From: Jim Bailey Subject: WW2 rules re-write Very briefly, why did I write these revisions for a game that is over 20 years old? First, it's because with these changes I think this game can be enjoyably played in a single evening while providing a grand sweep of the Second World War in Europe, something very few games have managed. Second, this game is a very good, easy-to-understand introduction to wargaming — it has all the fundamental concepts, yet can be explained to someone with almost no wargaming experience. Finally, it really is a fun game... with these changes ;). (I also hope you enjoy both the explanatory and advisory commentary. My many thanks to Hank Meyer for his suggestions and recommendations, some of which are included herein.) [Note these changes are only about 5 pages of *rules* changes and additions. They seem longer than they really are for two reasons: (1) I included explanatory commentary and (2) certain rules are repeated verbatim in separate but related sections. I did this for one reason: to make sure that the rule is not overlooked by someone with a mental index different from mine. Hence, the Russian Winter revisions appear in both the Russian section and the German section.] General Revisions: (1) All countries may attack neutrals and each other as they wish. Three exceptions: (1) the Allies may not even *think* about invading Belgium or Holland to replace these weak units with stronger Allied units [this is perhaps tempting and perhaps a clever idea, but historically a diplomatic absolute impossibility — there is *no way* the Allies would have invaded the country Germany "raped" by invasion in the First World War and to which the Allies consistently referred as "Poor Little Belgium"; not a chance], (2) France may only attack Germany beginning on the turn *after* Poland is attacked, (3) Italy may not be attacked by Allied units until Italy enters the war. (Also note the rules below involving Russian behavior toward Poland and Finland.) (2) Change to the CR Table: if the attacker rolls a 6, an additional die is rolled, if the second die roll is 1-3, the attacker loses 1SP; also, if the second die roll is 1, surviving defending units have the option of not retreating (attacker may advance if defender retreats). The mechanics of this are easily accomplished by rolling two dice of different colors. [Of all the revisions, I think this one is critical to increasing the *enjoyment* of the game. It introduces a measure of uncertainty to attacks that is the essence of fun in any dice roll. Without the possibility of a "bad" result, there isn't much anticipation and rarely any need to alter plans. It prevents either side from attacking without any concern for negative results -- something that only incompetent military commanders have exhibited historically. I realize this does away with what was considered to be one of the game's great innovations at the time it was developed, but I think it really is needed. I selected this "two dice" approach because I felt that the 17% loss frequency resulting from assessing a loss on the attacker on simply a roll of 6 was too high. Further, a second die would have to be rolled anyway to determine whether the defender had to retreat (only rolling one die and allowing a 17% "no retreat" possibility would be way too high). But players should feel free to give a shot to a "one die, on a roll of 6 attacker loses 1SP and defender does not need to retreat" rule. It would certainly have the advantage of simplicity. (Note that the "experimental" counterattack rule described in the official errata is both incomprehensible and, under any interpretation, needlessly complicated.)] (3) Weather and movement: Spring movement restrictions affect units *as soon as the unit moves into the weather area from a non-weather area*. A unit starting with 5MPs has its movement reduced to 2 additional hexes upon entering a spring weather hex. (Obviously, if the unit only had one MP left when it entered the weather area, then it could only move one more hex.) [This prevents German units from hanging just outside the weather area in spring and getting an artificial "running start" through the weather area. To keep this modification simple I have not attempted to carve a rule that requires players to figure out fractions of movement allowance spent before entering the weather area in order to determine how much movement is still available depending on 3 different seasons.] (4) Overruns: only 1SP units may be overrun; the ZOCs of adjacent units are *ignored* if the overrunning force contains a mechanized SP of any size. [First, this revision simplifies the overrun rules so that they are playable *and* comprehensible. Second, this allows an effective German campaign against France but prevents the incineration of the Russian army on the first turn of Barbarossa. The Russians have