracting the number of outlined in 18.7.8 must be followed again,
Allied units in Europe. The Allied player except that a roll of 3-6 (instead of just 5-6)
should send a text comment to the German reduces the SC of the port by half (rounded
player at the end of his second impulse down) if it was undamaged when captured the
informing him of his current SC value so that first time. If the port has remaining damage
the German player may verify it if he wishes. from the first (or previous) time it was captured
18.7.4 The Allied player may never and is damaged again, the already reduced
intentionally lower the SC below zero. SC is halved. If the port was damaged the
18.7.5 If a port or mulberry is damaged, first (or previous) time it was captured, but is
destroyed, or captured by the Germans or a undamaged the second time, the reduced SC
mulberry is damaged by bad weather, of the port still exists.
dropping the SC below zero, the Allied player 18.7.11 A port is considered captured when a
must remove enough units from Europe (by friendly unit occupies it. It may be used on the
sea movement or airlift) to bring the SC back impulse it is taken. EXCEPTIONS: (See 20.16
to zero or higher on the next turn or lose one and 21.4) An unoccupied Allied port or
step per unit over the SC each turn (Allied mulberry in enemy ZOC cannot be used for
player's choice as to which units are reduced). sea movement. In addition, when this
18.7.6 If the SC is at zero at the beginning of situation arises, the SC is immediately
the Allied player's turn, he cannot land any reduced by the current supply capacity
units in Europe unless he removes other units number of the port or mulberry. However, the
at the same time (in the same impulse) in a Germans have not captured the port or
sort of exchange method. If units are mulberry until a German unit occupies it.
eliminated in the first impulse or ports are Should the Allies reoccupy the port or
captured, raising the -SC above zero, other mulberry before the Germans capture it, they
units could land in the second impulse. Raids, immediately regain the lost SC. Damaged
but not paradrops, are exempt from this ports or mulberries cannot be repaired unless
restriction. occupied by an Allied infantry unit.
18.7.7 If the SC is below zero at the beginning 18.7.12 Adjustments to the SC are made
of the Allied player's turn, he cannot land units immediately. For instance, if an Allied unit is
in Europe that turn, even if he removes units, destroyed in the first impulse raising the SC to
has units eliminated, or captures ports to bring 1, another Allied unit could land in the second
the SC back above zero. Raids, but not impulse to replace the lost unit. Similarly, as
paradrops, are exempt from this restriction. If soon as a port is captured, this increased SC
the SC is zero or less at the beginning of a can be used to bring units into Europe that
turn, the second invasion may not be made impulse. EXCEPTIONS: See 20.16 and 21.4)
during that turn. 18.7.13 Beginning the turn after the second
18.7.8 Each time an Allied player captures a invasion, Allied units can land in Europe only if
port he must roll the die to see if the port has they are in supply the instant they land at the
been damaged by the Germans before port or mulberry.
capture. A roll of 5-6 reduces the SC of the 18.8 Inland ports can only be used for supply
port by half (rounded down). This damage' purposes if passage inland to such a hex is
can be repaired at the rate of one point per not blocked by an enemy ZOC. Amsterdam
turn beginning the turn after capture if the port can be used for supply if it is Allied controlled
is occupied by an Allied Infantry unit. These and hexes HHI, HH2, JJI, JJ2, and 112 are
repaired SC points should be added into the free of German units. Example: Bremen could
SC each turn at the end of the Allied player's not be used for supply purposes if any of the
second impulse. Use a damage marker to following hexes were German occupied: PP2,
show the amount of remaining damage at a PP3, QQ2, QQ3, and of course QQ4.
port. Note: a port with a supply capacity of I 18.9 Aircraft Missions, terrain, and weather do
that is damaged becomes a 0, but may be not affect supply lines.
repaired at the end of the next turn.
18.7.9 Units may use sea movement into and
out of a damaged port (even one with an SC
of 0).
