From: William Sariego Subject: ETO (Long) WORLD WAR II: ETO William Sariego President, Strategy Gaming Society 1. PARTISANS Allow the following allied Partisan builds; one in Italy and two in England. The Italian partisan may be built anytime after the establishment of the Republic of Salo. The English partisans can be built after the fall of London. The Axis player can build one partisan in Germany once a Germany city (excluding East Prussia) falls to the Allies. One partisan is also available in Spain. Allow the Axis player to build partisans in an eligible country invaded by the Allies. 2. NAVAL OPTIONS Allow the following powers to attack an enemy port with an SS unit regardless of the presence of enemy BB or CA units: Britain, Germany, and Italy. Germany can only make one such successful attack per game. Britain and Italy can only make one successful attack per port. Once a port is successfully (success being hitting a named capital ship) attacked, that port is immune for the game. If the Allies seize the Italian SS unit as per 40.2. and the unit is still allegeable for a port attack, then they can use it for such. The Italian player has an U-Boat (not an SS) added to her force pool. This unit is freely received two seasonal turns following the fall of France (by Vichy or conquest). Place in Bordeaux, which is also its home port for repair purposes. It costs 5 ep's to repair and can only be placed in the East Coast or South Atlantic, and does not count against German limits. In 1944 the British player must transfer one BB unit of his choice to the Soviet player upon demand. The British player simply moves it from a home port to Archangel or Murmansk in the next naval phase. The BB can also be relocated to a Black Sea port if Turkey is an Allied nation (or conquest). Beginning in 1942, countries may decommission and mothball named capital ships. Simply remove the counter from the map and place in the force pool. A country can decommission one ship per seasonal turn. One-half the ep's needed to build the unit are immediately added to the ep track. Once per game, after the Axis are at war with the Soviet Union, the German can rail one tactical sub to the Black Sea. Any coastal hex in Rumania can be treated as a limited port for this unit only. If lost, it cannot return to the Black Sea. If a CV class unit is attacked by air while in port, it cannot scramble its air component for cap. The naval air unit, however, can be based in the port at the players option. As a clarification, a naval air unit cannot function in strategic warfare in any capacity. The Germans can move a tactical sub into the Med. Only one sub can be in the Med at any given time. Any Allied DD/DE's in Gibraltar can attempt interception. 3. NEW WARSHIPS The following ships either were left out of ETO (or PTO) or could have been completed in time to see action. The games play well enough without them, but for those who want more... Country Ship Class Value When Deployed France Paris, Ocean, Courbet BB 2-9-22 At start " Bearn CVL x-9-30 At Start Germany Schlessien BB 2-9-21 At start " Friedrich der Grosse BB 5-14-40 1942 FP Italy Aquila CV x-10-40 FP Fall'42 " Bari, San Giorgio, Taranto CA 1-8-23 At start " Eritrea+ COL 0-8-35 At start Japan Italo-German* SS 3-8-20 May, 1943 U.K. Vanguard BB 4-13-39 FP 1944 " Eagle, Argus, Hermes* CVL x-9-30 At start " Cumberland, Devonshire CA 2-10-40 At start " Gladiator Ftr 4-4/1 At start U.S.A. Alabama* BB 5-13-39 FP Fall'42 U.S.S.R. Ukrania BB 4-12-32 1941 FP The Bearn's air unit is 1-3/1, The Aquila's is 2-4/1, and the British CVL's is 1-4/1. The Axis SS unit in PTO represents the 36 German and 5 Italian subs witch operated at one time or another in Asian waters. If the European War is over it is retained by Japan but cannot be rebuilt at that point, and has a gunnery value of only two. * means PTO unit. +The Eritrea is a one step unit, representing the small Italian colonial squadron. 4. FREE FRENCH The Free French influence should not have been overlooked for its impact on eventual Allied victory. After the fall of France (without regard to Vichy's formation) add two 5-3 infantry units to the United Kingdom force pool. These units are placed in England free of charge, one per seasonal turn. In 1943 add a 6-5 armor unit to the American force pool, which must be purchased at once (place in England). At this time the Free French forces come under U.S. control. In Spring, 1944, add the De Gaulle counter to the Free French forces. These forces are treated as British (or American) units for all practical purposes, although if France had been played by a single player before the conquest, he may direct their operations. The French fleet is rolled for as per the 40.2. If France is holding out in its colonies as per rule 40.8., then those forces are treated as Free French but are not replaceable. For example; France evacuates three infantry, an armored unit and a fighter to North Africa in 1941. If destroyed, only two of the infantry are returned to the British force pool. While initial deployment is free, if destroyed, these units must be rebuilt at normal cost. Due to political reasons, one Free French unit must be in play at all times. 