Rules questions

1. Rule section 16: The combat ratios printed on the Combat Results Table stop at 7:1. If the current combat ratio is, say, 8:1, is the attacker entitled to a one column shift toward right, or may that be accomplished only by specific column shift modifiers (i.e. Mechanized Units opposing Low AT units, etc.)? I play that you continue to shift to the edge of the CRT even if this goes past the 7-1 odds where the table stops.

2. Rule 9.4: which is the difference, if any, between being Unsupplied and Isolated? I play that there is none.

3. Rule 9.5: Can special (emergency) Supply be delivered both by air and naval Missions? The rules refer to ‘STP’ first, then to ‘SAP’, then ‘Air or Sea Landing Missions. Case 9.15 only hints to ‘SAP’. Is the reference to Rule 19.37 in case 9.52 mistaken? I think it should read ’19.36’. Please explain me how the whole thing works. The way I understand it is a unit can be supplied by sea using a STP if it occupies a port as per case 9.51. I don’t consider this an emergency because a supply line can use a STP as part of the supply line(as long as the units occupy a port). A SAP can be used to supply one unit that is isolated. The unit then becomes supported for the rest of the game turn. If there are more than one unit in the hex, then one SAP has to be used for each unit. I believe the reference in 9.52 should be to 18.77 which explains how to do a Air Transport Check which includes Support Missions. 

4. Do Soviet Combat units exert ZOC out of Soviet territory on the first turn (June 1941) of the Campaign Game? I play that they do not.

5. Rules 5.33-5.39: If Transfers can involve only ‘Active’ units, how can SP be delivered to and from Static units (such as Entrenchment, and so on)? Must they be removed and placed again in order to change their strenght? See case 21.13 and 21.22. Also I believe 21.3 should be for Entrenchments and 21.41 should be for Festungs. Since the Festungs cannot hold any SP’s I just switched them and that seemed to work. I treat Entrenchments the same as Fortified Zones as far as transfers go. 

6. Should Political Centres be considered Urban Centres (especially in concern with Replacements)? I play that they are considered Urban enters especially when dealing with replacements.

7. Partisan Activation. Rule 5.24 states that Partisans must be activated by an Active HQ spending OP; Rule 5.27 states they are activated expending CPs. Which Rule takes precedence? I play that both work. If you want to activate them with CP’s go ahead, if you want to activate them with a HQ go ahead. 5.27 allows you to activate partisans in the german rear and 5.24 allows you to activate them as part of a attack with other units.

8. Rule 18.6: Are Air Points being used for Strategic Bombing to be multiplied for Weather as well as per Terrain? What does ‘TAP’ mean in Case 18.62? From what I can tell air points are only affected by range and weather. The TAP in 18.62 is refering to fighters defending certain hexes on the map.

9. Rule 15.72: The rule hints at ‘diversionary attacks’, intended to ‘pin down enemy units that would interfere with other attacks’. As combat is compleately voluntary, I can’t understand the meaning of this. That one is a mystery to me and I disregard the whole rule.

10. Is there no rule concerning ‘control’ of the various railways? Can Germans breaking through Russian lines expend their remaining Operation Points in order to take control of the railways toward Moscow and Leningrad on the first turn of play? See 13.46 and Rules Summary Sheet Game Turn 12E. I play the rule literally so there is no conversion of rail lines until Game Turn 12.

11. If Partisans are considered as having ‘0’ CS, how is it possible to compute a Combat Ratio whenever they’re attacked? How can their Combat Strenght be ‘added to the defense of the hex’ (Case 20.42)? See 5.31. The unit itself is considered one SP.

12. Rule 17.9 (Combat Results Summary): Rules in Step 5 often read ‘if any defending units retreated...’. Does this imply that, if all defending units are destroyed, no further advance’d be permitted? That should be absurd. The way I play is if all defending units died the attacking units advance into the hex and stop. Then they do the maneuver result called for in the combat. Since there is no defending units left the only part of the maneuver result that applies is the additional advance result or for the attacker to deactivate his units. 

13. Rule 17.38: if the number of advancing units is not sufficient to ‘cover’ all hexes of advance allowed by the retreat process of the defending ones, should the ‘column’ of advancing units start from the combat hex, or should they be deployed ‘backwards’, starting from the farthest hex made available from enemy retreat? The way I play is a unit has to advance into each hex but a unit does not have to stop in each hex. If a 3 hex advance was called for you could advance a unit into each hex and have a column of units or you could advance all three units into the farthest hex (within stacking limits). 

14. Rule 13.4: Does Rail Movement cost Command Points? That seems to be implied from the following passage in the ‘Procedure’ Section of the Supply rules (Section 9.0): ‘Units can trace a Supply Line at the Rail Movement Rates on the Operation Table (AT NO CP COST) as they were moving by rail’. I believe section 9.0 should read “at no OA cost”. Remember you are tracing a supply line, not actually moving.

15. Rule 18.77: I can’t see how Land Combat units in the hexes of departure/arrival of an Air transport Mission can affect the mission’s outcome. The mission itself can’t be flown if any enemy units other than Partisans are in the debarkment hex (excepting Air Parachute landings); it follows that Support Air Operations toward friendly towns being besieged are automatically successful. I think something is amiss. From what I understand the only time this is a problem is when there is an Engagement Result on the CRT. With an Engagement Result the attacking units can advance into the defenders hex even if there are defending units left in the hex. Then the defending units could try to supply their units with a SAP using 18.77. This could also apply if there is an Engagement result in a port hex and you are trying to support the defending units in the port hex with a STP. 
	Also I play that both sides decide what hexes they are going to patrol, if any, before either side declares any air missions. This happens before step 6 in the Command Phase. This allows interdiction to be a little more powerful. Also you don’t know if the replacement center you are going to bomb has any air units covering it until you get to the hex. 

	I hope this helps you out with your game. I’ve only played the game 4 times so I am no expert but I like how it works. I tried to make the answers clear and concise. Good gaming. 

DANIEL STUEBER" <thestuebers5@removethis.msn.com)