19. Naval Units to any port on the Mediterranean coast, or
within three hexes of any invariable hex on the
19.1 Each Allied naval unit in the Allied Air &
Mediterranean coast. Airborne units in
Naval force pool may be placed in any all-sea
England can drop within TAC range of any HQ
hex before first impulse combat during the first
that is tracing its supply to any port other than
invasion.
ports on the Mediterranean coast, anywhere
19.2 Naval units have no stacking restrictions.
within the TAC radius, or within three hexes of
19.3 Each naval unit may be moved to any
any invariable hex other than invariable hexes
other all-sea hex each turn before first impulse
on the Mediterranean coast. Note: During the
combat.
Allied turn of the first invasion, airborne units
19.4 The number on each naval unit can be
can only drop within TAC radius or within three
added to any attack in range. Each unit can
hexes of any invariable hex, within the above
only support one attack per turn (on either
geographical limitations.
impulse) but more than one unit can be added
20.3 German paratroopers that are to drop
into the same attack. Naval units may not be
must start the turn in a city in Germany. Their
used during the German player's turn.
range is the same as TAC range.
19.5 Naval units never take losses, even
20.4 The Allies can drop airborne units five
voluntarily. They may not attack alone or be
times during the game. Up to three units may
attacked in any manner.
be dropped at one time, with individual units
19.6 Naval units have a range of two hexes.
dropping no more than three hexes apart
The range includes the target hex but not the
(maximum spread of seven hexes). Two or
hex the naval unit is in. When naval units are
three units may drop in the same hex (all
being used in an attack where defending units
would still have to roll on the Airdrop Table
occupy more than one hex, all such hexes
though). Even if less than three units drop,
must be within the range of the naval units.
this would count as one paradrop towards the
Example: A naval unit in T4 could attack any
Allied maximum of five drops per game. The
of the following hexes: R5, S6, T5, T6, U6, V5,
Allied player may not make more than one
and V4.
paradrop per turn.
19.7 Naval units may not be placed north of
20.5 The Germans can drop paratroopers
hex GG1, where all-sea hexes do not exist.
twice per game, but only one unit each time.
However, naval units may be placed next to
The German player may not make more than
any invariable hex, even where hexes do not
one paradrop per turn.
exist to enable this: players should envision an
20.6 During the player's turn they are dropped,
imaginary row of hexes in such situations.
units have no ZOC except the hex they
Example: A naval unit could be placed in an
occupy, and are automatically in supply.
imaginary off board hex adjacent to hexes A2
Dropped units must conform to stacking
and A3.
restrictions at all times except when they land
19.8 Naval units are removed from the game
on enemy units, in which case both players
at the beginning of the third turn after the
may have a legal stack of units in the hex.
second invasion or the September I turn,
20.7 Units must be dropped during the first
whichever comes first.
impulse and cannot move that impulse except
19.9 Naval units may not be moved or used in
as a result of combat. They can move on the
combat on turns with Storm weather.
second impulse. They must attack all
19.10 Combat support by naval units is an
adjacent units whose ZOC they are in, in both
exception to rule 6.2. Any naval unit may
impulses. They can combine to attack with
support a combat involving units of any
invading units. EXCEPTION: See 20.8.
nationality.
20.8 Units can even drop on top of enemy
units, but must fight those enemy units. In this
20. Airdrops case, however, they do not, and cannot, fight
20.1 Paratroopers and airborne units can only any units in adjacent hexes. If enemy units in
drop on clear weather turns. the drop hex are not eliminated or retreated,
20.2 Allied airborne that are to drop must start the dropped units are eliminated instead; they
the turn in England or Africa. The range of may not retreat. They can combine to attack
Allied airborne units is the same as TAC with invading units. In cases where units do
range. Airborne units in Africa can drop within land on enemy units, this combat must be
TAC range of any HQ that is tracing its supply resolved before any other combat is resolved.
Units do not control the hex they land in until capacity. If destroyed or withdrawn from
all defender's have been removed from the Europe, the SC is affected only if the
hex. paratrooper entered the game as a normal
20.9 Airdrops are done before all other unit; if it was airdropped the SC is unaffected.
movement. All units must roll on the Airdrop Players should keep track of such units.
