Convoy Attack Example (IV.B)
Summer 1941
The Allied player has placed both the British
Home and Channel fleets in the portion of the
Atlantic box containing a ship symbol. The Allies
announce that three Lend Lease points will be sent to
Britain. The British 'Naval" air unit is aboard the
Channel fleet, so it can help defend against an Axis
convoy attack. The Axis has the 1st and 2nd
German submarine fleets plus a German surface fleet
in the Atlantic box. The Convoy Attack is resolved
first. The Axis fires 7 factors on the Convoy Attack
line. On a roll of 3, the Allies suffer 2 loss points.
The Axis chooses to eliminate 2 Lend Lease
points, leaving Britain with 4 points: 1 Lend Lease, 2
for Dominions, 1 for Iraq (which has not yet
revolted). Combat between the fleets is resolved next.
The Allies fire on the German fleets with 8
regular combat factors. A die roll of 6 on the "7-9"
column for "Sea vs. Sea" yields 2 loss points. (Had
there been only Axis subs, the Allies would have fired
with 5 ASW factors on the "5" column on the "ASW"
line, producing the same result.) The Axis fires
back with 7 factors on the same 7-9 column; a die roll
of 5 produces 2 loss points. Since both sides have the
same loss points and the Allies were the high roller,
the Axis must retreat all its units. The Axis
decides to flip the surface fleet over and places all the
fleets in the nearest Axis controlled port from the
west map edge of its choice (in this case hex 1703,
Oslo, Norway). The Allies flip the Home fleet and the
naval unit aboard the Channel fleet to cover its losses.
If this convoy attack had occurred on or after
Winter 1943, the Allied ASW attack would have
occurred first. Assuming identical results, all the Axis
fleets would have been forced to retreat
before performing the intended Convoy
Attack. No Allied production points in the Atlantic
box would have been lost.
Bombing Example
German 2d and 5th air units are assigned to bomb
Allied city A. The Allies select the US 9th air unit to
intercept. Air-to-air combat is resolved first. The
Allies have a total combat value of 4. A die is rolled
and cross -referenced with the 3-4 column of the Air
vs. Air row of the Combat Chart. A die roll of 3
produces one loss point.
The Axis bombers fire back at half strength with
4 factors, rolling a 2 on the die, which causes no
losses. The Axis decides to flip 2d air unit to its
reduced side to cover the loss point caused by Allied
interception. There is no retreat.
The bombing force now has 6 combat factors. No
shift right occurs because no strategic units (range: 6)
are involved. A die is rolled and cross-referenced with
the 5-8 column on the "Bombing" row. The die roll is
4, resulting in no effect. Had the roll been a 5 or 6,
the Allied player would have lost a production point
during this game turn's Production.
Airdrops (VI.A.1)
A paratroop unit may move normally by land, or
instead it may make an airdrop. The paratroop unit
moves up to three hexes, ignoring terrain, enemy
units, and enemy ZOC. It cannot end an airdrop in an
all-sea hex, but it may land on top of an enemy unit
(II.F.3).
Rail Movement (VI.A.2)
A land or air unit moves by rail when it does not
begin in an enemy land unit's ZOC and does not enter
one throughout its entire move during a friendly
player turn. A unit transported by sea that lands in a
friendly port may then use rail movement. Rail
movement is not allowed during Armored Action. A
unit moving by rail can enter as many hexes as it
wishes, as long as each hex entered is:
Land or coastal terrain
- Free of enemy land ZOC
- Not in a neutral country
- Outside of Spanish Morocco (1015 and 1116),
French N. Africa, Tunisia, Libya, and Persia
Land Combat Example
It is the Allied player turn. In the movement
phase, the US paratroop unit airdrops onto the
German 4th infantry. US 1st armor combines with
the paratroop unit in the combat phase to attack 4th
German. The Axis chooses not to use the German 5th
air unit in support. Both players then count up their
total combat factors, and each rolls a die.
The US has 9 total factors, but is shifted to the 4-
7 column on the Land vs. Land row of the CRT
because the defender occupies a forest hex. A die roll
of 4 yields one loss point.
The German has 4 combat factors and rolls a 2
on the 4-7 column, causing no losses. The German
unit must flip to its reduced side and retreat one hex.
The US 1st armor can advance into the vacated hex.
Next, the Allied player uses 3d and 5th armored
units to attack the 5th German infantry and the fort
it occupies. The Allied surface fleet unit provides
support. The Axis chooses the unrotated 5th air unit
for defensive support, which has not yet fought this
turn. The support units first fight each other using
the 4-6 column of the Air vs. Sea line for the air
unit's fire, and the 1-3 column of the Sea vs. Air line
for the fleet's fire.
The Axis air unit rolls a 5 and scores a hit, and
the Allied fleet rolls a 2 for no effect. The fleet flips
to its reduced side, rotates 180 degrees, and retreats to
the nearest Allied- controlled port. The air unit adds
to the Axis land strength for a total of 12, and the
Allies have 14 on the Land vs. Land line. The Axis
rolls a 4 on the 9-12 column for 1 loss point, and the
Allies roll a 5 on the 13-16 column for 2 points.
The German fort must absorb the loss points and
is destroyed, so the 5th German must retreat. The
Allied decides to reduce 3d armor and may advance
with one or both armor units into the vacated hex.
Amphibious Landing (VI.A.3)
1. A unit aboard a fleet may be landed on any
coast hex the fleet can reach that contains no enemy
fleets. It costs nothing for the fleet to drop off its
passenger, and the fleet may continue on its way if the
owner wishes. 2. If the unit lands at a friendly-
controlled port, it may continue moving on land
normally, up to its full movement factor (or double its
range for air unit'). The unit may use rail movement.
A unit may move no further if it lands in any non-
port hex. 3. Units landing in any hex of a neutral
country triggers an invasion (II.G.1). If the target hex
is in an enemy-controlled country, an amphibious
assault must occur.
Amphibious Assault (VI.A.4)
1. Units obey all Amphibious Landing rules
(V.A.3) and may move no more than five hexes to an
enemy-controlled port hex. 2. If the landing hex
is occupied by any enemy land units, conduct a normal
land combat after displacing enemy fleets and air units
(II.E.1). 3. If the target hex contains no enemy
land units, perform displacement and then determine
enemy strength in the hex as follows. One artillery,
two other land units, and any unrotatcd fleets and air
units that exert a ZOC into the target hex contribute
half their normal strength to the combat. If no land
units qualify, treat the hex as having a strength of one
factor. 4. Resolve land combat normally. Follow
Resolving Combat on the Detailed Sequence of Play.
Perform retreat normally if the defender loses, and
use the special overstacking procedure (II.F.3) if the
attacker loses.
Transit Attack (VI.C.5)
1. When a fleet unit or stack of units moves or
retreats into the ZOC of any enemy fleets and air
units, some or all of the enemy units may attack. Air
units must be ready for action (not rotated). 2.
Once the attackers are chosen, the defender may
select unrotated air units with a range of 3 that exert a
ZOC into the target hex. Air units resolve combat
(without moving) on the Air vs. Air line of the
Combat Chart. Follow the procedure under Resolving
Combat in the Detailed Sequence of Play. 3. The
side that wins the air battle adds its surviving strength
to friendly fleet strength or fires by itself if there are
no friendly fleets present. See Resolving Combat.
4. A moving fleet not forced to retreat and rotate
180 degrees may resume movement if the owner
wishes and it has any of its movement factor remaining.
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