around 30SPs when Germany attacks. If the overrun rules are not altered, Germany can *routinely* eliminate over 20 of those with overruns and follow-up combat. Against competent, aggressive German play, the Russians never have a chance to recover much less begin a counter-attack. This limitation on overruns slows the German attack but does not stop it. Trust me; this rule works.] (5) Minor countries: (A) Minor countries are conquered by the elimination of all units in their home country. (Spanish units in Spanish Morocco when Spain falls are removed on the assumption that if they were too cowardly to face the German bull rampaging through their country they would lack the "guess whats" too fight them anywhere else; rationale: there's no reason to complicate the game by allowing the bizarre possibility of the Spanish army fleeing in order to help the British fight the Italians) [This revision fills a gap in the original rules.] (B) Neutral minor country (this does *not* include Axis minors) units are *quadrupled* in rough terrain (recall that neutral minors cannot leave their home country). Neutral country units are freely redeployed within the minor country by the opposing player upon the announcement of hostilities. [This doesn't really give the minors a chance to survive, but it does force the invading power to do more than shrug and say "oh, why not pick up a few minor countries along the way?" In particular, it makes the Balkans a longer campaign for the Italians and it keeps Germany from taking a walk in the park in both Spain and Turkey.] (6) Sea hexsides are treated in a slightly different way: the sea hexsides adjacent to any hex that is part of or contains an island with playable terrain are *blocked* hexsides (just like mountain hexsides). There are four important exceptions: (A) This does not apply to the sea hexsides surrounding the island of Britain, those remain impassable to land movement; (B) The hexside between Sicily and the "toe" of Italy, and the hexside between Sicily and Malta are treated as clear terrain for all purposes. (Note that Malta is a fortress under the revisions.) (C) The sea hexside south of Gibraltar is a blocked hexside; (D) The sea hexside east of Sevastopol (2316/2415) is a blocked hexside. [These changes do a few things: first, I think they clarify the sea hexside rules which had become riddled with exceptions in the errata; second, they allow more historical treatment of the Mediterranean by both sides; third, they provide numerous options in the Mediterranean which both follow history and make the game much more interesting overall.] (7) Hex 1814 should be part of Hungary, not the former Czechoslovak state. (8) The following hexes are fortress hexes, (A) multiplying the defender's strength by two: Berlin, Gibraltar, hexes 1013 and 1014 in France (Maginot Line), 1113 and 1114 in Germany (Siegfried Line), and after German occupation, hexes 0912 to 1210 (along the Atlantic coast). [This is to reflect how hard these hexes were to attack. With the exception of the Maginot hexes (and maybe Gibraltar), these hexes have a small, but not insignificant effect on the game.] (B) Malta is a fortress doubling the defender's strength; however, the defenders do not retreat if they incur losses. If the Axis occupies Malta, then restrictions on Italian strength in Africa are removed. Further, if Malta falls, Allied units attempting naval movement *throughout the Mediterranean* must return to port of embarkation on a roll of 1-3 (each SP is rolled for individually but the Allied player can call off the transport at any time). (C) Leningrad, Moscow, Stalingrad *quadruple* the defensive strength of the defender. Replacement units may be placed directly into Stalingrad even though it is not a supply center. Replacements may *not* be placed in any of these locations if they are surrounded by Axis ZOCs. Units in these locations may opt not to retreat by taking an additional loss of 1SP. [These fortresses *do* have a significant effect on the game. The existence of these historically impossible-to-take cities as fortresses not only reflects history but their existence also enables the Russian to anchor his defensive line. Without these anchors, the Russian has almost no chance of stopping the German. If the German takes any one of these, the Russian situation is severely compromised. However, the quadruple strength does not prevent the German from being able to take these cities.] (D) Once occupied by an attacker, all of the listed hexes cease to be fortresses. (9) Amphibious transport rules: (A) Amphibious transport is on a 1 to 1 basis over a 3-hex range. Any amphibious transport over longer distances is on a 2 to 1 SP basis. (B) Allied amphibious *capacity* follows the strength described on the turn record track, but it is *available* commencing one turn after US forces appear on the