Edelweiss
Exclusive Rules v 3.01r

1	INTRODUCTION	1
1.1	Game Components	1
1.2	Unit Color Identification	1
2	EXCLUSIVE WEATHER RULES	2
3	IRREGULAR UNIT OPERATIONS	2
3.1	Partisan Unit Limits	2
3.2	Partisan Operations	2
3.2.1	Provincial Control	2
4	ULTIMATE SUPPLY SOURCES	2
4.1	Soviet Supply Sources	2
4.2	German Supply Sources	2
5	EXCLUSIVE RAIL AND NAVAL OPERATIONS RULES	3
6	EXCLUSIVE GERMAN ARMY RULES	3
6.1	Supply Shortages	3
6.2	Air Assault	3
6.3	Provincial Control	3
6.4	The Oil Brigades	3
6.5	Oil Well Repair	3
7	EXCLUSIVE SOVIET ARMY RULES	3
7.1	Artillery Restrictions	3
7.2	New Playing Pieces	3
7.2.1	NKVD Political Units	3
7.3	Soviet Artillery	4
7.3.1	Coastal Artillery .	4
7.3.2	Mountain Troops	4
7.3.3	Armored Trains	4
7.4	Remnants	4
7.5	Soviet Special Operations	4
7.5.1	Provincial Control	4
7.5.2	Demolitions	4
8	COMMAND GAME EXCLUSIVE RULES	4
8.1	Soviet Prevailing Orders	4
8.2	General Instructions	4
8.3	Beria's Meddling	5
8.4	German Prevailing Orders	5
8.4.1	General Instructions	5
8.5	Relief of List	5
8.5.1	Fuhrer Directives	5
9	Scenario Rules	5

1	INTRODUCTION
Edelweiss was the German code name for the third phase of their "Case Blue" summer offensive, and the operational plan for the invasion of the Caucasus in late July of 1942. The German objectives were dictated by troth military and economic imperatives. Hitler's obsession with oil to fuel his expanding Reich made the petroleum works at Maykop, Gmznyy arid distant Baku the primary targets of the German advance. Only one of the major production targets was ever taken, and no significant economic benefit was realized due to the massive damage there. Still, Hitler saw a virtue in denying the Soviets the use of the fields, and continued to press for operations aimed at securing unconquered areas to the east and south. On the military side, the Germans hoped to destroy the retreating Soviet divisions, secure all of the Black Sea ports to neutralize Soviet naval operations there, and persuade Turkey to join the Axis alliance. These goals were never achieved.
A combination of terrain, supply problems and tough Soviet resistance brought the German offensive to a standstill like a wave breaking against the rugged mountains of the Caucasus range. Further, the German adventure in the Caucasus tied down two entire armies which might have intervened decisively in the fighting to the north around Stalingrad. By the time the Soviets launched their winter counteroffensive in November, the German position in the Caucasus had become a major liability. By early January they were in full retreat to the north, in a race against time for survival itself.
In Edelweiss Players will represent commanding officers in control of the campaign for either side. Scenarios covering small portions of the battle, as well as a variable length campaign game, will focus on the German offensive operations undertaken in the Caucasus. Campaign game options will allow Players to experiment by altering the historical order of battle to determine just what the German possibilities for a victory were. Was the offensive doomed from the start, or could the right combination of planning and military force have secured the objectives? In Edelweiss both Players will put that question to the test as they struggle to outperform their historical counterparts.
1.1	Game Components
 Your copy of Edelweiss should include the following parts:
1. One Standard Rules Booklet
2. One Exclusive Rules and Scenarios Booklet containing charts and tables needed to play the game.
3. Three different counter sheets representing the playing pieces and markers needed to play the game
4. Two Army Display Sheets
5. Two differently colored dice
6. Four 22" x 34" maps covering the area of the battle. The fourth map must be cut apart to place the Taman, Sochi and Batum extensions accurately. A field of hexagons is superimposed over the map to regulate movement.
If any of these parts are damaged or missing, write to:
Clash of Arms Games
P.O.. Box 668
King of Prussia, PA. 19406
Game Scale 
Each hexagon on the map represents 5 miles from side to side. Each turn is two days of real time. Units represent battalions, regiments, brigades, and divisions.
1.2	Unit Color Identification 
The following color schemes are used to help Players identify the playing pieces:

Unit Type 	Color
German
Combat	Black on Grey*
HQ 		White on Grey
Transport	Black on White 
Irregular 	Grey on Black
Aircraft Units 	Grey on White
* SS units are 	White on Black 

Rumanian
Combat 	Black on Brown
HQ 		White on Brown

Soviet
Combat 	Black on Red*
HQ 		White on Red
Transport 	Red on White
Irregular 	Black on Pink
Aircraft Units 	Red on Pink
Naval Units 	Red on Black
*Marines are Red on Black

2	EXCLUSIVE WEATHER RULES
Forces operating in the Caucasus had to cope with wide extremes of temperature and weather conditions, from the sweltering heat of the summer to the icy frost of the high mountain passes. 
 