Table after they land, after all units have 20.16 If airborne units capture a port, other
landed. Allied units landing in Germany use units may land there on the next turn. This is
the Other Terrain in Enemy ZOC column of an exception to rules 18.7.11 and 18.7.12. The
the Airdrop Table, regardless of the actual Allied player cannot use such a port's SC till
terrain in the drop hex. A German unit landing the turn after its capture.
in an unoccupied fortress adjacent to an Allied
unit is considered to be landing in enemy 21. Commandos and Rangers
ZOC, even though if the unit survives it does
21.1 Commandos and rangers are never out
not have to attack any Allied units because of
of supply and never count against the Allied
the fortress rules.
SC; if a commando or ranger is destroyed or
20. 10 The Allied player can airlift one airborne
withdrawn from Europe, the SC is unaffected.
unit (or glider unit) per turn during Clear
21.2 These units can raid any invariable hex
weather from any controlled city (including
including inland ports (within the rules of 12.5)
England and Africa) to any other controlled
on any turn, either impulse, as a group or
city on the mapboard. A unit may not be
singly. However, only two such raids are
airlifted to or from a city in enemy ZOC. An
allowed per game. If in a group, all units must
airlift can be performed in either impulse, but
land in the same or adjacent hexes. Raids do
the unit must start the turn in a controlled city
not count against sea movement or invasion
and may not move that turn. If brought into
capacities. Commandos and rangers cannot
Europe by airlift, a unit does count against the
move on the impulse they land.
SC capacity.
21.3 Commandos and rangers can attack
20.11 The German player can airlift two
together. This is an exception to rule 6.2 and
paratrooper units per game using the same
even applies when commandos and rangers
procedure as in 20.10, but only one unit on
are attacking in conjunction with other type
any one turn. A unit may not be airlifted to or
units.
from a city in an enemy ZOC (or a fortress
21.4 If these units capture a port, other units
with enemy units adjacent to it).
may land there on the next turn. This is an
20.12 Airborne units do trigger the release of
exception to rules 18.7.11 and 18.7.12. The
German units frozen in a Military District as
Allied player cannot use such a port's SC till
per rule 9.
the turn after its capture.
20.13 Glider units function as airborne units in
21.5 Commandos and rangers by themselves
all respects. The British 52nd glider unit is
do trigger the release of German units frozen
also a mountain unit.
in a Military District as per rule 9.
20.14 Paratrooper and airborne units can
21.6 Commandos and rangers have no ZOC
function as normal infantry units. Units
except the hex they occupy, even when acting
landing adjacent to invading units during an
as infantry units during an invasion turn. They
invasion must be specified as either invading
stack free. German units never have to attack
units or airdropped units. If they are
Commandos and rangers because they have
airdropped units, this would count as one of
no ZOC.
the five Allied airdrops. Airborne units may not
21.7 Commandos and rangers can function as
be airdropped onto hexes that contain other
normal infantry units. Commandos and
invading units during an invasion turn.
rangers landing adjacent to (or in the same
Airborne units stacked with invading units
hex as) invading units during an invasion must
during the first impulse of an invasion turn are
be specified as invading units or raiding units.
considered to be functioning as normal
If they are invading, they count against the
infantry units; and must conform to the two
invasion capacity, but do not count against the
high stacking limit during invasions turns.
two raid per game limit. If invading, they must
20.15 Airborne units do not count against
conform to the stacking restrictions during the
invasion capacity limits provided they are
invasion turn, but stack free beginning the turn
airdropped. If landed as normal units, they
count against the SC as well as the invasion
after. If raiding, they are an exception to rule 24. Partisans
12.7.
24.1 The Allied player rolls one die at the
21.8 Movement during raids is limited by the
beginning of each turn. On a roll of 5-6, he
rules of sea movement dealing with units that
has one French partisan counter available
begin the turn in England or Africa. A unit in
(stored in the Allied Air & Naval force pool),
Africa could only land on the Mediterranean
which can be used to cut railways and inhibit
coast, for example.
German movement and supply.
21.9 Commandos and rangers must attack all
24.2 The partisan unit must be placed in a
adjacent enemy units whose ZOC they are in,
non-city rail hex not in Germany or Italy, not in
even on the turn they land. Raiding units can
an enemy ZOC, and not within five hexes of
combine to attack with invading units.
an SS unit. The unit may be placed during the
Commandos and rangers cannot land in
Allied second impulse on each turn it is
enemy occupied hexes. EXCEPTION: See
available.