map. (In other words, the schedule of the available strength follows the sequence printed on the turn record track, but it is available for use based on when the US forces appear, rather than on a set date on the turn record track. This variation is due to the variable US entry rule described below.) Further, once that capacity reaches 8, it remains at that level until two turns after the turn in which the capacity is 8 *and* an amphibious assault is attempted. In other words, as soon as the Allies attempt an amphibious assault in a turn in which they have the capacity to transport 8SPs, then their ability to launch *any* amphibious attacks ends two turns later. [This wording avoids two things: first, it avoids giving the Allies high amphibious capacity forever; second, it ties the exhaustion of that capacity to its actual use rather than to a set date as is done on the turn-record track.] (10) Africa and the Middle East: Units larger than 3SP cannot be placed or built in Africa or the Middle East (this does not include Turkey). No *country* can have more than 8SPs in the Middle East. No *country* can have more than 8SPs in Africa (which for this rule includes the hexes south of Palestine, Palestine itself, Lebanon and the hex north of Lebanon; rationale: to prevent the British from stockpiling units one hex outside of Africa in order to continuously replace units lost in Africa, thereby circumventing the limitation on the unit limitations that make Africa the close fight that it was ). [This does four things: (1) it reflects the reality of supplying large armies in the desert, (2) it keeps the British from easily rolling over the Italians, (3) it keeps the Germans from easily rolling over the British, (4) it allows the very remote possibility of Germany going for Kuwait. (If the Axis is to win in Africa, it needs to do so quickly. Once the US entered the war while Africa was still in play, the Axis could not realistically have expected to win in Africa.)] (11) German paratroops [This requires a bit of an introductory explanation. Rule 16.73 ambiguously states that paratroops may be dropped "one hex away" from their starting hex. Does this mean there is one hex intervening between the starting hex and the drop hex, or does this mean they are dropped in the hex adjacent to the starting hex? The difference is more critical than mere range because Rule 16.74 states that paratroops may not be dropped if they begin their movement phase in the ZOC of an enemy unit. Thus, if the range is limited to adjacent hexes, the paratroops have only one unique ability: to drop across an all-sea hexside. There are two places this is realistically important: Malta and Crete. However, the Allies can always prevent a drop on Crete if they wish because Greece becomes Allied when invaded, Crete has a port, Britain has the naval capacity and Crete is rough terrain — the German paratroop unit cannot reach Crete on the turn Greece is invaded and cannot attack on the next turn because a single British SP on the island will be doubled. (Two British SPs hold the island against anything but moronic German use of reinforcement points to build a *huge* paratroop force.) Similarly, the German must tip his hand if he wants to attempt an air drop on Malta. He must move the paratroop into position, then wait until next turn to attack. Unless the British player is pressed to the wall in Africa already, he will re-deploy one SP to Malta and prevent the attack. Thus, as the rules stand now the German paratroop unit has two uses (1) move to Sicily and induce the British to reinforce Malta, (2) move to N. France and hope to trick the British into keeping one SP in Britain (since Germany has no naval ability to reinforce such an assault and since British reinforcements enter on any hex in Britain, even the occupation of London by German paratroops units will ultimately come to naught; thus Britain has no reason to divert troops to the home shores). Even if the paratroop units have a two-hex range (starting hex, intervening hex, drop hex), this still does not enable them to be used against Crete, and they are still easily stymied with regard to Malta. The two-hex range makes them something of a weapon in Russia, though, by increasing combat differential (only in very limited situations would they be in position to cut-off a Russian retreat because dropping *behind* the Russian line would require a 3-hex range.) Thus, I propose the following rule change for paratroops.] Paratroops have a two-hex range (a maximum of one hex intervening between their starting hex and their drop hex). Further, paratroops may be dropped and then engage in combat in either the combat phase or *after* being moved by rail in the *rail movement* phase. [This makes the paratroop unit somewhat useful for the German player and allows Crete to be taken as it was historically as well