3	IRREGULAR UNIT OPERATIONS
3.1	Partisan Unit Limits 
The maximum number of Partisan units the Soviet Player may have at any one time is limited. The Soviet Player may add 1 new Partisan beyond the initial limits for every 5 City, Town or Village hexes he Controls (even if he voluntarily destroys units to obtain new Partisans as in Cases 4.111 and 4.112 above. Control is determined by the degree of success in the Provincial Control Special Operation (see Rule 4.47 below). The Provincial Control Total is assessed every Reinforcement Phase and the Soviet Player must adjust his total Partisan mix on the board. New cadres may be deployed in any controlled hex.
3.2	Partisan Operations 
Active Partisan units may conduct the following Special Operations: Provincial Control.

3.2.1	Provincial Control
Both Players can attempt to assert control over Village, Town or City (populated) hexes. The Soviet Player derives an advantage in doing so, and the German Player denies the Soviet Player this benefit by doing so. Place Soviet Control Markers in hexes that are Controlled (see below). For every five Controlled hexes the Soviet Player has established, he may deploy one additional cadre beyond the scenario starting limits up to the counter mix limit in one of the controlled hexes. Choose randomly from those available. Use the Soviet Control markers to mark which hexes are controlled and the two Provincial Control Markers on the numbered track on the Soviet Army Display Chart to keep track of the current total.
Soviet Control. The Soviet Player may assert control over a Village, Town or City hex through any of the following methods
1) By moving an Operational or Superior HQ or NKVD Political unit into the hex and remaining there the rest of the turn. Place a Soviet Control marker there. The unit is free to leave the next turn
2) Any time an active Partisan enters an unoccupied Village, Town or City hex it may attempt to bring the hex under control. Make an EC for the Partisan and if passed, multiply the PCF by the ER. For a failed EC multiply the SCF by the ER. This total is the Control Number. Roll two dice, and if the sum is less than or equal to the Control Number, the hex is successfully controlled. Add + I to the dice roll if the hex in question is a Town, and + 3 if the hex is a City. If the target hex is within the Patrol Radius of a German Outpost the German Player may conduct an anti‑Partisan "sweep" prior to the Soviet control attempt to try and deactivate the Partisan (even if the Partisan did not move prior to the control attempt). Similarly, any active Patrols adjacent to the hex may first attempt Irregular Combat against the Partisan. Surviving active Partisans may then attempt Provincial Control.
German Control.  The German Player may reassert control over Soviet‑controlled hexes as follows:
1) By moving any Assault-capable Combat unit with a printed ER of four or more into the hex and remaining there the rest of the turn.
2) By conducting a Provincial Control operation with a Patrol (use the above procedure for Partisan units). The Soviet Player may attempt Irregular Combat with any adjacent active Partisan units first.
3) By establishing an Outpost in the hex.
4) By moving an Operational or Superior HQ into the hex and remaining there the rest of the turn.
Remove the Soviet Control marker from the hex. The unit is free to leave the hex next turn.
4	ULTIMATE SUPPLY SOURCES
The following information on Ultimate Supply Sources is applicable in all the scenarios and the campaign game.
4.1	Soviet Supply Sources
There are three Soviet Ultimate Supply Sources in the game. These are:
1) The major road or railroad hexes exiting the eastern edge of maps 6 and 7, or the major road hexes exiting the southern edge of map 7. Specifically, these hexes represent connections to Astrakhan, Baku and Tiflis.. 2) The town of Batum on Map 8c and all major road and railroad hexes leading to Batum when the Batum map is not in use.
3) The town of Elista on Map 3 may serve as a limited Ultimate Supply Source. Until occupied by the German Player, the Soviet Player may bring up to 2 SPs per Strategic Supply Segment on the map at Elista (The road connections back to the Volga and As' trakhan were very bad). A Supply Dump may be formed automatically in Elista, even if no unit capable of forming one is present.
SPs may be assigned via rail connections to Superior HQs as normal. To use a major road as a USS, Transport units must exit the map via the indicated major roads and spend I full turn off the map (exit Turn 1, return Turn 3) hefore reentering fully loaded with SPs.
4.2	German Supply Sources
There are two German Ultimate Supply Sources in the game. These are:
1) The city of Rostov on Map I, or the major road and railroad hexes leading to Rostov when the Rostov map is not in use. The German Player may wish to briefly align the Rostov map with the playing area to deter mine which major roads and railroads make a direct connection with Rostov. German Con' trol markers can be used to indicate these specific roads and railroads. All SPs rolled for on the SST appear at Rostov and may be assigned via rail connections to Superior HQs. In scenarios where the Rostov map is not used, Supply Columns (not Caravans) may exit the indicated roads leading to Rostov and may return 3 turns later (exit Turn I, return Turn 5) loaded with up to 4 SPs each (they are presumed to be in transit for a week).
2) Should the German Player capture any port hexes on the Sea of Azov or Black Sea coast, he may place an additional 2 SPs per Strategic Supply Segment over what he rolls on the SST into that port. He may bring only 2 SPs no mater how many ports he controls (this represents limited shipping capabilities from the Crimea). He may form a Supply Dump in the port hex even if no unit capable of forming one is present.
5	EXCLUSIVE RAIL AND NAVAL OPERATIONS RULES
This game uses all of the rules found in the Standard Rules Book concerning Rail and Naval Operations.
The Soviet Black Sea fleet maintained a limited transport capacity, along with several destroyers, patrol boats, and a few cruisers. 
6	EXCLUSIVE GERMAN ARMY RULES
6.1	Supply Shortages
To reflect the tremendous logistical difficulties the Germans faced the German Player may only deploy one Supply Column and two Caravans per Superior HQ in the game. These penalties may be waived in the campaign game if the German Player selects the Increased Supply Option.
6.2	Air Assault
In this case the Air Assault is assumed to be flying in from bases in the Crimea and may drop in any hex on or adjacent to an unoccupied Black Sea coastal hex.
6.3	Provincial Control
German Assault-capable Combat and HQ units may attempt Provincial Control. Refer to Rule 4.47 for details of this Special Operation. HQ units conduct the operation in their respective phases, and Assault-capable Combat units do so during the Operations Phase.
6.4	The Oil Brigades
These were essentially industrial engineer units following behind the armies sent in to restore the wells and get production going. They have several unique features. Oil Brigades are leg Non-Assault-capable Combat units and are governed by all Standard Rules except where noted below. Oil Brigades do not require Command Control or Supply Modes, and like all such units possess 4 EPs for Engagement Operations. They may not attack or Support other units but may be attacked by enemy units. They are treated as leg units for movement purposes. Oil Brigades may conduct the Repair Special Operation as described in the Oil Well Repair rule.