5. VICHY FRANCE Upon declaration of Vichy, the following forces come into play. Deploy a depleted 5-3 infantry unit in the following cities; Casablanca, Algiers, Tunis, Beirut. A full strength unit is placed in Dakar. Deploy three full strength infantry units and the one-step fighter in mainland Vichy France. The German decides the exact placement. Roll for the fleet, the ships that do not join the Axis or Allies are not scuttled, but are placed in any Vichy port, by the Italian player. Normal rules for Vichy apply. Mainland Vichy cannot be invaded by the Axis. If mainland Vichy is invaded by the Allies, Vichy France becomes a minor power controlled by Germany (except the fleet is controlled by Italy). Germany will also get a bonus one point modifier for activating Spain and Turkey during the next seasonal turn. Vichy can be deactivated if two of her colonies fall. This occurs when every city in the colony is occupied. Vichy units in the colony will defend normally but cannot move or receive replacements (unless the alliance with Germany is triggered). If the colony falls the garrison is eliminated. The Allied die-roll to activate Lebanon-Syria will count as one colony conquered if the roll is successful. If Lebanon-Syria deactivates due to the die (i.e. 'Political pressure' the unit becomes Free French). If Vichy deactivates, mainland France and Corsica become Axis controlled and the rest of the colonies are neutral to all. Eliminate all Vichy units if deactivated and roll for the fleet once more. 6. THE REPUBLIC OF SALO The Republic of Salo would field over 200,000 men which played a role in the German defense of Italy late in the war. Upon the seasonal turn following the surrender of Italy, deploy the following Fascist-Italian units in order; one per seasonal turn: 4-4/1 fighter, 1-3 Parachute, two 4-3 infantry. These units are placed in Italy north of hex row 23xx. During force pool additions for 1945 add one 4-5 armored unit, which arrives in Spring at reduced strength.. If the parachute unit is eliminated while out of supply it cannot be replaced. These are treated as German units unless a separate Italian player was involved previously, as above. These units can never leave Italy or its former possessions. The Italian fleet is handled as in 40.2, except that if Italy surrenders, Germany is considered the "conqueror." If Italy is conquered normally, only those units holding out in colonies stay loyal to Mussolini and the above are not received, and no movement restrictions apply. Like the Free French, there must always be one Fascist-Italian unit maintained in play. 7. BADOGLIO GOVERNMENT This rule only takes effect if Italy surrenders by her special conditions before 1944, and not conquered normally. The 1944 force pool additions are added to the American force pool at that time. These units are not free, and may be built at the American's leisure. They cannot operate outside Italy proper. If eliminated, they cannot be rebuilt. 8. ERRATA & MISCELLANEOUS Delete the following ships from the scenarios in question: Blucher (7,8,14,15), Barnham, Marat, Pola, Zara, Fiume, Queen Elizabeth, Valiant (15), U.S. SS (11), Courageous (6). Add the island of Rhodes and a minor port of the same name to hex E4926. This island is Axis controlled in all scenarios. Due to the limited port facilities on both Rhodes and Malta, only five naval units may be stationed in each, no more than three can be squadron units. Add French West Africa as an off map holding box. This is a resource hex (give France two more ep's) and minor port (Dakar). The box can be entered from Morocco in the same manner as Italian East Africa is from Egypt, however no land based air can reach. The resource will have to be conquered or simply occupied if Vichy deactivates. When an Axis minor ally is conquered roll one die. A 5-6 indicates the liberating nation can deploy two of the former allies units as his own on any friendly hex in the country during the end phase of the current turn. A 1-4 means he can only deploy one such unit. They cannot be rebuilt if eliminated but can move outside the home country. Rule 40.8 needs to