as presenting the possibility of attacking Malta. Further, there is simply no other way to re-produce the element of surprise in 3-month game turns. (Note that an attack on Malta would require Italy to be in the game and is still a long-shot for Axis success. Of course, if Germany builds a second paratroop SP, the British player had better reinforce Malta immediately.)] If paratroops are out of supply following their combat, they are eliminated. Once dropped, the paratroop unit becomes a regular army unit. If additional paratroop units are desired, they must be built according to the original rules. [This prevents the paratroop unit from becoming something of a Super-unit ("Uber-unit"?), flying all over the map causing mischief totally out of proportion to its historical effect. I have not included Allied paratroops because only German paratroops had a demonstrable effect on the scale represented by this map (namely Crete). If players want to restrict the German to only 1SP paratroop on the board at any one time, feel free, but I think the demands on German production essentially do this anyway.] (12) German mechanized units ignore Russian ZOCs during the *mechanized movement* phase of the first *two* turns of the attack on Russia. [This places a premium on opening holes in the Russian line, which the Russian can prevent by creating two lines of units which will include a few 1SP units, which will be subject to overrun next turn, etc. This rule introduces some fluidity to the initial attack, but not even the German army can run at a sprint forever.] (13) New Victory Conditions: [Ah, now these are very difficult to establish with much confidence. Historically, Germany was crushed by the end of the time frame of this game. Does that mean that if Germany avoids being crushed, but ends up worse off than it was at the start of the war, then Germany "wins"? I don't think so. This system below is designed to award points to both sides for accomplishing certain objectives, many by a certain date. This is intended to drive the action and rewards a *player* for accomplishing more than their side did historically (for the most part). In essence, these are player victory points rather than country VPs. Players can debate which side *really* won the war over another beer after the game.] Axis player receives VPs as follows: Occupying France or Declaring Vichy government in 3 turns (not by game turn 3 *of the game*): 4points; Same thing but in 4 turns: 3 pts; *Italian* occupation of Yugoslavia and Greece before turn 7: 4pts; (the Germans can help as much as they like but the Italians have to be in the war and have at least 1SP in both until the Axis is out of Africa) Same thing at any time: 3 pts; Occupying Norway by the end of turn 3: 2pts; Same thing by the end of turn 4: 1pt; Occupying Leningrad, Moscow, Stalingrad, Malta, or Gibraltar: 3 pts each; Occupying London (even for a moment): 6pts; Each turn London is occupied at the end of the turn: 4pts; (So it is possible to get 6pts for occupying London and another 4 if the Brits don't kick you out by the end of that turn. Note that if either of these happen, the Allies cannot wait to win the game after the two-minute warning; they need to come back very strong, very fast.) Occupying Suez: 4pts Occupying Kuwait: 8 pts. Allied player receives VPs as follows: Paris before turn 20: 4pts; Same thing before turn 18: 6pts; Same thing before turn 16: 8pts; Berlin before end of the game: 4pts; Before turn 22: 8pts; Before turn 20: 10pts; Rome before turn 17: 6 pts; Africa rid of Axis troops before turn 11: 8pts; Before turn 14: 3 pts; Russian occupation of Finland: 1pt (it seems odd to give the Allies points for this, but there should be *some* inducement for the Russian to attack Finland) If the Axis has conquered these countries — Liberating Yugoslavia and Greece: 3 pts; Attempting an amphibious assault on Norway: 2 pts; Liberating the non-weather area of Norway: 1 pt. [You will note that the Axis has the potential to gain more points than the Allies. This does not create an imbalance — if during the course of the war the German player accomplishes the maximum number of points possible, then the Allied player won't be getting any points anyway. I *think* (these have not been exhaustively play-tested) that most games will end with the German and Allied player *both* having between 8-14 points. There are enough variables that the scores will be close but ties unlikely. Note that if both sides perform exactly as they did historically, Germany wins by 2 points by virtue of occupying Norway until the end of the war. Call me crazy but I think the Allies ought to be penalized for not even trying to kick the Nazis out of Norway. If the Allies *try*, then the game comes out even.] Country-specific changes (listed alphabetically): Britain Reinforcements on turn 1: 3 (not 4); reinforcements