6.5	Oil Well Repair
At the end of his Operations Phase the German Player may attempt to repair damaged oil well hexes with his Oil Brigades. They must have been stacked with the oil well at the start of his Operations Phase and remained there throughout the rest of the turn to attempt repair. At the start of his next Operations Phase roll one die, and if the number is less than or equal to the number of Oil Brigade units stacked on the oil well hex, the Damage Level is reduced by one level. The Oil Brigade is free to continue repairing or conduct some other operation. Oil wells which have been reduced to Damage Level zero are considered repaired. During any Strategic Supply Phase the German may roll one die for every repaired oil well where he has stacked an Oil Brigade. On a roll of "6" he may place 1 SP on the hex in a Supply Dump (even if no unit capable of form‑ a Supply Dump is present! representing the week's production.
7	EXCLUSIVE SOVIET ARMY RULES
As the war continued, the Red Army evolved after early disasters into a tough professional fighting force. The rules below outline some of the Red Army's capabilities as well as special units that made an appearance during the campaign.
7.1	Artillery Restrictions
Certain deviations from the Standard Rules are required to simulate Soviet artillery practices during the campaign. In Edelweiss, Soviet Operational HQ possess only short range Heavy AFs which have a range of one hex. Soviet Naval units may only conduct Barrage Missions against coastal hexes (not any hex in range). They may not Counterbarrage, Close Support or FPF.
NOTE: These restrictions are deliberate, and simulate the inferior coordination and control of artillery exhibited by the Soviets throughout the campaign.
7.2	New Playing Pieces
The Soviet order of battle included an unusual assortment of formations that directly in fluenced the campaign. All units described below follow all of the Standard Rules except where noted below. 
7.2.1	NKVD Political Units
Beria and his confederates played a major role in controlling the population, as well as stiffening the Soviet defense. They were ruthless in oppressing wayward or disaffected locals. NKVD operatives also exerted a considerable influence on the military, taking charge of divisions on a moment's notice and even threatening to remove army commanders who where not showing appropriate revolutionary zeal.
NKVD Political units are leg Combat  units. NKVD Political units are doublesided, representing either a cadre or a battlegroup, with an infantry unit symbol and a single number printed on both sides. This number serves as the PCF for the unit. Like all such units with a single PCF, these units have no ZOC Rating but project a ZOC equal to their PCF in the hex they are in. NKVD Political units have no ER or MR ‑ they will never fail a MC and never suffer any penalties associated with morale failure! Groups have either a named officer printed on top of the unit symbol representing a cadre, or a BG (for Battlegroup). NKVD Political units never require Command Control or Supply Modes and possess 4 EPs when operating alone. Any Assault-capable Combat units stacked with them may be declared IND, even if not normally eligible. NKVD Political units do not count against a hex's stacking limits. NKVD Political units may not Force March or conduct General Retreat, but may be declared part of a rearguard above the one division limit). NKVD Political units may not be carried by Transport or Naval units. Disrupted Soviet units stacked with NKVD Political units in City or Town hexes may conduct the Holding Operation in an enemy ZOC.
When deployed, NKVD Political units always start as cadres. They will automatically flip to the stronger battlegroup side if they are stacked with any unit that fails its precombat EC. NKVD Political units will not alter the ER of units they are stacked with, but do increase their MR by +2. NKVD battlegroups will revert back to cadres if they are stacked with any unit which fails a MC.
