by Mark E. Stille
Design: Mark E. Stille
1.0 INTRODUCTION 2.0 GAME
COMPONENTS
3.0 IMPORTANT
CONCEPTS BEFORE
STARTING
4.0 SEQUENCE OF
PLAY
5.0 THE JOINT
AIR OPERATIONS
PHASE
6.0 THE MUTUAL
REINFORCEMENT
PHASE
7.0 MOVEMENT
PHASE
8.0 THE COMBAT
PHASE
9.0 COMBAT
RESULTS
10.0 THE EXPLOITATION PHASE 11.0 THE AIR INTERDICTION PHASE 12.0 SPECIAL
RULES
13.0 SCENARIOS
14.0 DESIGNER NOTES 15.0 SOLITAIRE
RULES
Read This First:We've organized the overall structure of the rules of this LPS simulation game to follow this game's sequence of play in introducing concepts. The rules themselves are written in a format known as the Case System. This approach divides the rules into Modules (each of which deals with a major important aspect of play). Modules are numbered sequentially as well as possessing a title. Each Module is divided into Sections that deal with a major sub-topic inside the Module) which are also numbered sequentially. Modules and Sections are introduced by some text that briefly describes the subject covered by that particular Module or Section. Finally, the majority of each Section consists of Cases. These are the specific, detailed rules that govern play. Each Case is also numbered sequentially. The numbering follows a logical progression based upon the number of the Module of which the Cases are a part. A Case with the number 7.5.1, for example, is the first Case of the fifth Section of the seventh Module of the rules. Each Module can have as many as ninety-nine Sections and each Section can have as many as ninety-nine Cases. The numbering system is designed as an organizational aid. Using it, players can always determine where a Case is located in the rules. How the Numbers Work: 3.1.4
The example above is the number of the fourth Case of the first Section of the third Module of the rules. Learning to Play the Game: Begin by familiarizing yourself with all of the components listed for this game. Then skim through the charts and rules, reading all the titles of the Modules and Sections. Set up a game scenario or portion of a scenario (after reading the applicable Module) and play a trial game against yourself. During this trial game, try referring to the rules only when you have a question and remember the numbering system we employ makes it easy to look up rules when you do. While a trial game may take you an hour or two, it is the quickest and most pleasant way to learn (short of having an experienced friend teach you). We also don't recommend attempting to learn the rules word-for-word. Memorizing all the details is an effort that few can do. We've written these rules to be as comprehensive as possible - but they are not designed to be memorized. Taking in the rules in this way (as you play along) is the best approach to mastering this game. Last, we're always open to suggestions on how to improve the comprehension of our rules. Write to us at the above addresses if you have an idea on how we can communicate better with you. 1.0 INTRODUCTIONNorth Wind Rain, the Japanese Invasion of Manchuria (NWR) is an operational/strategic level game covering one if the great "what ifs" of the Second World War -- a Japanese attack against the Soviet Far East. This attack, pitting the elite Japanese Kwantung Army against the better-armed Soviet Far East Armies was not simply a hypothetical scenario, but one that the Japanese prepared for and seriously contemplated. Two variants are offered; a 1941 attack roughly concurrent with the German assault against European Russia in which the Kwantung Army faces some of the best units of the Soviet Far East Army and a 1942 scenario in which the Kwantung Army, reinforced by a large mechanized force, squares off against a still large, but not as strong, Soviet Far East Army garrison. 1.0.1 Game Scale: Each hexagon (hex) is approximately 16 miles (25.75 km) across. Unit sizes vary considerably. Divisions range from 9,000 to 17,000 men. Each brigade or regiment represents between 2,000 to 5,000 men. Aircraft units range from 100-400 airplanes. Each turn covers five days. 2.0 GAME COMPONENTSYour copy of North Wind Rain should contain the following components below:
One set of 280 die cut 1/2" double-sided playing pieces. One double-sided cardstock 8x11" sheet with the game charts and tables printed on it. One 16-page rulebook. If any of these parts are missing or damaged, write to:
Magazine PO Box 165 Southeastern, PA 19399-0165 USA Attn: North Wind Rain We hope you enjoy this game. Should you have any difficulty interpreting the rules, please write to us at the above postal address, or send an e-mail to: support@atomagazine.com phrasing your questions so that a simple sentence, word, or number can answer them. If you send a letter by mail, you must enclose a stamped, self-addressed envelope to receive a reply. We recommend e-mail as the best way to resolve a query. Although we welcome comments and suggestions about the game's interpretation of events, we cannot promise to respond to questions on theory or design intent. 2.1 The Game Map The game is played on a stylized map divided into hexagons (hexes). The map portrays Manchuria and part of the Soviet Far East, over which a hexagonal grid has been superimposed to regulate the movement and positioning of pieces. The hexes facilitate positioning and movement of the playing pieces. Each hex contains a terrain type which is referenced on the Terrain Effects Chart. A hex is also individually designated with a four-digit number, which is used in set-up. Fractional hexes without numbers are unplayable and may not be entered. 2.1.1 Map Features: Various types of terrain and certain features are denoted on the game map, and are defined and their effects explained on the Terrain Effects Chart. Some of these terrain types and features are: Clear, Swamps, Desert, Rough, Mountainous, Major and Minor Rivers, Major and Minor Cities, and Fortifified Lines. In addition, Railroads and Roads run through many of the terrain features above. 2.1.2 Map Charts and Tables: Also printed on the mapboard is a Turn Record Track to assist in recording the game turn, the Unit Availability Boxes, and the Terrain Effects Key. 2.2 The Playing Pieces The cardboard playing pieces (or counters) in the game should be carefully separated before trying to play. The pieces are of different types depending on the information that appears on each. In general the pieces represent either combat units or informational markers. Combat units represent the actual historical units that could have fought in such an operation. The top face of each combat unit shows the combat unit at full strength while the back of the counter (usually) represents the same combat unit at a weaker strength. Each face of a combat unit presents information that determines its capabilities in the game. Combat unit counters are illustrated. Unit counters are printed in various colors for national identification:
Manchukuoan (Japanese puppet forces) - Black and red on grey Inner Mongolian (more Japanese puppet forces) - Black and red on blue Soviet Army - White and yellow on red Soviet Navy - Blue and yellow on blue Mongolian (Soviet allied forces) - White and yellow on blue The front side of a combat unit is its full strength side, while the reverse side indicates it has taken losses and become weakened. Units with no back-printed side strength are eliminated if they suffer a Step Loss result in combat. The various information appearing on the counters is explained in the notes following. 2.2.1 Unit Type: The Unit Type Symbol is printed in the center of the counter and identifies both the kind of unit the piece represents, and its degree of mobility (proportion of vehicles) as follows: 2.2.2 Unit Size Indicator: The following symbols are used to indicate the basic size of the formation if a combat unit:
Rem Remnant (fragment of a once larger unit) III Regiment, Battle Group X Brigade, Independent Group XX Division XXXX Army HQ 2.2.3. Historical Designation: The military designation or the name of a combat unit. The following abbreviations are employed:
Soviet:
Comp. Composite Tank Brigade FEF Far Eastern Front RB Red Banner Army UR Ukreplennyi Raion (Fortified Region) Am Amurskaya (1st) Tank Division Uss Ussuriiskava (2nd) Tank Division 2.2.4. Attack Combat Strength (ACS): This value is printed in the upper left-hand comer of the unit counter. This is the unit's strength when attacking, expressed numerically. Abstractly, it represents the unit's present troop strength and equipment. An ACS of zero means the unit cannot attack. Artillery units do not possess an ACS and may not initate attacks solely by themselves. Instead they possess Shift Indicators (a small letter "A") printed beside the Unit Type Symbol to indicates the number of separate battles the artillery unit can be used to provide support for. 2.2.5 Defensive Combat Strength (DCS): This value is printed as a slightly smaller number in the upper center of the counter. This is the unit's strength when defending, expressed numerically. It too abstractly represents the unit's present troop strength and equipment. 2.2.6 Movement Allowance: Printed in the upper right-hand comer of the counter, a unit's Movement Allowance is the maximum number of Movement Points (MPs) a unit may expend in a single Movement Phase as it moves from hex to hex. A clear terrain hex generally costs I MP to enter, for example. 2.2.7 Proficieny Rating (PR): This value is printed in the lower righthand comer of the unit counter. Basically, it represents the unit's level of training and morale, expressed numerically. Comparison between opposing side's PRs can provide a benefit in combat (see Case 8.9. 1). 2.2.8 Range: Not printed on the counter, but a characteristic of all combat units is its range, or how far it may attack. All non-artillery combat units have a range of one, they can only attack units that are adjacent. Artillery combat units can use their Shift Indicators to support battles that are not adjacent, up to two hexes away. Range is the distance (in hexes) to which the artillery can fire. When counting hexes to determine range, include the target hex but not the hex containing the supporting artillery unit. If an artillery unit is supporting a unit that is being attacked, its Range does need to be great enough to reach the hex being attacked, but not the attacker's hex per se. 2.2.9 Steps: Most brigade size or smaller combat units can absorb only one step of combat losses before being eliminated. Most divisions have two steps and are backprinted with a weaker side. Japanese infantry divisions have three steps, the third step is a 2-2-5 (REM) remnant. 2.3. Aircraft Units Both players have aircraft units. Aircraft units are laid out in the following manner. 2.3.1 Unit ID: Printed across the top of the counter is the aircraft unit's historical identification name or number. 