on turn 2: 2 (not 4). [The British did not have as many troops as they are given in the first three turns of the original game. (I think the original game gives them so much so that they will be willing to send a bunch to France.) Nonetheless, it was either reduce the number available or require at least 3SPs to stay in Britain to reflect Britain's understandable historical caution. I decided to let the British player have control over placement, but force him to make hard decisions. A word of caution about sending everyone in Britain to the action in France and Africa: the German gets 6VPs for occupying (not holding) London; the paratroop unit is ready to go — for 6 VPs even a 1 in 6 shot at 0 differential should be sufficient to turn the Axis player's head... just for emphasis: if the Allied player lets the German do this, the Allied player should be shot — use a blank counter to represent Churchill and drive a nail through it.] Finland (1) Contrary to the map, Finland is entirely rough terrain. (2) Hexes 1905 and 2006 begin the game as part of Finland. They are fortress hexes doubling the defender until taken by the Russians. (Historically only hex 2006 was fortified, but 1905 is treated as a fortress to recreate the Russian difficulty in taking it.) Finnish 2SP units are place in both hexes. Russia may only attack these two Finnish hexes in 1939 and 1940. The Finns *do not* have to retreat if any units survive an attack. The Finns cannot attack outside of their starting hexes (they are limited to attempting to re-take them); second, they move last until Germany attacks Russia. If Russia fails to take *both* hexes by the end of turn 3, there two effects: (1) Finnish units in those hexes are thenceforth quadrupled in defense, (2) Finnish units are free to attack and enter Russia at any time for the rest of the game even if Russia eventually succeeds in taking these hexes. If Russia succeeds in taking these hexes by the end of turn 3, Finland may not attack or move out of Finland unless Finland is attacked by a Russian unit. If Russia attacks Finland after 1940, Russia may only occupy three additional Finnish hexes in any year after 1940. (This enables the Russians to re-incorporate Finland into Russia by the end of the game but it ain't easy.) Finnish units never move farther than into the hexes adjacent to Finland. France (1) Additional Reinforcements: 1SP from turn 3 on until Vichy is declared or France is occupied by the Axis. Once Vichy is declared no further reinforcements are available. If no Vichy government is declared, then 1SP reinforcement every even numbered turn until turn 10. [The French simply did not have the capability, and perhaps more importantly the *will*, to fight this war. The meager reinforcements provided if no Vichy is declared represent a possible trickle from the colonies. The declaration of Vichy would probably create such political division in the colonies (even in those that go Free French) that no independent organized force of any consequence would be created.] (2) Replacements: the French never receive replacements. (3) Vichy: France is subject to declaration of a Vichy government whenever there are at least 4 unoccupied, contiguous hexes in France and total unit strength *in* France is below 8. If Vichy declared, then a die is rolled for each French area outside France: 1-3, it goes Vichy and units drop to ½ strength; if 4-6, then the area goes Free French and the units therein stay full strength. French units outside French territory are removed on a roll of 1-3; on a roll of 4-6 they halved (round *up*) and become Free French. No French reinforcements are available once Vichy exists. If France is not occupied or Vichy declared by *the end* of turn 5, then Russia may build 1 and thenceforth may build 3SP units. (4) Units in France that cannot trace to *two* supply centers are eliminated. [I originally said they only had to trace to one supply center, but Hank Meyer who has offered valuable critiques of various versions of this revision strongly disagreed and felt it should stay at the original rule requiring tracing to 3 supply centers. I think that makes things impossible for the French and virtually mandates creation of Vichy, but in light of Hank's view, I split the difference and made it two (which I still think makes Vichy pretty much a certainty).] (5) France may only attack Germany beginning on the turn *after* Poland is attacked. (6) Contrary to Rule 7.28, France may break-down/build-up in any hex. (7) Hexes 1013 and 1014 are fortresses (Maginot) which are eliminated upon occupation by Axis units. (8) A reminder about the French position: the Italians cannot attack across the mountain hexsides, but all versions of the rules allow an overrun over the mountains. The French *must* leave 2SPs in both hexes bordering Italy or else France will fall *very* fast. Germany (1) No rail movement allowed in turn 1 (1939). (2) Set-up units may attack Poland or Denmark/Norway or remain on the Polish border until western Poland emptied of Polish units. Units which attack Denmark/Norway cannot cease that attack until both countries are conquered. (3) See German paratroop rule in general section above. (4) Rule 7.22 is confusing and wrongly implies that the size of German units can only be either 4 or 2. It *might* be read to allow 1SP units (but it doesn't clearly say that), but it does clearly exclude 3SP Axis units. This is *very* odd since the Germans are given 3SP units in every scenario. I assume that this rule is really just poor draftsmanship. Regardless, the last sentence of Rule 7.22 should be clarified to say that units from Axis nations *other than German units* cannot be larger than 2SP in size. [Although they have general application beyond Russia, the rest of the German rules have particular importance to the main act of the war: Barbarossa] (5) If Germany attacks Russia in winter, Russian units are doubled in defense. This has no effect on the "Russian Winter" rules. [This seems entirely appropriate. I include it because I cannot conceive of the German high command deciding to attack Russia during the time of year they were so intent on avoiding. However, this does allow the German to make such an attack if they wish (a reward for crushing France quickly).] (6) German mechanized units ignore Russian ZOCs during the *mechanized movement* phase of the *first two* turns of the attack on Russia. [This rule enhances the initial German attack, reflecting historical results and tempering the restrictions on German force size and the change to the overrun rule above. Even though this rule is only applied for two turns, if the Russian is not careful (and he has to be), it enables a carefully coordinated German attack to slice the Russian defense to ribbons for several turns thereafter. How the first two turns of Barbarossa are played is crucial to Russian survival.] (7) German Force reduction [This rule and the optional ones that follow it are all designed to limit the effectiveness of the German force pool and thereby blunt the German ability to create an Aryan fantasy army composed of virtually invulnerable stacks of 8SPs. I *strongly* encourage the use of this rule.]: Germany cannot build 4SP units after turn 2. (This means that every time a 4SP is reduced, that's one less mega-stack the Germans can build. They can still fight, but the fighting gets harder, as happened historically. Note that all this really does is keep the Germans from being completely untouchable until 1943, at which time it will not matter if the Germans have been allowed to roll over Russia with invincible stacks of 8SPs.) Also, Russians are quadrupled in attack and defense during the first Russian Winter after invasion. German units in Russian ZOCs at the start of the turn may *not* exit those ZOCs except as a result of retreats. [I have used this option and it makes the war in Russia a very hard-fought campaign. The Germans use 7SP stacks instead of 8 (taking loses from the 3SP units rather than the 4s whenever possible) which allows Russian 3SP units to have some usefulness. Also, the Russian Winter hits the Germans very hard, but the Russians lack the ability to follow-up on the next turn. The effect is to push the Germans back a little and force them to re-organize but not wipe them out. The immediately following spring turn gives the Russians a breather because they are doubled in defense and allows them to begin forming 3SP units that aren't in danger of being immediately eaten by German attacks. This Russian Winter option works *very* well with the fortress effects in Leningrad, Moscow and Stalingrad. The Germans still shove the Russians back in the beginning even without the possibility of overrunning 2SP units (see my overrun rule above). This rule makes it hard for both sides in Russia. The point: the Russians begin to make some ground when the Germans are forced to pull troops back toward the west to guard against the growing threat from the US. The German player is forced to make decisions similar to what the Germans faced historically. Finally, by protrecting the 4SPs, the German can still decide to risk a loss by attacking with an 8SP stack. This allows the German player to take such gambles both early on and when things look bleak late in the game.] Optional German force-reduction rules (I haven't tried these; they are less drastic than the rule I selected above): At the start of the game, the German player must pick one of the following: (A) Germany receives the listed reinforcements on turns 2 and 3, but after that they get *no* reinforcements and replacements are limited to a maximum of 2 per turn. No 4SP units may be built after turn 2. (B) Reinforcements and builds remain