NKVD cadres and battlegroups contribute their PCF to the attack and defense total of any units they are stacked with. They may never alone conduct an Assault Option unless stacked with a friendly Assault-capable Combat unit. They may not conduct Support or Limited Assault Options at all (even if stacked with friendly units).
EXAMPLE: Assume two Soviet infantry divisions rated 4‑2‑1 are stacked with a NKVD cadre and pass their pre‑combat EC. The stack has a total of 9 PCFs (8 for the divisions and 1 for the cadre). If the divisions had failed their EC, the stack would then have a total of 8 SCFs (4 for the two divisions and 4 for the now flipped NKVD battlegroup.
NKVD Political units ignore Disruption and MC results. Those which are alone in a hex and forced to Retreat flip back into cadres at the end of the Retreat, or may be Eliminated at the Soviet Player's option. If stacked with other units, the NKVD Political unit will be the last unit to suffer a Step Loss. NKVD Political units suffering Step Losses alone in a hex are Eliminated.
NKVD Political units may undertake the Sabotage, HQ Attack and Irregular Combat Special Operations, but do so in the Operations Phase. They use a fixed combat total of I for all these operations. Refer to Module 4.0 for rules governing these operations. NKVD Political units may also conduct Provincial Control (see Rule 4.41). By conducting a Holding Operation, an NKVD Political unit may construct a Field Works marker (see Rule 8.91) in any City or Town (not village) hex.
NOTE: The NKVD were expert street fighters and were often used to buttress the defense of key towns.
The two NKVD Divisions, 11th and "Makhachkala", are treated as elite Assault-capable Combat units. They may be declared IND and conduct the Sustained Assault Option but do not possess any of the abilities of NKVD Political units.
7.3	Soviet Artillery
7.3.1	Coastal Artillery . 
This unit represents the gun emplacements around the port area of Novorossiysk. It is treated as a Heavy Artillery unit in all respects except it is considered immobile; it may not assume March Mode to Maneuver.
The Heavy Artillery unit may only assume the Supply Mode of its parent Operational HQ when it is stacked with or adjacent to the HQ. The unit may also independently be placed into Offensive Mode by expending I SP (which must be stacked with it) but it must be in Command Control (6 MP Communications Radius) under its parent HQ to Barrage or Counterbarrage
As the gun positions were somewhat fortified, German units are -1 ER when attacking the unit. The unit has one Step, and may be Disrupted. If Disrupted, it may Regroup (but not in an enemy ZOC If forced to Retreat, either by the CRT or by the fact a Disrupted unit may not hold in an enemy ZOC the unit is eliminated instead.
7.3.2	Mountain Troops
The Soviets fielded a number of mountain divisions during the campaign. Though not all of the components of these divisions were trained or equipped for mountain warfare, these units receive a favorable CRT die roll modifier when attacking or defending on Elevation Level 3 or higher. They enjoy the mountain leg unit movement advantages in high Elevations as listed on the TEC.
7.3.3	Armored Trains 
The Soviets used several armored trains as a stopgap defense measure and for escorting what little rolling stock they had in the Caucasus. 
7.4	Remnants
Scenarios may call for a specified number of remnants to be deployed at start. Also, whenever a Soviet rifle or Guards brigade is eliminated in combat, it may form a remnant.
The Soviet Player may form a rifle brigade (or Guards brigade) from remnants (Guards remnants) by conducting a Refit Operation with 3 of them during the Operations Phase and declaring this intention. All Standard Rules concerning Refit apply (see Rule 13.81). Brigades may not break down into remnants.
7.5	Soviet Special Operations
The Soviet Player has a number of Special Operations that only he can perform. All Special Operations listed here occur at the end of the Operations Phase and follow the Standard Rules (see Section 13.9) concerning such except where noted below.