be clarified regarding France and Italy. If these nations are conquered only those ground and air units physically in the colonies (or islands) fight on. Any units in the home country or other allied territory disband. If Vichy is declared, only the Free French units mentioned above are received. If Italy is lost to her special surrender provision, she does not hold out at all. Hungarian and Rumanian units cannot stack together. They can be activated by the same HQ, but cannot attack the same hex. Regarding Greek units on Crete; the prohibition against more than one unit in Crete holds true the entire game, not just during opening set up. Allow for the destruction of installations by the controlling player during the movement step. If an infantry unit begins the phase in an installation hex, that unit can spend one movement point to place a destroyed marker. The unit can then move, but cannot rail. Ports in the Baltic States are also frozen during winter. 9. BARBAROSA Modify the Russian winter rules as follows: During the first winter season, Axis armor units round fractions down when halving their movement rates. During the second Russian winter, Germans/Finns are not affected, but other Axis units have the negative one modifier applied to their attacks. Russian units will receive the attack modifier the second winter. On the initial turn of the Axis invasion, ignore Soviet zones of control for all purposes. Soviet armor cannot make reaction attacks during the first turn. Change the 1944 order of battle for the Russians as follows: Delete one 6-5 armor. Add one 8-5 armor in Autumn, 1944. This unit represents the JS-III heavy tanks. The normal rules of conquest are virtually impossible for the Axis to attain. Allow the following Russian surrender provision. If Moscow and any two of the following cities have fallen; Leningrad, Stalingrad, Murmansk, or Grozny and the total Axis combat factors outnumber Soviet factors in Russia; the Soviet Union surrenders. Russian resource hexes not under Axis control remain Soviet, and do count for end of game totals. The Axis must garrison every Soviet resource city and every resource hex must be in a zone of control. The Soviet fleet is not rolled for. Any ships in the Arctic/White/Med seas become British; all others scuttle. No player can violate the remnant of Soviet territory for the remainder of the game. Germany can decline this surrender and go for a complete conquest in the manner of France. Once this decision has been made he cannot revoke it. The Soviet Union surrender provision is not possible after January, 1944 or the fall of Italy, whichever come first. During the first seasonal turn before unit construction, determine what reaction the Japanese have in the Far East. Roll two dice, adding one if either Lenningrad or Moscow or Axis controlled. If the roll is 13, the 5-3 units are never available to the Soviet player. If the roll is 11-12, then the units are not free, but can be built normally. Roll a 2 and deploy all ten regardless of the number of resource hexes in Axis control. The Soviet player has an easier task when it comes to fortifying resource cities. Such an installation only costs 4 ep's and takes two months. Flip the construction counter to the fortified side at the end phase of the second turn. The Soviet player must garrison the Baltic State/temp border area. At least 30 strength points of land units must remain west of the original Soviet border until the Axis invasion. 10. ITALIAN EXPANSION Add General Messe to the Italian order of battle in Summer, 1942. General Messe's leadership value's are 2-2. Add a fighter-bomber to the Italian order of battle. Place as a free reinforcement during the autumn, 1939 seasonal turn. The units values are 4-5/0. Italy receives 2 eps per seasonal turn from East Africa while at peace. East Africa is represented by a holding box adjacent to Egypt and the Red Sea. When Italy enters the war she no longer receives the 2 eps unless Egypt is friendly. East Africa is considered garrisoned by a 4-0 infantry unit. Britain must invade by amphib or from upper Egypt (hexes E6122-E6120). An U.K. unit must begin on these hexes and spend its entire movement allowance to enter East Africa. A bomber could provide support from Cairo. In an unlikely event, Italy could also recapture East Africa using like means. The "Eritrea" must begin in East Africa (a minor port). No other unit can be placed there. If East Africa has not fallen by the time of Italy's surrender or conquest; it becomes British controlled as soon as an Allied unit enters the box. Add the following case to 47.1. If the Soviet Union invades Turkey, Italy can freely intervene if not allied with Germany. A limited war develops between Italy and the USSR. The special Italian surrender provision is only valid after the United States has entered the war. 11. STRATEGIC WARFARE Give the American 8-16 bombers a quality rating of one if undepleted. 