21. 11.
24.3 Partisans have no ZOC except the hex
21.10 Raids may not be made during Storm
they occupy. Units traveling by rail may not
turns.
enter a partisan hex and supply may not be
21.11 If raiding units landing during the first
traced through such a hex. Units must stop
invasion land on hidden German units, they
upon entering this hex and cannot retreat
must fight those units. In this case, however,
through it.
they do not, and cannot, fight any units in
24.4 Partisans cannot be permanently
adjacent hexes. If enemy units in the raided
eliminated. At the end of the movement
hex are not eliminated or retreated, the raiding
portion of each German second impulse, the
units are eliminated instead; they may not
partisan is removed from the mapboard.
retreat.
25. Volkssturm
22. Coastal Defense Units
25.1 Volkssturm units (stored in the
22.1 Coastal defense units start the game with
Volkssturm force pool) automatically (and
a movement factor of zero and must be setup
immediately) appear in any city (one per city)
in invariable beach hexes. Coastal defense
in Germany when any Allied unit appears
units may not be setup in inland ports.
within three hexes of such cities. They can
22.2 If the German player moves such units,
appear only once per city and there can never
he flips them so they become normal infantry
be more than eight in the game at one time.
units. Once flipped, they can never be
25.2 If paratroopers drop on a German city, a
returned to their coastal defense side (even by
Volkssturm unit will appear and the
taking replacements). The infantry side can
paratroopers must attack the Volkssturm unit
be replaced if destroyed. A unit that is flipped
in that impulse.
may be moved on the same impulse (even by
25.3 A Volkssturm unit will appear even if this
rail).
would overstack the hex but the hex must
22.3 If a coastal defense unit is forced to
conform to stacking restrictions by the end of
retreat, it flips to its infantry side automatically.
the next German impulse.
However, if a coastal defense unit takes a
25.4 A Volkssturm unit may not be withheld
combat loss, it is eliminated (coastal defense
when an Allied unit moves within three hexes
units do not have step reduction and cannot
of a German city; the unit must appear if one
be flipped to their infantry sides to satisfy a
is available. If a Volkssturm unit is not
step loss).
available when Allied units move within three
hexes of a city (where a Volkssturm unit has
23. Training Divisions not appeared), it may appear later when one is
German training divisions become regular available unless the city is Allied controlled at
divisions when flipped as specified in the Turn this time.
Events Chart, if they have not previously taken
a step loss. Training divisions that take a step 26. Reinforcements
loss are eliminated and cannot be replaced or
26.1 Both players check the Turn Events
flipped. Example: On the September I turn (6),
Chart to determine whether they receive
the German 159 training division is flipped to
become the 159 infantry division.
reinforcements or have to remove units that 26.10 If units to be removed are in the Panzer
turn. Reserve and it is still in the Panzer Reserve
26.2 Reinforcements are stored in force pools force pool, they are removed anyway.
designated by the player and turn (e.g., Allied
July II) and may be taken at any time during 27. Replacements
first impulse movement.
27.1 Both players receive replacements
26.3 Allied reinforcements may use sea
according to the Availability Chart, in their first
movement (within weather restrictions) and
impulse. The first number is the total number
German reinforcements may use rail
of replacements available each turn of that
movement on their turn of arrival. Otherwise,
month. The second number is the number of
Allied reinforcements are transferred to either
the total number of replacements that may be
the England or Africa force pool and German
armored replacements. Armored
reinforcements are placed in any German
replacements can be used for any armored
controlled city in Germany not in enemy ZOC.
units within the limitations of rule 27.10.
The initial placement hex does not count
27.2 Neither player receives any replacements
against the movement allowance of the
on the first turn of the game.
entering unit and the unit may move its full
27.3 Replacements may be accumulated.
movement allowance.
27.4 Replacements for both sides can be
26.4 Units designated as part of the German
reduced by Air Missions. When replacements
Invasion Reaction Force enter the game on
are lost, armored replacements are the first
the first turn.
ones lost. Accumulated replacements cannot
26.5 The three French units stored in the Paris
be lost.
