Weserubung: Storm Over Norway

Europa Battle Scenario Number 6

Rules

by Mark Royer


Rule 1 - Introduction

Weserubung is a standard Europa scenario depicting the German invasion of Norway and Denmark. It is a short, fast-paced scenario which involves a relatively low counter count. Unfortunately, components from a number of Europa games are required to play the game fully.

The Balkan Front rules serve as the core rules for this scenario. In general, Balkan Front rules are used and the rules written herein modify those rules. Weserabung rules are not complete rules unto themselves. Except as noted here, all restrictions and special cases from Balkan Front are in effect. When rules from different sources conflict, use the following order of precedence to determine the governing rule. The lower numbered source supersedes the higher numbered sources.

    1) Weserubung rules
    2) Tables and Charts
    3) Balkan Front rules

Rule 2 - Game Components

The following components are needed for play. Various substitutions are possible (such as using map 13 instead of 13A), but the rules were written around the listed components. Sources of the various components are listed to aid players in finding materials. Often, a component can be found in several games. Only one game is identified here, with the intent to minimize the number of separate games required to play the scenario.

A number of counters are not available from any Europa game at this time. Various substitutions are recommended below. Further, unit IDs are for historical interest only and any unit with the appropriate ratings can be substituted.

Axis Counters

Wehrmacht:
7x 6 Inf XX HQ lettered Various games
3x 8 Mtn XX HQ lettered
15x 2-6 Inf III lettered
6x 1-6 Inf III lettered
6x 3-8 Mtn III lettered
1x 2-8 Mtn III lettered
6x 6-6 Inf XX First to Fight
1x 7-6 Inf XX First to Fight
2x 7-8 Mtn XX First to Fight
1x 9-8 Mtn XX First to Fight
1x 3-10* Mot X Fall of France
2x 2-3-8 Artillery III First to Fight
1x 1-10 Mot MG First to Fight

Luftwaffe:
1x 1-5 Para II First to Fight
1x 1-10 Mot II First to Fight
1x 2-10 Mot Hv AA III AA = 4 First to Fight
2x 1-10 Mot Hv AA II AA=2 Their Finest Hour
1x Me110C 4F4 1/12 First to Fight
1x Ju87R 2D3 4-1/13 Balkan Front
7x Ju52 1T2 0/20 First to Fight
1x Ju52 1T2 F 0/20 Narvik
2x He115 lT2 F 0/40 Narvik
1x Me109E 7F5 1/7 First to Fight
4x He111H 4B4 2-5/22 Balkan Front
3x Ju88A 4B5 3-5/26 Balkan Front

Kriegsmarine:
1x 1-4 Naval Troops Narvik

*Balkan Front contains only two He 111 H counters. Substitute 2x He111H from another game and mentally modify the ratings (eg., the Fall of France -wrong color- and Fire in the East units have ratings very close).

Allied Counters

British:
5x 2-8* Inf X (2-6 unsuppt side) Their Finest Hour
1x 3-8* Inf X (3-6 unsuppt side) Their Finest Hour
1x O-2-8 Hv AA X AA=5 Fall of France
2x Sword 1V3 C 2-1/14 Narvik
1x S. Glad 3F3 C 1/9 Narvik
1x Skua 1FB3 C 2/14 Narvik
1x Well 1C 4NB3 2-9/28 Balkan Front
1x Whit 5 4NB3 3-5/24 Their Finest Hour
1x Blen 4 3B4 1-2/26 Balkan Front
1x Hurri 1 5F5 1/8 Balkan Front
3x Aircraft Carrier Narvik

Canadian:
1x 2-8* Inf X (2-6 unsuppt side) Their Finest Hour

French:
6x 2-8 Mtn III Fall of France
2x 1-8 Art III Fall of France

French Foreign Legion:
1x 2-1-8 Lt Inf IIIFall of France

Polish:
1x 3-2-8 Mtn X Fall of France

Norwegian: Use the standard Europa Norwegian Forces provided in Narvik. Use the counter silhouette provided for the Norwegian Capital on the inside back cover of this issue.

Danish: Danish forces do not currently exist in any Europa game. However, the counter silhouettes of all Danish units needed for play are presented on the inside back cover of this issue.