12-16 bombers have a rating of two in an undepleted state and one if depleted. These values are handled as per PTO. The British 8-16 bombers are given a rating of one also, but only if undepleted. Lend-Lease to the Soviet Union via the a non-Arctic route is a slow process; a one seasonal turn delay results before the Soviet player can add the lent ep's to his track. Add the following to the German force pool in 1944: 15 V-1 rockets and 5 V-2's. The former can be purchased starting with the Winter seasonal turn for one ep, the latter in Summer for two eps. They can be launched only after an allied landing in France. V-weapons are kept up with on the ep chart and can only be used once. A V-1 attacks on the 2-5 column of the strategic bombing table, and has a range of three hexes from a friendly airfield. A V-2 attacks on the six column table and has no range limitation. A V-2 can be launched to destroy installations. In strategic bombing, a country cannot lose more ep's than that country could produce. For example, England bombs Axis controlled Belgium, the max loss is four. Due to woeful U.S. unpreparedness for U-Boat warfare, the North Atlantic escorts do not benefit the U.S. East Coast box until July, 1942. Allow the use of air power to influence U-boat warfare. After July, 1942, any air unit (based in the U.S.A.) with a range greater than four can count as one escort in the East Coast box. The air unit must be marked PC. The South Atlantic cannot be covered by air. The Arctic route can be covered by any air unit, but only if Narvik is controlled. In the North Atlantic, an air unit in England or Ireland, with a range greater than twelve can provide escort. ATP's are not allegeable. If the game situation allows, the Italian CA units (and the COL) can raid convoys. Also, a surface raider, if rolling a double, can damage an escorting DD/DE only. If Sweden is conquered by the Axis, interdiction will be more difficult for the Allies. Roll only one die add one, giving a range of 2-7 for the ep loss. 12. AHISTORICAL OPTIONS 1) Yugoslavia becomes an Axis minor ally. Yugoslavia is activated with the other Balkan allies, the only difference is that Yugoslavian resource areas become Italian if Italy is at war; and its forces are controlled by Italy. 2) France extends the Maginot Line to the sea. Every hexside of France bordering with Luxembourg and Belgium is considered occupied by a similar permanent fortress. If this option is chosen, France begins the game with 0 ep's instead of 16; and two 5-3 infantry units from the at start force pool become 1941 force pool additions. Also, Germany will receive four additional free coastal forts. 3) Iraq declares for the Axis. During each seasonal phase following the fall of France and before 1943, roll one die. If a six results, deploy four 2-4 (one step) cavalry units in Iraq. Add two to the die roll if a British unit occupies Mosel. If Mosel is garrisoned upon activation, supply is drawn from hex E5111 . If both are occupied, Iraq has one turn to capture either (no penalty for being out of supply) or the revolt ends. 4) The Stalinist Purge does not occur. Change the Soviet at start forces as follows. Ten 5-3 infantry units are available at start, ten 4-3's are in Siberia. Three armor units are available at start and one is an 1939 force pool addition. Lenningrad is an all-around permanent fortification, and deploy one additional airfield marker. 5) Hitler encourages Ukrainian Nationalism. The Soviet player can only build four partisans. Once every hex from Kiev to the Black Sea (along the Dneiper) is Axis controlled, Ukraine is liberated. Every resource hex adds two the German and subtracts two from the Russian totals. Deploy two 3-3 (1-3 depletion value) infantry units on any resource hex. These units surrender if Kiev and Odessa fall to the Soviets. They cannot leave the Ukraine. 6) The British grant Irish independence following the Great War (The 'Troubles' do not occur). Ireland begins the game as a British minor ally. 7) Spain becomes a German minor ally the turn following the fall of France, but only if Vichy is declared. 13. LAST MINUTE THOUGHTS! 1) The Americans have one rail point for strategic movement from January, 1943 on. Until that time (and even after) the British player may lend one rail point to the U.S. 2) The Soviet player cannot build forts other than in resource cities until the Axis invasion. 