2.3.2 Air Combat Factor (ACF): An abstract rating printed printed in the tower left of the counter to reflect the aircraft unit's effectiveness (firepower, speed and maneuverability). This rating is used only when resolving aerial combat between aircraft. 2.3.3 Ground Attack Factor (GAF): An abstract rating printed in the lower center of the counter reflecting the aircraft unit's ability to damage ground targets. 2.3.4 Range: An aircraft unit's Range is printed in the lower right of the counter. This is the maximum number of hexes an aircarft unit can operate away from its base location. When counting hexes to determine range, include the target hex but not the hex containing the aircraft unit's base location. 2.4 Markers Markers are special pieces used to record various game functions, such as Air Interdiction, Railbreaks, or the current Turn. Markers generally contain only a symbol or notation for their use. 2.5 Game Charts and Tables Various charts and tables simplify and illustrate the game and furnish results for certain game actions. These include the Turn Record Track and the Terrain Key, both printed on the mapboard as well as the Terrain Effects Chart, the Combat Results Table, the Overrun Calculation Table along with other charts and tables, which are printed in the rules. 3.0 IMPORTANT CONCEPTS BEFORE YOU BEGINBefore getting on with the main body of the rules, there are several important concepts with which players should familiarize themselves. These are presented here and include the rules on stacking, Zones of Control and supply. 3.1 Stacking The player is permitted more than one piece in a hex. Groups of more than one piece in a hex are called a force and making up such groups is termed "stacking." Combat units can freely combine into stacks or leave them by movement within restrictions specified below. 3.1.1 Stacking Limits: Players may have stacks with up to three friendly division equivalents per hex at the end of any phase. Brigades, regiments and Japanese remnant units count as 1/3 of a division for this determination. Aircraft units and markers of any type do not count for stacking. A single HQ unit does not count towards stacking. Each additional HQ unit counts as one division. This same rule applies to artillery units. Units that have sufffered Step Losses still count as their original unit size for stacking purposes Example: A stock consisting of three divisions, one HQ, and one artillery unit is legal and may stack together in a single hex at the end of a Movement Phase. 3.1.2 Road Stacking Limits: No more than one division (or divisional equivalent) of units may stack in a road hex (or cross over a bridge) at any point in its move if it wishes to move along the road expending MPs at the more favorable road rate. 3.1.3 Joint Movement By Stacks: Combat units that move together as a stack are limited to the Movement Allowance of the slowest combat unit in the stack. 3.1.4 Stacking and Combat: Only three divisions (or division equivalents) may attack from or defend a single hex (owning player's choice). All Step Losses from combat must come from these units first. 3.1.4 Stacking and Retreats: Units ending a retreat in an overstacked condition must, if possible, continue to retreat or split stacks until the hex stacking limit requirements are met (see Case 3.1.1 above). If they are required to exceed their printed Movement Allowance in doing so (measure from the hex the battle took place in to their final resting point), they are eliminated instead. 3.1.5 Stacking Violations: Any number of units can move or retreat through a single hex during movement or combat, as long as no unit ends any phase in violation of the stacking limit. If it is not possible to avoid an overstacking condition, the owning player must correct the situation in his next Movement Phase; should the overstack condition still exist, the opposing player may choose the units which must be eliminated to restore proper stacking limits. 3.2 Zones of Control (ZOCs) Most combat units (but not aircraft units, HQs or markers) project a Zone of Control (ZOC) into some or all of the hexes surrounding the hex they occupy. These surrounding hexes are considered "controlled" hexes in that they inhibit enemy combat unit movement and the tracing of retreat paths through them. 3.2.1 Who Projects a ZOC: The six hexes surrounding and immediately adjacent to a hex containing a division sized (or equivalent) combat unit constitute that combat unit's Zone of Control (ZOC). Three brigades and/or regiments (but not two) stacked together also project a ZOC. Each division sized (or equivalent) combat unit normally projects its ZOC into its six surrounding hexes. Individual regiments, brigades, minor allied units (regardless of size), Japanese remnant units, artillery units, and headquarters (HQ) units never exert a ZOC. A combat unit's Step Losses have no impact on whether or not it projects a ZOC. 3.2.2 Mutual ZOCs: There is no additional effect when one or more friendly combat units each project a ZOC into the same hex. If both enemy and friendly ZOCs project into the same hex, they coexist mutually and both sides exert control on that hex. In certain circumstances a friendly ZOC negates the effects of an enemy ZOC. Unless specified, the negative effects of an enemy ZOC are not cancelled by a mutual ZOC situation. A friendly combat unit's occupation of a hex in an enemy ZOC does not negate that enemy ZOC for movement purposes. Combat units are unaffected by the ZOCs of other friendly combat units. 3.2.3 Terrain and ZOCs: Division-sized (or equivalent) combat units project ZOCs into all terrain types except as follows;
Exception: Units ma ' v cross a major river into an enemy ZOC if moving onto a friendly unit. Stacking restrictions and the MP cost to enter an enemy ZOC still apply. ZOCs do project across minor rivers in all cases. 2.) Units do not project a ZOC into mountain or major city hexes. A unit in a mountain or major city hex does project a ZOC normally into the six surrounding hexes (but not into other adjacent mountain or major city hexes). 3.) Armor (tank) and armored car units by themselves alone in a hex do not exert a ZOC into forest, wooded, or marsh hexes. 4.) Units do not project a ZOC through an enemy heavy fortification hexside. Friendly units do project a ZOC through their own heavy fortification hexsides. 3.2.4 ZOC Effects On Movement: All units must expend one additional (+I) MP to enter or leave a hex in an enemy ZOC. No additional cost is assessed if more than one enemy unit exerts a ZOC into a hex. Units may thus move through enemy ZOCs if they possess adequate MPs to pay all appropriate terrain and ZOC MP costs. Friendly units in a hex do not negate the presence of enemy ZOCs for movement purposes. 3.2.5 Combat Effects of ZOCs: Units may retreat through enemy ZOCs if no other path is available but suffer one Step Loss per hex in an enemy ZOC entered. This Step Loss is taken from the stack as a whole, and not each unit in the stack. Friendly units in a hex do negate the presence of enemy ZOCs for purposes of retreat and no Step Losses are suffered when retreating through such hexes. 3.2.6 ZOC Effects On Supply: A Path of Supply cannot be traced through an enemy ZOC. Friendly units in a hex negate the presence of enemy ZOCs for purposes of tracing a Path of Supply though that hex. 3.3 Facing Units possess all around facing in North Wind Rain and do not need to orient themselves in any particular way to the grid. 3.4 Supply In general, units must be in supply in order to use their full capabilities. Aircraft and the IJN naval unit are always considered to be in supply. Ground units must trace a Path of Supply (POS) from their position to a valid supply source (see Cases 3.4.4 and 3.4.5 below) in order to be considered in supply. 3.4.1 When To Check Supply: Supply status is checked multiple times each turn. Supply is checked for and a POS traced when a unit attempts to receive replacement steps. Supply is checked for and a POS traced at the beginning of each Movement Phase and remains in effect for the entire phase. Supply status is checked again and a POS must be traced at the instant of combat. 3.4.2 POS Procedure: In order to be considered in supply, units must be able to trace a POS of 8 MPs or less back to a valid supply source, using non-motorized MP terrain costs for each hex traced through. Both Soviet and Japanese POS lengths are limited to 8 MPs. 3.4.3 Effects of Being Out of Supply: Units unable to trace a POS back to a valid supply source are considered out of supply. Such units have their Movement Allowance, and Attack and Defense Combat Strengths halved. Round all fractions up. Example: A unit with an A CS of 5 and a Movement Allowance of 5 would, if' not in supply, instead possess only an A CS of 3 and 3 MPs. Armor and artillery units unable to trace a valid POS may not contribute their DRM and Shift Indicator combat bonuses respectively. Motorized units unable to trace a valid POS may not move in the Exploitation Phase. 3.4.4 Soviet Supply Sources: Soviet ground units must be able to trace a POS back to any Soviet major city or any railroad hex in the USSR/ Mongolia which can in turn, trace an unbroken line of rail hexes to a major city on the map or off the northeast map edge. Soviet HQs can act as a "forward" supply source if they can in turn trace a valid POS of 8 MPs or less back to a supply source. If so, then Soviet units may treat HQs like any other supply source and are considered in supply if they can trace a POS to the HQ. However, HQs cannot trace to other HQs. Soviet supply sources can supply an unlimited number of units. Soviet Mongolian units are considered in supply while in Mongolia. 3.4.5 Japanese Supply Sources: Japanese ground units must be able to trace a POS back to any major city in Manchuria or to any railroad hex in Manchuria or Korea that can in turn, trace an unbroken rail line to a major city on the map or off the southern map edge. Exception: Any Japanese units in a minor Manchurian citv orfiullfort~filcation hex are considered to be automatically in supply but only while occupying that hex. Other friendly units outside those hexes may not trace a POS into those hexes. Manchukuoan units must be able to trace a POS to major or minor cities in Manchuria to be considered in suuply. Inner Mongolian units are always considered to be in supply while in Inner Mongolia. 3.4.6 Captured Supply Sources: Supply sources that an enemy ground unit has moved through or occupied cease to act as valid supply sources for friendly units until they are recaptured. Supply sources regain their status the turn after they are reoccupied by friendly ground units. 