Garrison force pool enter the game the turn
27.5 Armored replacements can be used as
after Paris is occupied by Allied units, but
infantry replacements, but using infantry
never before the August I turn. They appear
replacements as armored replacements is not
in Paris. They do count against the Allied SC.
allowed. A player can never have more
26.6 The entry of reinforcements onto the
replacements that can be armor replacements
board may be delayed (the units are held off-
than can be infantry replacements.
board) for as long as the owning player
Example: A player has five replacements, all
wishes. Allied units must be transferred to
of which can be armor-5(5). If he takes one
either the England or Africa force pools on
infantry replacement, his remaining
their turn of arrival.
replacements are 4(4). If he takes five infantry
26.7 When the Turn Events Chart calls for
replacements, his remaining replacements are
units to be removed, these units are removed
0(0).
from the map and are out of the game. If it is
27.6 Replacements do not count against rail or
out of supply, a substitute unit must be
sea movement capacities. Weather does not
removed. Removed units may not be
affect the ability of either player to receive or
replaced.
use replacements.
26.8 If a unit that is to be removed is at
27.7 Units that take replacements may not be
reduced strength, it is removed as such. If a
in an enemy ZOC (or a fortress with an enemy
unit to be removed has been eliminated, a
unit adjacent to it), out of supply, or move that
substitute unit of the same type and combat
turn. Players may use a ‘Can't Move’ counter
value is removed instead. If no exact
to delineate a unit that has received
substitute unit is available, then a unit of the
replacements that turn.
same type but different combat value is
27.8 An eliminated unit may be replaced at the
removed instead, and failing this, a unit of a
additional cost of one replacement factor. If
different type with the closest (and highest)
the unit is a two step unit, it would take three
combat value. If a unit to be removed is out of
replacement factors. A one step unit would
supply, it remains in its predicament and a
take two replacement factors, as would
substitute is removed according to the above
building a two step unit up to only reduced
procedure. The units switch places in all
strength. Eliminated units should be removed
respects and funcitons.
to the player’s Replacements force pool and
26.9 Destroyed units can be replaced as per
those that are replaced enter the game like
rule 27.8.
normal reinforcements (Allied units may be
transferred to either the England or Africa
force pools), except they may not move once 27.13 The German player has eight
placed on the map till the next turn. headquarters troops units. By using a
Eliminated units may be resurrected in one replacement factor of the appropriate type
turn; they do not have to wait and take just (either infantry for an infantry unit or armor for
one replacement factor per turn. an armored unit) and one of these units, he
27.9 Allied paratroopers, commandos, and can replace an eliminated unit at full strength.
rangers may only be replaced when their Remove the HQ troop unit and place the new
special replacement factors are available. unit on the board where the HQ troop unit was
Special replacements cannot be used for other (the unit may not move that turn). Any unit
units. German paratrooper units can be may be replaced in this manner as long as the
replaced as part of normal infantry HQ troop unit is not in enemy ZOC, out of
replacements. supply, and does not move that turn. If the
27.10 Flak, security, artillery, glider, and 136th GR HQ Troop, which is frozen in the
coastal defense units (the infantry sides of 15th district, is used to replace an eliminated
coastal defense can be replaced), unit, the replaced unit is frozen.
headquarters, headquarters troops, 27.14 French units and Allied Minor units may
Volkssturm units, training divisions (the regular never be replaced.
sides may be replaced), and assault guns may
never be replaced. 28. Panzer Reserve
27.11 The British 79th armor division, if built
28.1 At the beginning of the German first
up to full strength, can then break down into
impulse on the November I turn (before
the three separate units in the BR 79th Armor
anything else), the German player must
Subs force pool. None of these units may be
remove the seven panzer divisions shown on
replaced, although they may recombine again
the Turn Events Chart. They are simply
if they are in the same hex at the beginning of
removed from the map and placed in the
a turn, in supply, and not in enemy ZOC. For
Panzer Reserve force pool. They can be
that reason, it should be stored in the same
removed if in enemy ZOC but not if out of
force pool when removed. The reconstructed
supply. Substitutes can be removed if a unit
79th may not move on the turn of
has been eliminated or is out of supply. A
reconstruction. If when broken down, one of
substitute unit must be an armored unit with
the substitute units is eliminated, the 79th can
the closest (and highest) combat value; it may
never be reconstructed. The 79th can only
not be a non-armored unit. if an armored unit
break down if there is enough excess SC to
is not available, no substitute is removed.
accommodate all the substitute units; when
28.2 While off-board, these units may receive
broken down, each substitute unit is counted
replacements as normal.
as one unit against the SC.