3) If Spain is conquered by the allies add one Spanish 3-3 infantry as a German reinforcement during the next strategic interphase. This unit can never be replaced. Also, add one to the die roll to determine the fate of the Spanish navy. 4) Public opinion in the West does not favor aggression. Each time the Western Allies invade a neutral country, subtract 10 eps from each major powers allotment immediately (a deficit may occur). Also add five eps to Germany (and Italy, if at war). 5) Allow China, Japan and the USSR to conduct human wave attacks. Simply designate any one infantry unit in an attack to perform the assault. That unit has two added to its attack factor but automatically suffers an 'x' result before any other combat result is implemented. 6) Allow for the declaration of an 'open city.' This can only be a national capital that is also a resource hex. The owning major power (or controlling player for minors) cannot defend an Open City, which can be declared at any time. If an open city is declared it gives the controlling player a five ep bonus at once, which can be added to the ep reserve, at the players option. 7) Pre-emptive Vichy strike. Before rolling for any French naval stack after the declaration of Vichy France, the British player may attack one stack of French ships. Play is suspended while this is resolved. Any British ships in the same or adjacent area can become involved. Fight one round of combat only, with one being added to the British rolls to reflect the element of surprise. 14. PRE-WAR FORTIFICATIONS. Add the following fortification counters to the board. The hexes are considered standard forts, not fortresses. Coastal forts are placed in the following cities upon being invaded; Istanbul and Oslo. A special fort is placed on hex W3420 in Belgium upon that country's activation. Benefits from this fort are not received if the Axis player performs an airborne drop in this hex. A special fort is placed at Tobruk. This fort is never eliminated due to combat occupation. It simply reverts to its construction side. During the next seasonal turn it becomes an active fort for the new owner. A special fort is placed at hex W0823 in Tunisia. After the Fall of France this fort is not eliminated. If Vichy is deactivated if becomes friendly to the first side to pass through the hex. Standard forts are also placed at E1234 (the Mannerheim Line) and E5678 (the Metaxas Line). 15. THE DREADED RANDOM EVENTS TABLE At the beginning of each seasonal turn roll two dice. On a '7' or '11' a random event occurs, otherwise nothing happens. Then generate a number between 2-12. 2. Axis Special. See below. 3. Industrial sabotage/accident. *Random country must destroy an installation of their choice. 4. Militarization of commercial airlines. *Random country receives one free ATP. 5. Ship damaged. *Random country has the capitol ship of choice flipped to indicate damage. 6. Passenger liners confiscated. *Random country receives one STP free. 7. Economy resurgent. *Random country gains five extra ep's. 8. Economy down. *Random country loses five ep's. 9. Reservists activated. *Random country flips two depleted infantry units to its full strength or gets a new corps free if none or depleted. 10. Assassination/security trouble. *Random country must pay for an offensive during builds but does not get to mark it on the offensive track. One infantry unit (players choice) is moved to the capital and marked activated for the next turn. 11. Leader death/fall from grace. The *Random country picks one of his leaders and his opponent picks one. Of these two, randomly remove one from the game. 12. Allied Special. See below. *Random country generation: 1)France/USA* 2)UK 3)USSR 4)Italy+ 5-6)3rd Reich. *UK if neither are active. +Germany if Italy out of the war. 1st Allied Special: General European Uprising. Deploy one partisan in each possible country without cost, subject to normal deployment rules. 2nd Allied Special: Latin/South American countries declare war. Grant the UK (or USA if active) a one time bonus of 10 ep's. Also, consider an extra CL and DD unit to be on the convoy routes in the South Atlantic. 1st Axis Special: Blockade running brings needed raw materials to the German war machine. Add 15 ep's to Germany's total. 2nd Axis Special: Foreign Legion volunteers. A one time bonus of five ep's and one 3-3 infantry unit from Spain (if France is gone) or Turkey (if Axis are at war with Russia) is deployed in Berlin. The unit can be undepleted but never rebuilt. Each special can only be chosen once. On the odd chance a third choice is mandated by the dice, simply pick one of the favorable normal random results.