3.5 The Fog of War To simulate limited intelligence, neither player may examine the other's stacks at any time other than during combat resolution. When stacked, each player must place the largest unit (by Unit Size Indicator, not ACS or DCS) on top. When more than one unit of the same size formation is present, the owning player may choose which unit to display. Exception: Regardless of size, artillery and HQ units are always stacked beneath any other units present in the hex. 4.0 SEQUENCE OF PLAYThe game is divided into a number of Game Turns. Each Game Turn is divided into two Player Turns. Each Player Turn is composed of a series of phases. All activity in one phase must be concluded before the next phase begins. The activities which may take place during each phase are listed below: A. Mutual Air Operations Phase Both sides secretly allocate aircraft units for turn. Resolve Air Superiority missions now. B: Mutual Reinforcement Phase Both sides enter all unconditional reinforcements and then check and roll for conditional reinforcements. Both sides consult the Replacement Tables and assign any replacement steps to eligible units. C. First Player Turn: 1.) Movement Phase: Remove Rail Cut markers inflicted previous turn. Check supply at the beginning of the phase. Move as many or as few units as desired. 2.) Conduct overruns, strategic movement, naval operations and Rail Bombing missions. Convert rail hexes to your control. 3.) Combat Phase: Check supply at the instant of each combat. Fully resolve each combat in the attacker's designated order before resolving the next. Remove step losses. Conduct retreats/ advances. 4.) Exploitation Phase: Eligible motorized units may move again (up to die roll limit). 5.) Air Interdiction Phase: Aircraft units with Ground Attack Factors may place Air Interdiction markers. D. Second Player Turn: Follow steps C. I through CA above, then go to next turn. After all the phases of both Player Turns are completed, advance the Game Turn Marker one space and repeat the turn sequence. 5.0 THE MUTUAL AIR OPERATIONS PHASEDesigner's Note: The treatment of air power in NWR is handled in a relatively abstract manner. Though the Soviet Far Eastern Air Forces were not formed into Air Armies until August 1942, they are grouped as such in NWR for ease of play. The Japanese aircraft units represent the cream of' the Imperial Army Air Force. 5.1 Air Operations Aircraft units start each player turn in the Available Box. Aircraft units may be used once per Game Turn to conduct a mission. After they have flown a mission, place the now used aircraft unit in the Flown Box. 5.1.1 Aircraft Range: When conducting air operations, Soviet aircraft units must trace their range from the HQ unit they are assigned to (see the scenarios for which aircraft units are assigned to which front). Japanese aircraft units must trace their range from any major or minor city in Manchuria or Korea. Aircraft units ignore all terrain MP costs and enemy ZOCs when operating on the map. 5.2 Aircraft Unit Allocation During the Joint Air Operations Phase, both players secretly allocate their available aircraft to either Air Superiority or Ground Support missions. Units allocated to Air Superiority resolve their missions simultaneously during the Mutual Air Operation Phase. Units allocated to Ground Support missions that survive air superiority combat may be used by the phasing player to conduct Rail Line Bombing, Ground Support, or Air Interdiction during the Player Turn. The non-phasing player may use surviving units only for Ground Support. 5.3 Air Superiority Mission Any type of aircraft unit may be assigned this mission. No range limitations exist; aircraft units are just assigned air superiority missions. For each aircraft unit assigned, roll a single die and compare the result to the unit's unit's Air Combat Factor (ACF) or Ground Attack Factor (GAF), whichever is greater. A roll equal to or less than the aircraft unit's ACF or GAF destroys one enemy aircraft unit. Air superiority combat is simultaneous and losses are extracted from both sides at the end of the combat. When determining losses, the owning player may choose any of his aircraft units allocated to any mission. Simply re-move the desired aircraft unit from play. Designer's Note: Air-Superiority missions represent both offensive fighter sweeps and attacks against enemy aitrields. 5.4 Air to Ground Missions Air to Ground missions include Rail Line bombing, Ground Support, and Air Interdiction missions. While aircraft units are formally allocated to Air to Ground missions during the Mutual Air Operations Phase, each specific type of Air to Ground mission below takes place solely in its appropriate phase. See Sections 7.6 and 8.3 and Module 11.0 for details. 6.0 THE MUTUAL REINFORCEMENT PHASEDuring this joint phase, both sides are allowed to enter reinforcements and generate replacements in accordance with the rules below. 6.1 Reinforcements There are two types of reinforcements in North Wind Rain: conditional and unconditional. Each scenario lists a different reinforcement schedule and different conditions for the entry of reinforcements. Both sides' reinforcements must be placed during the Mutual Reinforcement Phase. Reinforcements appear as directed in the scenario instructions. Aircraft units appear in the Available Box. 6.1.1 Conditional Reinforcements: These units may or may not enter the game, usually determined by a die roll, according to the scenario instructions. 6.1.2 Unconditional Reinforcements: These units enter the game automatically according to the scenario schedule. 6.2 Replacements Both players may generate replacement steps during this part of the phase. 6.2.1 Procedure: Each player rolls one die on the Replacement Table during the Mutual Reinforcement Phase and receives the numbers and types of replacement steps indicated for that turn. These steps must be used immediately and cannot be accumulated from turn to turn. 6.2.2 Eligibility: The various types of replacement steps may only be used to replenish units of the same type. Infantry replacement steps may be used to replace any non-motorized unit type except engineer and artillery. For an on map unit to receive replacement steps, it cannot currently be in an enemy ZOC and must be able to trace a valid POS back to a friendly supply source. Previously destroyed units brought back into play must be placed in any friendly major or minor city. 6.2.3 Usage: Replacement steps may either be used to build up reduced strength units or restore eliminated ones (to their reduced state initially). Destroyed units must expend two replacement steps to restore their first step. Upgrading a reduced strength units costs one replacement step. Units may only recover one step per turn. 6.2.4 Restrictions: Previously destroyed units brought back into play may not move that turn. Units already on the map and being upgraded with replacement steps may move during that Player Turn. 6.2.5 Permanent Destruction: If a unit was unable to trace a Line of Communication (LOC) when it was eliminated, it may never return to play. A LOC is a path of hexes of any length, unblocked by enemy units or their ZOCs, traced back to a friendly supply source. Exception: For Japanese units, minor Manchukuoan cities or fortification hexes are not considered to be valid supply sources for this purpose. Friendly units in a hex negate the presence of enemy ZOCs for purposes of tracing a LOC through that hex. 6.2.6 Headquarters Units: HQs automatically return to a friendly major or minor city three turns after they are eliminated. 6.2.7 Aircraft Unit Replacements: Replaced aircraft units appear in the Available Box. 7.0 THE MOVEMENT PHASEMovement is the act of traversing the map. Players will need to move their units in order to reach and capture objectives. 7.1 Ground Unit Movement During the Movement Phase, the phasing player may move as many or as few his units as desired in any direction. Units are never required to move. Each unit may be moved any number of hexes subject to terrain MP costs and the unit's Movement Allowance. Units may never exceed their Movement Allowance in a phase, and any unused MPs cannot be accumulated or transferred to any other friendly unit. 7.1.1 Procedure: Units can move individually or in forces. In either case, trace a route through a series of contiguous hexes on the map grid. As the unit or force enters a hex, it will expend the appropriate MP cost to enter it and this MP cost is subtracted from the unit's Movement Allowance. When the unit has no more MPs it must stop moving for that phase. If moved in a stack, units move only as far as the MPs of the slowest unit permit. 7.1.2 Movement and Stacking: Friendly units are free to enter hexes occupied by friendly units but may not end their movement in violation of stacking limits. Moving through a force of units does not cost any additional MPs and any number of units may pass through a hex. Units may never enter an enemy-occupied hex. Exception: See Section 7.2 below. Motorized units may not use the more favorable road or trail MP expenditure movement rate while in a stack. Designer's Note: This restriction on motorized units reflects the primitive state of the road net and its inability to handle heavy traffic. 7.1.3 Movement and ZOCs: In general, moving units are not required to stop upon entering an enemy ZOC (see Case 3.2.4) but must have sufficient MPs reaming to pay the cost of entering (and exiting) enemy ZOCs. Friendly ZOCs never affect the movement of friendly units. 7.1.4 Movement and Terrain: When entering a hex, always use the most expensive applicable terrain MP costs listed on the TEC (except units moving along a road may pay road MP costs). Units may never voluntarily cross an unbridged major river hexside and, if a motorized unit is forced to retreat across such a hexside, it is destroyed (leg units may retreat across such hexsides). When crossing any river, the MP cost listed to cross is in addition to the MP cost of the hex on the other side being entered. 7.1.5 Movement Restrictions: Movement may not take place out of sequence. A unit may never expend more MPs in a Movement Phase than its printed Movement Allowance, but may expend fewer if desired. Units with insufficient MPs remaining to enter a hex may not do so until the next Movement Phase. Exception: If a unit has not moved during the current Movement Phase, it may expend all of its MPs to move one hex. This one hex movement capability may be used to move into and/or out of an enemy ZOC. Movement into or through prohibited terrain is still never permitted. Movement is always conducted hex by hex and units may not skip or jump over hexes. A unit may not move off the map, and if forced to due to a retreat result, the unit is destroyed. Units may not enter enemy occupied hexes. Exception: See Section 7.2 below. 7.1.6 Advance and Retreat Movement: During the Combat Phase the phasing player may advance after combat and the non-phasing player may be forced to retreat (or vice versa). In general, advance after combat and retreat movement are not considered to be movement and therefore no MPs are expended in doing so. 7.2 Overruns Overrun is the only time that units may enter a hex containing enemy units. Though performed like combat, overrun is a part of movement and may be attempted during either the Movement or Exploitation Phases. 7.2.1 Eligibility: Units may attempt to overrun singly or in stacks. Units must begin the Movement or Exploitation Phase stacked together in order for the entire stack to be eligible to conduct an overrun. Artillery units may not conduct overruns nor may artillery or aircraft units provide any kind of support during overrun combat. Minor allied units may not conduct overruns, either by themselves or when stacked with other friendly units eligible to do so (they "poison" the stack). 7.2.1 Procedure: The overrunning force moves adjacent to the target hex and pays all MP costs to enter the enemy hex plus an additional (+I) MP for the overrun. The ZOC of the enemy unit(s) being overrun is ignored. However, MP costs must be paid for any other enemy units exerting ZOCs into the hex from which the overrun will be conducted. Consult both the Overrun Calculation Table (OCT) for Command and Control Values (CCV), and the TEC for the Terrain Value of the hex the defender's occupy, and all other modifiers. Roll one die and apply the following:
2.) If the sum of the CCV and the modified die roll are less than the Terrain Value, the overrun attempt fails. Upon failure, the overrunning units must instead stop in the hex adjacent to the defender and may not move further that phase. The overrunning units must also attack enemy units in the target hex during the Combat Phase. All normal combat rules apply (including terrain and fortification benefits). The phasing player may move up additional units to assist in the attack during the Combat Phase. When resolving this combat, the attacking player must add one (+I) to his Combat Result Number. If a Step Loss is suffered, the first Step Loss must come from a unit that attempted the overrun. When an unsuccessful overrun occurs in the Exploitation Phase, the overrunning units immediately cease movement and automatically suffer one Step Loss from one overrunning unit of the owning player's choice. Designer's Note: Players should read the above rule carefully. Unlike in other operational level games, overruns are not automatic in NWR. While the ' v re- main an important lactic to break enemy defenses, either player cannot count them on with certainty. In NWR, a successful overrun is a function of troop quality, the type of unit attempting the overrun, and the terrain of the defender. Another unusual aspect is that an unsuccessful overrun will result in mandatory combat during the Combat Phase. 7.2.3 Multiple Overruns: Following a successful overrun, the overrunning units may attempt additional overruns (even against the same hex) if they possess sufficient MPs. There is no limit to the number of times a unit may be overrun in a given Movement Phase. 7.3 Strategic Movement Both sides may make use of strategic movement in order to increase the mobility of their forces. 7.3.1 Eligibility: Units that do not begin their Movement Phase in an enemy ZOC and do not move into an enemy ZOC during the phase qualify to use strategic movement. 7.3.2 Procedure: Eligible units declaring the use of strategic movement may move up to twice their regular Movement Allowance. All normal terrain MP costs apply. 7.3.3 Restricitions: Units using strategic movement may not move through hexes that are not currently controlled by the moving player at the beginning of the current Movement Phase. Control is defined as any areas behind each side's start line, plus enemy controlled hexes previously occupied by friendly forces and not reoccupied by enemy units Designer's Note: The intent here is not to allow a unit to advance into enemy territory using strategic movement. Players will have to keep track of the areas they control at the start of each Movement Phase. Both sides control the territory on their respectives idea of the start line at the beginning of the game. 7.4 Rail Movement Like strategic movement, both sides may make use of rail movement in order to increase the mobility of their forces. 7.4.1 Eligibility: To use Rail Movement, units must begin the Movement Phase in a rail hex. Rail movement may not be combined with any other form of movement and it may not be performed during the Exploitation Phase. Units moving by rail may not engage in combat nor enter an enemy ZOC unless the hex is also occupied by a friendly unit. 7.4.2 Procedure: Eligibile units moving by rail may move up to 30 hexes through connected rail hexes. Rail movement may only be conducted along friendly rail hexes -- those in a player's home country or in a rail hex repaired by the moving player. 7.4.3 Rail Capacity: Both players may move 3 division equivalents by rail in 1941 and 2 division equivalents in 1942. Division equivalents for smaller size units are as follows:
Each brigade or regiment-sized leg unit = 1/3 of a division Each brigade and regiment-sized motorized unit = 2/3 of a division Each Headquarters unit = 1 division Each division-sized leg unit = 1 division Each division-sized motorized unit = 2 divisions 7.4.4 Off-Map Rail Movement: Soviet units (only) may use off-map rail movement. Units moving by rail may exit from either hex 1801 or 4801. After spending one complete turn "in transit," the units may reenter in either 1801 or 4801, regardless of which hex they exited from, and move the full 30 hexes. Example: A unit exiting on Game Turn 3 from hex 1801 can reenter on hex 4801 on Game Turn 5 and move another 30 rail hexes during its Movement Phase. 7.4.5 Railroad Conversion and Repair: Both players have a limited ability to convert rail lines that began the game in enemy territory. Players may also reconvert rail hexes in their own country which have been captured and converted by the enemy player.
2.) The Soviet player may convert two hexes per turn. One must be east of hexrow 4700, and the other west of hexrow 4700. Each hex converted must be adjacent to a friendly operational rail hex which can trace a continuous rail line to a major city, or for the Soviets, to hex 100 1 (the western end of the Trans-Siberian Railroad). Each rail hex is considered operational to only one player at a time. Rail hexes only change their status when they are converted. Use the rail head markers provided to keep track of the extent of each players rail network. Rail repair is performed (the marker is actually moved) at the end of the Movement Phase. 7.5 Naval Operations The Japanese player may execute several types of naval operations in both the 1941 and 1942 scenarios of North Wind Rain. 7.5.1 Amphibious Operations: The Japanese player may attempt to move units onto coastal hexes controlled by the Soviet Player. During any Movement Phase, the Japanese player secretly designates a coastal hex for landing. The landing is executed in the following friendly Movement Phase. Only two landings may be attempted per game. 7.5.2 Eligibility: The Japanese may employ one infantry division (or equivalent) per landing. Landing units must start on a coastal city (port) and cannot move during the turn that the attack is designated. 7.5.3 Procedure: If the hex is vacant, the designated forces land but may move no farther that turn. If the hex is occupied, place the landing force in an adjacent all-sea hex. They must attack in the Combat Phase before any other combat is executed. The defender receives one left column shift. If the attack fails to clear the hex, surviving attackers return to their port of origin. All combat results must be taken as Step Losses. Friendly units adjacent to the hex may combine with landing units in the attack, which negates the column shift. If the hex is cleared, the landing force must occupy it and advance no further that turn. 7.5.4 Supply Status: Amphibious forces are always in supply in a coastal hex. If an enemy port is captured, it may act as a friendly supply source with a POS extending inland. 7.5.5 Sea Movement: Japanese units may be moved by sea to an amphibious landing hex or to captured ports (any major or minor city on the ocean). Units which move by sea in this manner must start the turn in port and spend their entire Movement Phase to move to the landing hex or port hex (motorized units may not conduct exploitation on the turn they move by sea). A single divisional equivalent may be moved sea each turn. Any type of unit may be moved by sea, but motorized units count as twice their normal divisional equivalent and they may only land in port hexes. Sea movement is conducted independent of amphibious operations; both can occur on the same turn. 7.5.6 Soviet Sea Interdiction: The Soviet player may attempt to interdict Japanese Amphibious Operations and Sea Movement. If the Soviet player rolls a "one" on a single die in the 1941 scenario or a "one" or "two" in the 1942 scenario, each of the Japanese units at sea is reduced one step. If this occurs during the Japanese amphibious landing, the Japanese player can opt to abort the landing. This counts toward the two landings per game limit. 7.5.7 IJN Naval Support: The Imperial Japanese Navy counter generates a favorable die roll modifier during combat resolution. See Case 8.9.5. 7.6 Rail Line Bombing Rail Line Bombing is an Air to Ground mission type. 7.6.1 Eligibility: Any aircraft unit with a GAF that survived the Air Superiority Phase may bomb rail lines during the phasing player's Movement Phase. Only one aircraft unit may attempt to bomb a specific rail line hex in a single turn. 7.6.2 Procedure: To resolve the attempt, roll one die. if equal to or less than the aircraft unit's printed GAY, the rail line is cut. Place a Rail Cut marker in the hex. 7.6.3 Effects: No rail movement may pass through the hex containing a Rail Cut marker throughout the next player turn. At the beginning of the next friendly Player Turn, the rail line is repaired automatically and the marker is removed (this repair does not count against the limits of Case 7.4.5). A Rail Cut affects movement by rail only, and not the tracing of a POS or LOC along the rail line. No victory points are ever awarded for this type of Rail Cut. 8.0 THE COMBAT PHASECombat may occur between adjacent, opposing units at the phasing player's discretion. The phasing player is the attacker and the nonphasing player is the defender regardless of the overall strategic situation. Combat is completely voluntary. Exception: See Case 7.2.1 second step. 8.1 General Rule Units may only attack or be attacked once per Combat Phase. All defending units in a single hex must be attacked as a single combat strength. Attacking units may attack from multiple hexes and their stacks can be split between different combats. Units in an attacking stack not involved in combat are unaffected by results against units that they are stacked with. A single attacking unit or stack may attack more than one hex in a single combat. A single unit, attacking or defending, may not split its strength between multiple combats. 8.2 Combat Procedure Resolve attacks during the Combat Phase after all movement has ended. The attacking player decides the order of attacks. There is no requirement to designate all combats before resolution, but the resolution of any one combat must be completed before another may begin. During the Combat Phase, the phasing player selects the order in which his individual combats will be resolved. Upon selecting a hex, he reveals his ground forces. The defending player reveals his forces. Once the enemy stack is revealed, the phasing player is committed to combat. The attacker and defender then alternately commit their air ' artillery and/or naval support to the battle. Once the defender has publicly committed his air, artillery and/or naval assets, Air Combat over the hex under attack is resolved. After looking at the final Soviet player's commitments to the battle, the Japanese player (only) may opt for a night attack (see Section 8.7 below) if he is the attacker. Use the following special sequence when resolving combat:
1b. Defender reveals units 2. Aircraft Unit Commitment Step
2b. Defender commits aircraft units 3. Artillery Unit Commitment Step
3b. Defender commits first artillery column shift 3c. Attacker commits second artillery column shift 3d. Defender commits second artillery column shift 3e. Attacker commits third (and final) artillery column shift 3f. Defender commits third (and final) artillery column shift 4. Maximum Effort Determination Step
4b. Defender declares intent to exert first column shift of maximum effort 4c. Attacker declares intent to exert second column shift of maximum effort 4d. Defender declares intent to exert second column shift of maximum effort 5. Naval Support Step - Japanese player has the option to commit the IJN if the battle is taking place in a coastal hex. 6. Air Combat Resolution (if any) is resolved 7. Japanese Night Attack Declaration Step - Japanese player decides if he will attempt to convert combat into night attack; and then resolve attempt. If the attempt is successful, all previously committed air and artillery units are considered used up, but do not affect the combat resolution. They may not be used again that turn. (It is assumed that the decisive phase of this combat occurred at night and their employment was not significant.) 8. Final Column Shift Calculation Step 9. Final DRM Calculation Step 10. Combat Resolution Step
10b. Attacker extracts Step Losses 10c. Losing side executes retreats (if any) 10d. Winning side may advance after combat 8.3 Aircraft Unit Commitment Step Both players may employ aircraft units to conduct Ground Support Missions in order to influence the outcome of a particular combat (attacker first). This is done on an attack-by-attack basis. 8.3.1 Procedure: Each player may commit (attacker first) up to two aircraft units to each ground combat resolution. If committing two, one aircraft unit must have an ACF greater than zero. Designer's Note: This requirement represents escort and combat air patrol/intercept operations. Players secretly determine which, if any, of their aircraft units allocated to Ground Support Missions in general will be the one actually committed to the specific ground combat situation before it is resolved. 8.3.2 Restrictions: Soviet aircraft units from different Air Armies may not be committed to support the same combat situation. Japanese aircraft units must come from the same Air Group though the single School unit and the two single unit 18'h and 19,h Air Groups may combine with any other aircraft unit. 8.4 Artillery Unit Commitment Step Both players may employ artillery units to provide column shifts on the CRT in order to influence the outcome of a particular combat. 8.4.1 Procedure: Shifts are alternately indicated by each side with the attacker going first. Apply the Shift Indicators on artillery units (each small capital letter "A") to the shift total of each player. Up to three shifts per side may be applied. Artillery units may distribute their shifts to as many different combats as desired within range (see Section 12.3) but cannot exceed their overall printed Shift Indicator total per Combat Phase. 8.5 Maximum Effort Commitment Step Similarly, the attacker may elect to press home an attack disregarding increased losses. The defender may opt to "hold out to the last man" increasing his losses. 8.5.1 Procedure: Maximum efforts are alternately declared by each side with the attacker going first. There are two levels of maximum effort: players gain one column shift at the cost of one additional Step Loss or two column shifts at the cost of two additional Step Losses. These Steps Losses are losses in addition to any Combat Result Number and must be taken as Step Losses. In order to take the two column maximum effort, the player must have a force with at least two steps engaged in the combat. 8.6 Air Combat Resolution A form of Air Superiority combat now takes place if both players have allocated aircraft units to the same hex and any of the aircraft units have an ACF greater than zero. 8.6.1 Procedure: In a manner similar to Air Superiority combat, each aircraft unit with a printed ACF greater than zero (0) rolls a single die and compares the result to the aircraft unit's printed ACF (ignore GAF ratings); a roll equal to or less than the aircraft unit's printed ACF destroys one enemy aircraft unit. Combat is simultaneous and losses are extracted by the owning player. Surviving aircraft units from both sides may use their printed GAFs to provide column shifts on the CRT during the Final Column Shift Calculation Phase (see Section 8.8). One GAF increment equals one column shift. 8.7 Japanese Night Attack Option After seeing the degree of defender commitment to holding the hex, the Japanese player (only) may attempt to convert any combat (but not overruns, or mandatory attacks as a result of a failed overrun) into a night attack. There is no limit to the number of combat resolutions that the Japanese player may attempt to turn into night attacks in a turn. 8.7.1 Procedure: To determine if a combat has been successfully turned into an attack at night:
2.) Subtract the Soviet PR level from the Japanese PR level. 3.) Roll one die. If the result is less than or equal to the result of step 2, the attempt to turn the battle into a night attack succeeds. If it is greater, the attack fails. 8.7.2 Night Attack Success: A successful attack at night negates all defender column shifts for terrain and fortifications. In addition, no aircraft or artillery unit column shifts, or naval or armor DRMs may be used. Still apply all other modifiers. 8.7.3 Night Attack Failure: If the night attempt fails, all modifiers and shifts are in effect. Additionally, the Japanese player adds one (+I) to his CRN amount. This additional number must be taken as a mandatory Step Loss. Designer's Note: Imperial Japanese Army doctrine placed an almost mythical importance on night assaults by highly trained Japanese infantry. The Japanese hoped that if they closed with the Soviets, cold steel and determination would negate Soviet firepower advantages. 8.8 Final Column Shift Calculation Step When awarding column shifts, total the number of shifts for both the attacker and defender. Subtract the defender's shifts from the attacker's. The net result, which may be negative, is used to shift the odds column on the CRT before the attack is resolved. A positive score benefits the attacker by moving the final odds column to the right. A negative score benefits the defender by moving the final odds column to the left. 8.8.1 Terrain Effects: Terrain shifts are indicated on the Terrain Effects Chart (TEC). They always favor the defender and are always cumulative for an individual hex. In multi-hex defense, the defender may choose the single most advantageous hex for column shifts. 8.9 Final Dice Roll Modifier Calculation Step Dice Roll Modifiers (DRMs) work like column shifts. When awarding DRMs, total the number of DRMs for both the attacker and defender. Subtract the defender's DRMs from the attacker's. The net result, which may be negative, is used to shift the dice roll before the attack is resolved. A positive score benefits the attacker by increasing the dice roll. A negative score benefits the defender by decreasing the dice roll. There is no limit to the number of DRMs that may be applied to any attack, but the final dice roll sum may not be adjusted above 12 or below 2. 8.9.1 Unit Proficiency Rating DRMs: A unit's Proficiency Rating (PR) represents its level of training, steadfastness, morale, cohesiveness, and general efficiency. To determine the PR level of each side in any combat, each player selects the printed PR of any single unit involved in the combat. Compare the two PRs. The player with the higher PR receives the DRM listed for that differential on the Combat Modifiers Summary (CMS). The player with the lower PR is not otherwise affected. 8.9.2 Armor DRMs: The presence of armor units in a combat allows the owning player with the most armor ACS present to receive a net favorable DRM according to the schedule on the CMS. Both the attacking or defending force may benefit from armor DRMs. To calculate the amount of armor strength present for purposes of determining the net DRM, total the printed ACS of all armor (tank) unit(s) present, and half the printed ACS of any armored car or mechanized unit(s) present. Even the defender determines his armor DRM based on the printed ACSs of his units (while still using his units' DCS for the basic odds determi- nation). Compare the net amount of armor ACS available to each side. The side with the most net armor ACS present receives the favorable DRM listed for that differential according to the schedule. This DRM is then modified as follows:
2.) No favorable DRM may be claimed by the attacking player if the combat occurs across a major river (the defender may still claim a favorable DRM for his armor units however if he has the most ACS present). 3.) If the combat takes place in a minor city, rough or forest hex, the DRM awarded to the player with the highest number of armor ACS present is reduced by one (-I), but never to less than zero. 4.) Any favorable armor DRM awarded to the attacking player is re- duced by one (4) if the combat occurs across a minor river but never to less than zero (the defender may still claim all the favor- able DRMs for the presence of his armor units however, if be has the most ACS present). Players may not elect to withhold their armor DRMs to preserve their armored units from suffering step losses. 8.9.3 Concentric Attack DRM: When a defending unit is completely surrounded by attacking units or their ZOCs, the attacker receives a +1 DRM. Friendly units do not negate enemy ZOCs in this case. 8.9.4 Rear Attacks on Fortifications DRM: In any attacks on units in a fortified hex that do not attack through a fortified hexside, the attacker receives a+1 DRM. 8.9.5 Imperial Japanese Navy DRM: In 1941 and 1942, the Japanese player receives one DRM on any one coastal hex combat during each player turn, This DRM may be used both offensively and defensively and is not limited to the same hex. 8.10 Combat Resolution Resolve combat in the following manner:
2.) Divide the defender's final DCS into the attacker's final ACS to obtain an odds ratio. Round fractions up. Example: A force of with an Attack Combat Strength of 35 attacks a force of Defensive Combat Strength of 10 yielding a ratio of 3.5 to 1. Rounded up, the attack would be resolved at 4 to 1. 3.) Match the combat ratio to the appropriate column on the Combat Results Table (CRT). Check the Combat Adjustments Table (CAT) for any column shifts or die roll modifiers. 4.) Roll two dice, adding or subtracting any die roll modifiers. Apply the results immediately. 9.0 COMBAT RESULTSDetermine the final outcome of the battle by refering to the result rolled for on the Combat Results Table (CRT). Combat Result Numbers (CRNs) to the left of the slash apply to the attacker; those on the right apply to the defender. CRN results in parenthesis must be taken as mandatory Step Losses. Unparenthesised CRNs can be taken, in any combination, as either Step Losses or in hexes retreated, at the discretion of the player. Exception: See Case 9.2. L All Step Losses and/or retreats are performed by the owning player. 9.1 Modification of CRN Results Either side may have to modify their final CRN based on any of the reasons listed below. 9.1.1 Terrain: The TEC forces attackers assaulting major cites to increase their CRN outcome by on (+I). This extra CRN increment must be taken as a Step Loss. The TEC also allows for units defending in heavy fortifications to reduce their CRN by one (-I). If this final CRN outcome includes both mandatory and non-mandatory Step Losses, the defender can apply the reduction against either result (the defending player's choice). 9.1.2 Minor Allies: If the force of one (or both) players consists entirely of minor allies, reduce the opposing side's final CRN amount by one (-1). 9.1.3 Overruns: Increment the attacker's CRN outcome by one (+1) if the attack was mandated due to a failed overrun attempt. This extra CRN increment must be taken as a Step Loss. 9.1.4 Failed Japanese Night Attack: Increment the Japanese player's CRN outcome by one (+1) if he attempted to turn the battle into a night attack and failed. This extra CRN increment must be taken as a Step Loss. 9.2 Step Losses Remove Step Losses from individual units. Each Step Loss satisfies one increment of the final CRN outcome. Step Losses may be fulfilled by removing a one step unit or reducing a multi-step unit to its weaker side. All Japanese infantry divisions may be reduced a second time and are marked with a "remnant" (REM) marker for their third step. 9.2.1 Sequencing: The attacking force must always fulfill its first CRN increment as a Step Loss. If the attacking force already had a mandatory Step Loss imposed, then this requirement is fulfilled. The defender then takes any mandatory losses and any non-mandatory losses he wishes to take as a step loss. 9.2.2 Step Loss Priorities: When distributing losses, all engaged units must suffer a single step loss before any unit suffers a second step loss. Given that, the following is the priority for determining which unit(s) suffer step losses:
2.) 2nd Step Loss: Must come from any armor, armored car, or mechanized unit if either player used them to generate a DRM. 3.) 3rd Step Loss and beyond: Must come from the unit with the highest PR followed by the unit with the next highest PR and so on. 9.2.3 Aircraft Unit Losses: A combat result with an asterisk (*) requires the affected player to lose one supporting aircraft unit if present in the battle. Otherwise, ignore the result. 9.3 Retreats One increment of the the final CRN can also be satisfied for every hex retreated. 9.3.1 General Rule: Retreats are not considered movement per se, and do not require units to expend MPs to conduct one. Units must still must conform to stacking and terrain limitations however, units may not retreat through prohibited terrain for example. Stacks must retreat together, splitting only to avoid overstacking, which is determined at the end of the retreat (see Case 3.1.4). 9.3.2 Retreats Through Enemy ZOCs: Units may retreat through enemy ZOCs. Friendly units negate enemy ZOCs for retreat purposes. If a stack is forced to retreat through an enemy ZOC not negated by friendly units, the stack (not each unit) must suffer one additional Step Loss per enemy ZOC entered. The stack must end its retreat in a hex either free of enemy ZOCs or in a hex where the enemy ZOC is somehow negated. 9.3.3 Retreats onto Friendly Units: Units retreated onto friendly units that are subsequently attacked in the same Combat Phase do not add their strength to the combat. They may not absorb Step Losses to satisfy the new result, but must retreat with the defending force. If the new defending force is completely eliminated, then the previously retreated units are also eliminated. 9.4 Advancing After Combat If the defending or attacking hex(es) is vacated as a result of combat and there are surviving victorious units that did not retreat, the victorious player may advance. Player's Note: Yes, this means that defenders can advance in to the attacker's hex, in the event the attacker retreated The advance is completely voluntary, but must be executed before the next combat resolution. Like retreats, advance after combat is not considered movement per se and does not require units to expend MPs to conduct one. Units must still must conform to stacking and terrain limitations however. 9.4.1 Leg Unit Advance: Leg units of the winning side may only advance into the now vacated hex and then stop. (This is also true if the defender wins the battle. Only the attacker's [now] vacated hexes may be entered.) Exception: Artillery units may not participate in advance after combat. 9.4.2 Motorized Unit Advance: Motorized units of the winning side may follow the enemy unit's path of retreat, stopping anywhere along it but not deviating from it. Ignore enemy ZOCs when advancing in this case. If the defeated force is entirely eliminated but its CRN total was not fulfilled, motorized units of the winning side may instead advance up to the limit of the unfulfilled CRN in any direction desired after entering the vacated original defending hex. Each unfulfilled CRN amount equals one hex of advance. In this case, enemy ZOCs stop the advance after the first hex entered. At a minimum, any victorious motorized unit may advance into the vacated hex. Motorized units must always cease advancing after combat upon entering a mountain or swamp hex. 10.0 THE EXPLOITATION PHASEEligible motorized units may move again during the Exploitation Phase of the turn. 10.0.1 Eligibility: To be eligible for movement during the Exploitation Phase, motorized units must not be in an enemy ZOC and must be adjudicated to be in supply (see Section 3.3) at the start of the Exploitation Phase. Leg units may never move during this phase. 10.0.2 Procedure: Eligible motorized units (or stacks) roll one die, the result becoming their Movement Allowance during the phase The Japanese player always subtracts one from the die roll. Units moving this phase expend MPs normally as if they were moving during the Movement Phase. Designer's Note: This is another section that must be read carefully. Purists may be revolted at the prospect of the die determining movement, but this was done to introduce additional uncertainty into the game. For several reasons, units will rarely possess their full Movement Allowance during the Exploitation Phase. Even assuming that the armies engaged enjoyed perfect command and control, there were significant doctrinal problems that would translate to lost time and therefore fewer MPs. The Japanese never developed a mechanized warfare doctrine; the Soviets were equally unable to use mechanized units to full effect in 1941 and 1942 11.0 AIR INTERDICTION PHASEAir Interdiction missions are flown after the Exploitation Phase. 11.0.1 Eligibility: Only units with a GAF may fly Air Interdiction. They cannot be intercepted and are immediately placed in the Flown Box. 11.0.2 Procedure: Place an Air Interdiction marker in a hex on the map within the range of the interdicting aircraft unit (see Case 5.1.1). This marker remains throughout the next turn. Enemy units moving through the hex pay an additional two (+2) MPs. Enemy units using rail movement through the hex pay an additional ten (+10) MPs. 12.0 SPECIAL RULESSeveral special units present in the battle require special rules to model their unique capabilities. 12.1 Engineer Units Engineer units may assist in movement or provide a combat bonus in certain types of terrain. 12.1.1 Bridging: Engineers that remain adjacent to any river for a full Movement Phase, during which the unit and the far side of the river are never in an enemy ZOC, automatically construct a bridge. On the following t friendly units may move through the engineer unit and cross the river at no additional MP cost. When the engineer unit moves away, the hexside is no longer considered bridged. 12.1.2 Combat Bonus: An engineer unit involved in attacks (but not defending) on any city hex or fortification hexside may apply a +1 DRM (maximum of +1 no matter how many engineers are present). Note that in attacks so modified, the engineer unit must suffer the first Step Loss (if any) of the attacking force (see Case 9.2.2). 12.2 Headquarters Units HQs are worth one Step Loss in combat and are always the last unit(s) to be eliminated. Additional rules for HQs are covered in Sections 3.1 (Stacking), 3.4 (Supply), 5.1 (Aircraft Unit Operations), and 6.2 (Replacements). 12.3 Artillery Units Both sides possess artillery units. Artillery units possess no Attack Combat Strength by themselves and may not be used to inititate combat solely by themselves. Artillery 3 units have a Defense Combat Strength of one (1) 12.3.1 General Rule: Instead of a printed ACS, artillery units possess Shift Indicators (the small capital letter "A"). Each Shift Indicator may be used once per Player Turn (i.e. twice per game turn) to shift the odds column on the CRT in the player's favor (i.e., left or right) when used in conjunction with other friendly units. The Shift Indicator may be divided among as many combats as possible up to the limit of shifts possessed. A maximum of three artillery Shift Indicators per side may be applied to any one combat. 