7.5.1	Provincial Control
NKVD Political units and HQ units may attempt Provincial Control. Refer to Exclusive Rule 4.47 for details of this Special Operation. HQ units conduct the operation in their respective phases, and NKVD Political units do so during the Operations Phase.
7.5.2	Demolitions 
Soviet Operational HQs may conduct Demolition Special Operations against oil well Installations as in the Standard Rules (see Demolitions).
8	COMMAND GAME EXCLUSIVE RULES
Use the following Exclusive Rules when playing Edelweiss with the optional Command Game.
8.1	Soviet Prevailing Orders
The use of the Command Game in Edelweiss is complicated by the fact that Strategic Withdrawal is a major Soviet tactic, and at times a "must" if the Soviet Player is to have any chance of winning the game. In spite of the fact that Stalin's famous "not a backward step" order was issued after the fall of Rostov, the Soviets proceeded to retreat some 400 miles into the Caucasus. They were, in fact, pursuing a deliberate elastic defense strategy, avoiding engagement, and extricating troops from dangerous situations to survive and fight again under better circumstances. Use the following rules to simulate the Soviet dilemmma.

8.2	General Instructions 
The following City and Town hexes must be garrisoned at all times by an Assault-capable Combat unit: Novorossiysk, Krasnodar, Tuapse, Sukhumi, Batum, Groznyy, Ordzhonikdze and Mozdok (rifle brigades fill this assignment well). Each time the German Player captures one of these towns or cities, the Soviet Player's marker on the High Command Disposition Track is moved one box to the right (making it more difficult to get Stalin's permission to do anything). Should the Soviet Player re‑capture the objective, he may shift the marker one box to the left in his favor.

In July and August: To simulate the elastic defense strategy initiated by Timoshenko and Zhukov, the Soviet Player is granted automatic permission for General Retreats of any size or number during the months of July and August. From September on, he must roll for permission as normal.

In September: Starting in September all Soviet units must "Stand Fast". All Assault-capable Combat units must remain within 5 hexes of the front line at all times. The front is defined as any enemy ZOC. 

In October and November: In games lasting through these months, the Soviet Player must place at least 3 Operational HQs in Offensive Mode and conduct offensive operations with them. This requirement is considered met if the HQ's Supply Mode has been reduced to Depleted Mode before the next Strategic Over
8.3	Beria's Meddling
Beria threw the entire threatre out of sync by shuttling from one HQ to another and throwing the weight of his murderous reputation and connections with STAVKA around. To simulate this, the Soviet Player should roll 1 die each Strategic Overphase and equally divide the chances among the available Superior HQs. Then place the Beria NKVD Political unit with the afflicted Superior HQ (the unit may move from any where to do this) and place the Beria Commander Chit in the Superior HQ's Command Box along with the regular commander. Beria will subtract ‑ 4 from the total reached for all command decisions involving the afflicted HQ. Naturally, he may not be "Relieved" of command.
8.4	German Prevailing Orders
In contrast to the Soviet Player, the burden of the attack falls on the German Player, who was being driven by an impatient Hitler. List was relieved of his command when Hitler suspected his lack of initiative in the field to be the reason behind the German failures. These considerations form the basis for the prevailing orders in Edelweiss. Though the victory conditions for the scenarios have been set up to more or less force the German Player to be aggressive, the Command Game adds the additional irrita‑ tion of Hitler's impatience.