28.3 On the first impulse of the December I
27.12 The Americans can build each of the six
turn, the German player may either: A) Bring
US Infantry Div 8-4 units in the Overstrength
all units in the Panzer Reserve up to full
Units force pool by adding a replacement
strength and add all eliminated armor divisions
factor to any US Infantry Div 6-4 unit. It can
(not all armored units) and any SS armored
then take two step losses and still not be
units of any size to the Reserve at full
destroyed. Exchange the 8-4 counter with the
strength, and then forfeit his armored
6-4 counter on the map or in a force pool.
replacements for the rest of the game.
Note: Up to three overstrength infantry
Example: A replacement rate of 4(2) would
divisions can be built before the first invasion
become 4(0).
is made. The Allied player must reduce one
OR
other American infantry division for each
B) Continue to replace units in the normal
overstrength division he creates; these
manner, keeping his Reserve units as they
divisions may be built back up with
are.
replacements (or may be used at reduced
28.4 Regardless of which option he chooses,
strength, even on the invasion turn). Once an
the German player may bring all units of the
overstrength division takes a step loss, it can
Panzer Reserve back into the game during
never be created again. The previously
any turn (either impulse) in December,
exchanged 6-4 counter is substituted for 8-4
January, or February. They may be placed in
counter which is permanently removed from
any German controlled city or cities in
the game.
Germany as long as they are not out of supply base or site is destroyed. It cannot then be
or in an enemy ZOC, or any east edge map resurrected. Airdropped units that land in an
hex more than two hexes from any Allied unit. enemy occupied hex must eliminate or retreat
They can move normally once placed. They all enemy units to control, destroy, or capture
may exceed the stacking limits when placed that hex (and at least one such unit must
but must conform at the end of movement for survive). Control of hexes is determined in the
that impulse. They may not be placed in an same manner as control of cities.
Allied controlled city.

29. Mulberries
29.1 The Allied player has two Mulberry
counters in the Allied Air & Naval force pool,
one with a value of 12 and one with a value of
9.
29.2 One must be placed on the board at the
end of the second impulse of each invasion. If
there is only one invasion, only one is used.
29.3 A mulberry can be placed in an enemy
ZOC, but not in an enemy occupied hex.
29.4 If the German moves into or through a
mulberry hex, the mulberry is destroyed and
may not be replaced. The Allied SC is
automatically and immediately reduced by the
value of the mulberry.
29.5 On any Storm turn, mulberries in Europe
may be damaged. Roll one die before the
Allied first impulse movement for each
mulberry in Europe. A roll of 5-6 reduces the
mulberry's value by half (round down). This
damage may be repaired in the same manner
as ports that are damaged if the mulberry is
occupied by an Infantry unit.
29.6 A mulberry does not have an attack or
defense factor.

30. Victory Conditions


30.1 The Allied player, to win, must control
Paris and Bruxelles, plus either four of the five
major cities (cities with red stars) in Germany
or 15 cities in Germany (Genova and Torino
can be included in this total). The game ends
immediately as soon as one of these
conditions is met; no further play takes place.
The German player wins by avoiding the Allied
victory conditions till game's end and holding
three major cities in Germany. Any other
result is a draw. The last turn of the game is
March 1.
30.2 The Allies control a city if an Allied unit
was the last to occupy or pass through that
city. If the city is in an enemy ZOC, the city is
controlled only if an Allied unit occupies the
city. Capture of the U-Boat bases and VI sites
is similar to destroying fortresses. Once an
Allied unit has moved into such a hex, the

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