12.3.2 Range: Artillery combat units can use their Shift Indicators to support battles that are not adjacent, up to two hexes away (one intervening hex between the firing unit and target). When counting hexes to determine range, include the target hex but not the hex containing the supporting artillery unit. If firing at an adjacent hex, the artillery unit must be stacked with a friendly unit participating in the attack. If firing from two hexes, it must be adjacent to a friendly unit participating in the attack. 12.4 Minor Allied Units Mongolians, Inner Mongolians, and Manchukuoans are minor allied units. These units have a number of restrictions placed on them. 12.4.1 Movement Restrictions: Minor allied units may never leave their home countries. Minor allied units that retreat out of their home countries must return by the end of the next friendly Movement Phase or be eliminated. 12.4.2 Combat Restrictions: If minor allied units are the only units participating in combat, they cannot receive support from aircraft or artillery units. Minor allied units may not participate in overruns. 12.4.3 Mongolian Replacement Restrictions: In both the 1941 and 1942 scenarios, one Mongolian unit (total) per side may be replaced per game. 12.4.4 Manchukoan Forces Special Rules: Manchukuoan (Japanese allied) units have a hidden combat strength and may surrender on contact with Soviet units. At the beginning of either player's Combat Phase, roll one die and add two (+2) to the roll for each untried Manchukuoan unit adjacent to a Soviet unit. If the total is greater than the Manchukoan unit's Proficiency Rating, it is immediately removed from play (having considered to have dissolved and/or surrendered.) If the unit survives this PR check, it is turned over to its tried side and is not subjected to additional PR checks. Manchukuoan units stacked with Japanese units are exempt from the surrender roll but only reveal their combat strength if they are involved in combat. Once their strength is revealed, the unit does not roll for dissolving again. 13.0 SCENARIOSThe players should choose sides, one each for the Japanese and Soviets. They should then select a scenario to play and consult the Victory Conditions specified by the scenario selected. All information necessary to set up the scenarios is presented in a standard format in both scenario listings. The scenario listing also gives the title of the scenario, its length in game turns, the victory conditions applicable, and any special rules that may apply only to the scenario in play. Each player carefully separates and sorts his game pieces, taking the numbers and types of units specified by the scenario and placing them on the mapsheet in conformity with the scenario instructions. Pieces are listed in the scenarios by the specific number and type of unit. Placement limitations specified must be met by the players when setting up pieces. All units placed on the mapsheet must be set up with stacking limits and other restrictions observed. Place the Game Turn marker at the indicated space on the Turn Record Track. Play begins with the designated first turn of the scenario. 13.1 North Wind Rain - The Japanese Invasion of Manchuria in 1941 Situation: The German invasion of the Soviet Union caught the Japanese completely by surprise. By late June, the Imperial Army General Staff was already making plans for an invasion of the Soviet Far East. This scenario reflects those plans. Following mobilization (actually carried out under the guise of "Kwantung Army Special Maneuvers"), the assault begins on the 10th of September, 1941. The scenario covers the initial period before winter stops large-scale operations. Scenario Length: 18 turns maximum, fewer if winter weather sets in early. Game Turn I starts on September 10th, 1941 (space 9 on the Turn Record Track). Soviet Player Set Up:
Artillery Units: 1st Red Banner, 2nd Red Banner, 15th, 25th and FEF Tank Divisions: 58th, 60th and 112th Mechanized Rifle Brigade: 42nd Motorcycle Regiment: 25th Cavalry Division: 8th Rifle Divisions: 3rd, 12th, 22nd, 34th, 35th, 39th, 40th, 59th, 66th, 78th, 92nd, 105th, 239th, 413th and 415th (in this 1941 scenario, use the stronger 1941 version of these Soviet rifle divisions. This separate set of rifle division counters are numbered 8-8-5 on their full strength side and numbered 5-5-5 on their reduced side). Rifle Brigade: 2nd (note that there are two different and separate "2nd Rifle Bdes." in the mix), 6th Naval Infantry Brigades: 13th, 14th and 15th Paratroop Brigade: 202nd Engineer Regiments: 26th and 32nd. Fortified Region Troops: 101st, 102nd, 103rd, 104th, 105th, 106th, 107th, 108th, 109th, 110th, 111th and 112th. Set up the following units anywhere in the USSR or Mongolia west of
hexrow 2600:
Soviet Reinforcements:
Conditional: The Soviet Player may elect !o receive a number of naval infantry brigades as reinforcements during the course of the game. Beginning on Game Turn I of this scenario (Track Space 9), the Soviet player rolls a die; if the result is equal to or less than the current game turn, he receives one 1-2-5 naval infantry brigade in Vladivostok that turn. He may receive up to three units ("A", "B", "C") in this manner. After these three units have entered play, he may elect to receive another three naval infantry brigades ("D", "E", "F") on the following turn (no roll required) at the cost of losing his Sea Interdiction capability for the rest of the game. Replacements: Normal replacement rules apply in this scenario. See the Replacement Table. Withdrawals: Ten Soviet division-sized units are marked with a small blue square in their top left comer. This denotes those units that were historically withdrawn during the time period covered during the 1941 scenario and sent to the Western Front to fight the Germans. The Soviet player may instead decide to keep these ten divisions in the Far East, but in doing so will incur a VP penalty. For every mandated leg division not withdrawn off the board using rail movement through hex 1001 by Game Turn 11 (space 19 on the Turn Track), the Soviet player loses three (-3) Victory Points. This VP loss is doubled for the four mandated tank and motorized divisions if they are not withdrawn off the map in time as well. In moving these units off the western edge, the Soviet Player must pay all applicable rail movement costs and this counts against his rail capacity limit during turns when it occurs. Japanese Player Set Up: The Japanese Player is the Second Player and sets up second, placing the following Japanese forces anywhere in Japanese territory unless otherwise specified:
Tank Brigades: 1st and 2nd
Inner Mongolian Units:
Manchukuoan Units:
Cavalry Divisions: 1st, 2nd, 3rd, 4th, 5th, 6th and 7th Japanese Reinforcements: The Japanese player
receives only conditional reinforcements in this scenario.
Japanese Replacements: Normal replacement rules apply in this scenario. See the Replacement Table. Scenario Special Rules: The follow special rules are in effect in this scenario:
2.) Soviet Aircraft Unit Restrictions: Soviet aircraft units must trace their range from specific HQs:
10th Air Army 25th Army. 11th Air Army 2nd Red Banner and 15th Army 12th Air Army 17th and 36th Army For easy reference, each aircraft unit has its controlling HQ shown on its reverse side. 3.) Soviet Surprise Restrictions: On Game Turn 1, the Soviet Player may not cross the border and may not attack enemy units. 4.) Weather: Beginning on Game Turn 13 (space 21 on the Game Turn Track), roll one six-sided die before each turn begins to determine if the onset of winter ends the game. If winter is rolled, the game immediately ends.
Victory Conditions: Subtract the Soviet VP total from the Japanese VP total at game end and compare the result to the table below:
60+ Japanese Strategic Victory 40 to 59 Japanese Major Victory 20 to 39 Japanese Minor Victory 0 to 19 Draw -1 to -20 Soviet Minor Victory -21 to -40 Soviet Major Victory Below -41 Soviet Strategic Victory Japanese VP Awards:
Each Soviet Division destroyed 2 VPs Each Soviet Aircraft Unit destroyed 2 VPs At the end of each Japanese player turn where one or more Trans-Siberian RR hex is occupied by a Japanese ground unit 2 VPs Soviet VP Awards:
Each Japanese Brigade or Regiment destroyed 2 VPs Each Japanese Aircraft Unit destroyed 3 VPs Each mandated leg division not withdrawn by the end of Game Turn 11 -3 VPs Each mandated tank or motorized division not withdrawn by the end of Game Turn 11 -6 VPs Note: VPs for units are auarded at the instant of their destruction, not by totaling units remaining in the Destroyed Box at the end of the game. Geographic VP Awards (either player):
Khabarovsk 30 VPs Blagoveshchensk 5 VPs Borzya 5 VPs 13.2 North Wind Rain: The Japanese Invasion of Manchuria in 1942.Situation: Part of the reason that Japanese did not attack in 1941 was the expectation that the Soviets would strip their Far East garrison to support the war against the Germans, leaving easy pickings for 1942. This scenario supposes that the "go north" faction in the Imperial General Staff prevails, thus pitting a still full strength Kwantung Army against a numerically intact but lower quality Soviet Far East garrison. Scenario Length: 20 Turns. Game turn 1 is August 1st, 1942 (space 1 on the turn track). Soviet Player Set Up: The Soviet Player is the First Player and sets up first, placing the following units anywhere in the USSR east of hexrow 4400:
Artillery Units: 1st Red Banner, 2nd Red Banner, 15th, 25th, FEF Tank Brigades: 72nd, 73rd, 74th, 75th, 76th, 77th, 165th, 171st, 172nd, 203rd, 204th, 208th, 209th, 210th Mechanized Rifle Brigade: 42nd Motorcycle Regiment: 25th Cavalry Divisions: 7th, 8th Rifle Divisions: 3rd, 12th, 22nd, 34th, 35th, 39th, 40th, 59th, 66th, 105th, 187th and 190th (in this 1942 scenario, use the weaker 1942 version of these Soviet rifle divisions. This separate set of rifle division counters are numbered 5-5-5 on their full strength side and numbered 3-3-5 on their reduced side, and also have a reversed out Unit Type Symbol to identify them clearly). Rifle Brigades: 6th, 8th, 12th, 17th, 18th, 21st, 29th, 30th, 38th, 41st, 95th, 246th, 247th, 258th, 259th, 260th, 261st and 262nd Naval Infantry Brigades: 13th, 14th and 15th Paratroop Brigade: 202nd Engineer Regiments: 26th and 32nd Fortified Region Troops: 101st, 102nd, 103rd, 104th, 105th, 106th, 107th, 108th, 109th, 110th, 111th and 112th Set up anywhere in the USSR or Mongolia west of hex row 2600:
Artillery Units: 17th and 36th Tank Divisions: 61st and 111th Tank Brigades: 43rd, 44th, 205th, 206th and Composite Motorized Rifle Divisions: 36th and 57th Motorcycle Regiment: 30th Armored Car Brigade: 9th Cavalry Division: 51st Rifle Divisions: 26th, 94th, 103rd and 209th Rifle Brigades: 39th, 226th and 227th Fortified Regions: 31st and 32nd Engineer Regiment: 31st Mongolian Allies:
Mechanized Brigade: 7th Aircraft Units: 9th Air Army (2 units, the 3-0-10 and 0-2-8), 10th Air Army (2 units), 11th Air Army (2 units), 12th Air Army (2 units). Soviet Reinforcements:
Unconditional: All enter in Khabarovsk.