8.4.1	General Instructions 
A timetable for the advance will be imposed on the German Player. The following objectives must be taken by the indicated dates or the German Player must move his marker on the High Command Disposition Track one box to the right for each failure. 
Objective	Date	Game Turn	
Voroshilovsk	Aug 3	5	
Maykop	Aug 11	9	
Krasnograd	Aug 11	9	
Pyatigorsk	Aug 17	12	
Mozdok	Aug 27	17	
Novorossiysk	Sept 4	21	
Tuapse	Sept 10	24	
Sochi	Sept 22	30	
Sukhumi	Oct 4	36	
Groznyy	Oct 4	36	
Ordzhonikidze	Oct 16	42	
Batum	Oct 28	48	
NOTE The dates are calculated from a July 26th TURN 1. In some cases these timetable objectives are scheduled a bit after the historical fall, and in some cases they are scheduled before the historical fall.
8.5	Relief of List
If the Disposition Track ever exceeds List's Decision Rating, he will be considered "relieved of command" by a direct order of the Fuhrer (as List is rated 5, he would be relieved the moment Hitler's Disposition Marker enters the first box in the "Outraged" Section of the track. If List is relieved, Hitler will assume personal control of Army Group A. If this happens the German Command Game is more less over. The only question the German Player may ask of the High Command is to Transfer Units. In this instance, the CO will not be consulted, but the German Player may add the Decision Ratings of both commanders controlling the HQs involved in the transfer.

EXAMPLE: Assume the 57th Panzer Corps (normally under 1st Panzer Army) has been operating under Ruoff's 17th Army and Kleist wants it back. The German Player may add the ratings of Kleist (5) and Ruoff (3) for a total 8 and use the 4-9 column on the Weight of Opinion Table.
8.5.1	Fuhrer Directives
If Hitler assumes control of Army Group A, the German Player will be forced to undertake offensive operations by a special order of the Fuhrer A three turn grace period will be allowed after the dismissal of the German CO. After this, the German Player must place at least three Operational HQs into Offensive Mode and attack until the HQ assume Depleted Mode. If one of the objectives listed above on the timetable is taken that turn, the High Command Disposition Marker may be moved one box to the left. If one of the objectives listed above is not taken that turn, the Disposition Marker moves one box to the right and the special order to attack is repeated (the German Player must have at least 3 Operational HQs into Offensive Mode and attack next turn and continue burning SPs). If the German Player does not have the SPs to do this, the marker continues to move to the right each turn no objective is taken. Once the marker reaches the rightmost box in the "Outraged" Section, the following penalties apply:

1) No questions (including transfers) may be asked of the High Command.
2) No commander may undertake any operation by initiative.
3) No German unit may be designated IND and all Combat units must remain within Command Radius of their parent HQ.
4) No German Leader may contribute bonus EPs to Engagement Groups.

Once the Fuhrer is totally outraged, he will only be pleased by success. Each time the German Player captures one of the timetable objectives while Hitler is in control, he may move the Disposition Marker one box to the left. If, by some miracle, he manages to get the marker into the "Uncertain" Section of the track, the Fuhrer relinquishes command! The German Player may freely promote officers as he wishes. One must be named to the CO position in Army Group A, and a maximum of three other promotions may be made to fill positions and realign the command structure. All penalties are negated, and the German Player resumes the Command Game normally.

9	Scenario Rules
To facilitate play all scenarios in Edelweiss will use discretionary setup. A specific location will be listed for each HQ, and all units subordinate to that HQ will setup within a specified number of hexes from the HQ’s position. In some cases certain restrictions as to the setup will be specified in order to tailor the starting dispositions of units to historical research. Unless otherwise indicated, the following rules apply to all scenarios. 
1)	In all scenarios the Strategic Overphase is already presumed completed at the start of the scenario. Only the Air Superiority Step is carried out and then play proceeds with the Communications Phase. 
2)	All HQ start in Depleted mode, ready to draw on and expand SPs to assume new Supply Modes (unless otherwise indicated). Players will be able to roll on the Strategic Supply Table during the next Strategic Overphase. 
3)	Units indicated as setting up reduced will deploy with their weaker side up. 
4)	All reinforcements enter the scenarios in Defensive Mode, and all Supply Columns start the scenarios empty.