as listed in the original rules, but the first Russian Winter after invasion Russians units are *quadrupled* in attack and defense. German units in Russian ZOCs at the start of the turn may *not* exit those ZOCs except as a result of retreats. Germans cannot build 4SPs after the Russian Winter occurs. (Since this does not limit the number of 4SPs or reinforcements prior to the attack on Russia, the Germans will still amass an enormously powerful attacking force for Barbarossa.) [Note: as far as I can tell, the only way the Russians even have a *chance* of pushing the Germans backward is if the Russians have more 4SP units than the Germans. The only way this can happen is if the Germans are unable to replace units reduced below 4SP size. The only *that* can happen is if those units are prohibited by rule or the Russians inflict such serious damage that the Germans cannot re-build the 4SP units. I do not think the Russians can possibly accomplish the latter under the original rules. They *can* accomplish this if given the quadruple attack benefit during the Russian Winter.] Italy (1) Any attack by Italy anywhere makes Italy an Axis power. If it is not an Axis power already, Italy automatically becomes an Axis power at the end of the turn in which France is occupied or a Vichy government is declared. [The new VP schedule involving the Balkans and a quick collapse of France gives the Axis some reason to bring Italy into the war. This reflects history: the Germans and Italians had a treaty and after the fall of France Mussolini understandably figured he had a free hand in the Med.] (2) A reminder about the French position: the Italians cannot attack across the mountain hexsides, but all versions of the rules allow an overrun over the mountains. If the French do not leave 2SPs in both hexes bordering Italy or France... Poland Three units of 2SPs, set up in place of the 1SPs listed in the 1939 scenario. Add a 1SP unit in 1511, 1713 and 1712. Three 1SP units enter as reinforcements (anywhere in supply or stacked on an existing unit) in the reinforcement phase. [Even without overruns, the Poles cannot survive. But with the new rule on possible attacker losses, the Poles can draw blood.] Russia (1) Prior to the German attack on Russian units, Russia may build up to 4 1SP units and may stack units at any time. [Warning: if the Russians stack in anticipation of the initial German attack, virtually the entire Russian force will be annihilated and German mechanized units will be re-fueling within sight of Moscow at the end of the first turn of invasion. This is not an exaggeration.] (2) Starting with the turn Germany attacks Poland, Russia must attack Polish units in the eastern half of Poland until they are eliminated. Russia may occupy the Baltic States whenever it chooses. (3) If France is not occupied or Vichy declared by *the end* of turn 5, then Russia receives 1 3SP unit and thenceforth may build 3SP units. Russia may also build 1SP units. (4) If German troops enter Spain, Russia immediately receives two 3SP units and may build additional 3SP units. Russia may also build 1SP units. [This rule exists solely to require the German to have a damned good reason for going so far out of his way. Spain cannot be defended in any event -- a single German stack of 6SPs can overrun the country unless the Spanish units stack. If they stack, then it diverts about 3-4 more SPs to Spain, but the Wehrmacht cruises no matter what. This rule and the optional rule on early US entry should at least make the German player *think* about whether this is a good idea.] (5) If Germany attacks Russia in winter, Russian units are doubled in defense. This has no effect on the "Russian Winter" rules. [This seems entirely appropriate. I include it because I cannot conceive of the German high command deciding to attack Russia during the time of year they were so intent on avoiding. However, this does allow the German to make such an attack if they wish (a reward for crushing France quickly).] (6) Leningrad, Moscow, and Stalingrad are fortress hexes in which the defender is *quadrupled* in defense. These hexes are never out of supply and the defender can choose not to retreat out of them by taking an additional 1SP loss. If surrounded by Axis ZOCs, reinforcements and replacements cannot be placed in these hexes. Reinforcements and replacements may be placed in Stalingrad even though it is not a resource center. The status of these hexes as fortresses is eliminated when an Axis unit occupies the hex. (7) Hexes 1905 and 2006 begin the game as part of Finland. They are also fortress hexes doubling the defender until taken by the Russians. (Historically only hex 2006 was fortified, but 1905 is treated as a fortress to recreate the Russian difficulty in taking it.) Finnish 2SP units are place in both hexes. Russia may only attack these two Finnish