6 6 218th Tank Brigade 12 12 158th Rifle Brigade Soviet Replacements: Normal replacement rules apply in this scenario. See the Conditional: The Soviet Player may elect to receive a number of naval infantry brigades as reinforcements duringBeginning on Game Turn 1 of this scenario (Tra player rolls a die; if the result is equal to or les turn, he receives one 1-2-5 naval infantry brig turn. He may receive up to three units ("A", " After these three units have entered play, he may ethree naval infantry brigades ("D", "E", "F"') on the required) at the cost of losing his Sea Interdiction capthe game. Japanese Player Set Up: The Japanese Player is the Second Player and sets up second, placing the following Japanese forces anywhere in Manchuria or Korea:
Cavalry Brigade: 3rd Infantry Divisions: 1st, 7th, 8th, 9th, 10th, 11th, 12th, 14th, 19th, 20th, 23rd, 24th, 25th, 28th, 29th, 32nd, 35th, 52nd, 53rd, 54th, 57tb and 71st (any two of these must set up in Korea). Border Guard Regiments: 1st through 13th, Arshaan Independent Guard Units: 1st through 5th Infantry Groups: 1st, 5th, 7th and 8th Engineer Groups: 1st through 7th Inner Mongolian units:
Manchukuoan Units:
Cavalry Divisions: 1st, 2nd, 3rd, 4th, 5th, 6th and 7th Aircraft Units: 2 Air Group (2 units), 4 Air Group (2 units), School Unit Japanese Reinforcements: The Japanese player receives only conditional reinforcements in this scenario. Conditional: Roll one die each for the 26th and 27th Infantry Divisions. If the die roll is equal or less than the current game turn, that unit appears anywhere on the southern map edge. Also starting on Game Turn 1 and each subsequent turn, roll a single die each for the 18th and 19th Air Groups (one unit each). If either die roll is a "1" that aircraft unit enters play. Japanese Replacements: Normal replacement rules apply in this scenario. See the Replacement Table. Scenario Special Rules: The follow special rules are in effect in this scenario:
2.) Soviet Aircraft Unit Restrictions: Soviet aircraft units must trace their range from specific HQs:
10th Air Army 25th Army. 11th Air Army 2nd Red Banner and 15th Army 12th Air Army 17th and 36th Army For easy reference, each aircraft unit has its controlling HQ shown on its reverse side. 3.) Soviet Surprise Restrictions: On Game Turn 1, the Soviet Player may not cross the border and may not attack enemy units. Victory Conditions:
14.0 DESIGNER'S NOTESNorth Wind Rain is the first simulation of what could have been the largest land battle fought in Asia during the Second World War. While neither the 1941 or 1942 campaigns were destined to be fought, the prospect was never far from the minds of either the Soviets or Japanese. As much history as possible was used in constructing these hypothetical scenarios. For the Japanese, it is assumed that the attack against the Western Allies in the Pacific still occurs; this explains why the entire Japanese Army and Army Air Force does not appear in the game. Only those Japanese assets already in Manchuria, in some cases northern China, or available in the home islands are considered. For the Soviets, facing the German onslaught in the west, only historical Far Eastern forces are used. If nothing else, North Wind Rain should put rest to the myth that the Japanese could have easily moved into Manchuria, providing the last push to defeat the Soviet regime. The 1941 Soviet Far East garrison was a very strong force, in many cases containing better equipped and trained units than comparable formations stationed in the western USSR. Even in 1942, when the Soviet Far East garrison is at its weakest relative to the Kwantung Army, the massive Soviet mobilization of its Asiatic resources maintained force levels. It is in 1942 that the Japanese have their best chance of success. The Kwantung Army, containing the cream of the Imperial Army, is intact, and has even been reinforced by large (by Japanese standards) armored formations. Players now have the opportunity of deciding for themselves how feasible a Japanese attack really was. North Wind Rain features two very different military systems. The Kwantung Army possesses an overall superior level of training and must use this advantage to press home their attacks, especially at night, to negate Soviet firepower. This training advantage is noteworthy in the 1942 scenario when the Japanese face newly-raised Soviet forces. The Soviet player must use his superior armor and artillery to wear down the Japanese. In 1941, these advantages can be crushing. The game system is relatively simple but includes enough chrome to reflect the special capabilities of the different armies. By using their forces properly, players will be able to exploit the weaknesses of their opponents. 15.0 SOLITAIRE RULESNorth Wind Rain is easily adapted to solitaire play. Because the strategic burden of attack is on the Japanese player, the player will assume the role of the Japanese Kwantung Army commander. Concurrently, he should make every effort to move the opposing Soviet forces in a sound manner. The following rules parameters are not intended to substitute for sound judgment. Additionally, the solitaire rules are not intended to model a strict adherence to Soviet doctrine and command short-comings. To do so would place an unfair penalty on the Soviet side as comparable doctrinal and command shortcomings would not be imposed on the (active) Japanese player. For best results, the solitaire player needs to adopt the mind set of two bitter rivals locked in a bitter battle of attrition which had been long-planned and expected by both. 15.1 Primary STAVKA Directives
2) Hold Khabarovsk; if lost retake as soon as practicable at any cost. 3) Keep the Trans-Siberian railroad open at any cost. 4) Defend the Soviet border at all locations. Do not surrender border fortifications. 5) In the west, defend the Soviet border along the Argun River. If pressured, fall back and defend Borzya. The last line along the Shilka River will be defended at all costs. Mongolian territory can be surrendered with impunity. When it comes to allocating forces to the west or east, the vast majority are to go the eastern part of the theater unless and until the primary Japanese attack is found to be in the west. 6) All forces scheduled to be released to the Western part of the USSR will be released on time. 7) Within the above guidelines, (i.e., if all key areas are defended), every opportunity is to be taken to attrite Japanese forces. These attacks are to take place wherever favorable circumstances exist. Any attack of 3-1 is considered favorable. 15.2 Soviet Set-Up Guidelines None, other that all border fortification must be manned. Recommended that units also screen the Ussuri and Amur River areas should the Japanese player try attacking north of the heavily fortified border area. 15.3 Sequence of Play Modifications In the solitaire version of NWR, the only modification to the game turn sequence is that before the Soviet Player turn, a single dice is rolled against the Solitaire Action Table. The result will dictate, at least in part, the level of active Soviet operations that turn. The following guidelines are provided for each phase during a turn: 15.31 Soviet Joint Air Operations Phase: During the first two turns of each scenario, the majority of Soviet air units must be assigned to air superiority missions. Thereafter, Soviet units are split between air superiority and ground support missions. Soviet air units do not fly air interdiction or rail bombing missions. 15.32 Mutual Reinforcement Phase: Replacements are used, if possible, to bring dead units back into play. These are placed in the area most under the greatest threat given existing STAVKA Directives. Conditional reinforcements are taken in the 1941 scenario beginning any turn Japanese forces advance to within one hex of Vladivostok. 15.33 Movement Phase: Maneuver available Soviet units to cover the key areas directed by STAVKA. Form continuous lines in areas under Japanese threat to avoid infiltration. Form groupings of motorized strike forces. Hold these in reserve to counterattack Japanese forces which have:
2.) gained control of a segment of the Trans-Siberian RR, or; 3.) have captured a major city. These strike groups will employ overrun attacks if they posses sufficient MPs and will follow up with a regular attack. If no overruns are possible, withdraw these units back into reserve behind the primary line of defense. Soviet units may not be voluntarily move out of supply; units out of supply must make an attempt to return to a supplied status as soon as possible. 15.34 Combat Phase: Use the following guidelines:
2.) Soviet forces should seek to maximize their combat shifts and die roll modifications. In general, if Soviet forces have an option to conduct a few higher odds attacks with significant combat shifts or a larger number of lower odds attack with dispersed combat modifications, they should conduct the former. 3.) Air support, where possible, should be combined with an attack which is generating an armor DRM. In the 1942 scenario, disregard this guideline. 4.) Different army's artillery units cannot combine in the same attack. 5.) Soviet forces must use defensive maximum effort in defending border fortifications, any hex of the Trans-Siberian RR, or any city hex. The magnitude of the effort is determined by the existing conditions. Offensively, Soviet forces must use a two- level maximum effort to attempt to recapture a Trans-Siberian RR hex or a major city. Other offensive use of the maximum effort is dictated by sound judgment. 6.) Soviet forces should be maneuvered in a way to maximize the armor DRMs (i.e., armor should be concentrated). This is suspended for the 1942 scenario. 7.) Non-mandatory step losses for Soviet forces must be taken as steps when defending fortifications, any hex of the Trans-Siberian RR, or any city hex. If units are allowed to retreat, they must move toward the nearest HQ unit. 8.) Soviet units always conduct advance after combat if possible. 15.35 Exploitation Phase: Motorized strike groups will use the Exploitation Movement Phase to continue to press attacks on Japanese units with overrun attacks. If no overruns are possible, withdraw these units back into reserve behind the primary line of defense. 15.36. Air Interdiction Phase: Soviet air units do not fly air interdiction or rail bombing missions. Back to Table of Contents -- Against the Odds vol. 2 no. 1 Back to Against the Odds List of Issues Back to MagWeb Magazine List © Copyright 2003 by LPS. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com * Buy this back issue or subscribe to Against the Odds direct from LPS. |