hexes in 1939 and 1940. The Finns *do not* have to retreat if any units survive an attack. The Finns cannot attack outside of their starting hexes (they are limited to attempting to re-take them); second, they move last until Germany attacks Russia. If Russia fails to take *both* hexes by the end of turn 3, there are two effects: (1) Finnish units in those hexes are thenceforth quadrupled in defense, (2) Finnish units are free to attack and enter Russia at any time for the rest of the game even if Russia eventually succeeds in taking these hexes. If Russia succeeds in taking these hexes by the end of turn 3, Finland may not attack or move out of Finland unless Finland is attacked by a Russian unit. If Russia attacks Finland after 1940, Russia may only occupy three additional Finnish hexes in any year after 1940. (This enables the Russians to re-incorporate Finland into Russia by the end of the game but doesn't allow them to pick it up quickly.) (8) German mechanized units ignore Russian ZOCs during the mechanized movement phase of the first two turns of the attack on Russia. Spain If German troops enter Spain, Russia immediately receives two 3SP units and may build additional 3SP units. Russia may also build 1SP units. United States (1) Variable US Entry [This is an optional rule (note that because this is an addition to the regular sequence of play, unless you do something to remind yourself of it, you *will* forget to roll for US entry even if you really, really, really want to). This rule was inspired by a similar idea in "Multi-player Rules" written by Kip Allen and John Boardman in a Moves(?) Issue of undetermined number]: (A) Starting turn 3 on a roll of 1+1 the US enters the war (on the side of the Allies, ahem). VERY IMPORTANT: there is a 3-turn delay in the entry of US units (the Axis and the Allies would know they were coming and plan for it). On turns 4&5, the die roll must be 1+1-3; on turns 6-8 the roll is one die 1-2; on turns 9&10 the roll is one die 1-5; US entry on turn 11 is automatic. (B) In addition, certain events trigger possible US entry and allow a different roll on the turn they occur (these are not optional): (1) German invasion of France: a roll of 1-2+1-2 (forces enter 3 turns later); (2) German amphibious invasion of Britain, one die: 1-5, turn after invasion US entry is automatic — *for this event* US forces enter on the next turn [For the German to invade Britain, he must use almost all of his reinforcement points to build amphibious capability. Unless the German player gives up on invading Russia from the beginning, this event will not occur. Note that the new VP structure does make this a potentially viable strategy (even though it is not consistent with German historical interests): the German gets 6VPs for taking London -- a "Western Europe today — the day *after* tomorrow, the world" strategy *might* work.]; (3) German invasion of USSR: 1+1-2 (forces enter 3 turns later); (4) German attack on Suez or Gibraltar: one die, 1-5; capture of either: automatic entry — *for this event* US forces enter on the next turn. (2) Schedule of entry of US forces starting (typically) 3 turns after US entry is determined follows the *sequence* on the turn record track but not the dates (because the US may not enter on the date printed on the turn record track. The sequence is 1,2,1,0,1,2,3,2,4,9,6,6 after that, only replacements are available. (3) Replacements: half of what was lost previous turn, rounded down. These are taken in place of reinforcements at the US player's option. (4) Allied amphibious *capacity* follows the strengths described on the turn record track, but it is *available* commencing one turn after US forces appear on the map. (In other words, the schedule of the available strength follows the sequence printed on the turn record track, but it is available for use based on when the US forces appear, rather than on a set date on the turn record track. This variation is due to the variable US entry rule described above.) Once that capacity reaches 8, it remains at that level until two turns after the turn in which the capacity is 8 and an amphibious assault is attempted. In other words, as soon as the Allies attempt an amphibious assault in a turn in which they have the capacity to transport 8SPs, then their ability to launch such attacks begins to diminish. [This wording avoids two things: first, it avoids giving the Allies high amphibious capacity forever; second, it ties the exhaustion of that capacity to its actual use rather than a set date as is done on the turn-record track.] Yugoslavia Yugoslavia places 2 (rather than the 1 called for in the scenario set-up) 1SP units when the Axis declares intention to attack. Jim Bailey (10/4/2000) __________________________________________________ Do You Yahoo!? Yahoo! Messenger - Talk while you surf! It's FREE. http://im.yahoo.com/