Maps
Map 10A Narvik Map 6A Fire in the East
Map 5B Narvik Map 13A First to Fight

Tables and Charts
Ground CRT, Air CRT, Bombing Table, AA Fire Table, Terrain Effects Charts #1 and #3, and the Misc. Tables from TEM #18.
Weather Table, Weather Conditions Display, Unit Identification Chart, and the Winterization Table from Scorched Earth.
All other required tables and charts will be found on the game-aids page at the end of this scenario.

Rules


Weserubung rules; Balkan Front rules.

Rule 3 - Basic Game Concepts

B. Sides.

1. Axis. The Axis player controls all German forces and territory (including Army, Luftwaffe and Kriegsmarine units).

2. Allied. The Allied player controls all Norwegian, British, French, Danish, Canadian and Polish forces and territory. The term Allied forces or Allied units refer to British, French, Polish and Canadian forces or units, collectively. Norwegian and Danish forces are identified explicitly.

3. Neutral. The following is neutral territory: Finland, Sweden, the Soviet Union and The Netherlands.

E. Geography.

Germany. Germany consists of all 1939 German territory plus Polish territory and the Danzig Free Zone.

Britain. Britain consists of the Shetland Islands plus off-map territory to the west of maps 10A and 13A.

France. France is entirely off map to the west of maps 1 OA and 13A.

Poland. Poland has no territory. Its forces start in France.

Norway. Norway refers to all mainland and island hexes of Norway.

Denmark. Denmark refers to all mainland and island hexes of Denmark.

Weather Zones. The weather line dividing zones C and D is not printed on map 10A. For purposes of this scenario, consider the line to run from hex 1OA:5111 to 1OA:4613 to 1OA:4633.

Norwegian Mobilization Centers. The 16 blue, heavy-type-face numbers scattered among Norwegian hexes are Norwegian Mobilization Centers used for mobilizing the numbered Norwegian infantry and mountain regiments.

F. Isolation. A unit or hex is isolated if an overland supply line of any length cannot be traced from the item to a full supply source of the owning player. (Supply lines and sources are covered in Rule 12). Isolation status of all units and hexes is determined twice per player turn-at the start of each initial phase and combat phase. An item that is isolated at the start of one of these phases remains isolated until isolation status is checked again.

Rule 5 - Zones of Control

Divisions, brigades, regiments, and cadres have ZOCs in the Arctic (on or north of weather line A). When a unit with a ZOC is unsupplied (see Rule 12), it has a reduced ZOC. Reduced ZOCs are exactly like standard ZOCs, except for their effects on the MP costs of enemy units (see the ZOC movement table).

Rule 7 - Transportation Lines

On maps 5B, 6A and 10A, dashed lines represent roads (no railroad present) while solid lines represent high volume railroads (this is inconsistent with the new Europa symbology for roads and high/low volume railroads).

Norway has a rail capacity of 8 REs per turn, Denmark has a capacity of 10 REs per turn, and Germany has an unlimited capacity. Each nation has rail depots which are listed on the Rail Depot Chart. Upon capture, a rail depot ceases to function in that capacity for all game purposes. A nation may use rail movement on a transportation line hex if an unbroken series of friendly rail hexes can be traced from that hex to a friendly rail depot. For example, Axis forces may use the German rail capacity on captured Danish rail hexes if a rail line can be traced to a German major or dot city.

The Norwegian or Danish rail capacity is permanently reduced each time the Axis player captures (gains ownership of) a Norwegian or Danish rail depot for the first time. It is reduced by the amount shown on the Rail Depot Chart. Note that the Axis player can never use rail movement in Norway since those rail lines cannot be connected to Germany. (This does not prohibit the Axis player from tracing the rail supply line element in Norway.)

A rail hex may always be used as a road regardless of its status for rail movement.

Rule 8 - Stacking

A. Stacking Limit.

3. Arctic. The maximum stacking limit for a hex on or north of weather line A is:

  • One unit of any unit size and unit type, plus
  • One non-divisional unit of any unit type, plus
  • One artillery unit.

The arctic stacking limit, not the mountain stacking limit, is used for mountain hexes in the Arctic.

Rule 12 - Supply

B. Tracing Supply.

For purposes of reinforcements (Rule 29), the supply status of hexes which receive those reinforcements must be maintained. A supply line from a hex to a supply source is traced the same as for a unit.

C. Supply Sources.

Each side has its own supply sources, as listed below. A supply source may be used only by its own side and only if that side owns it.

1. Full Supply Sources. Any and all units of a given player may use a full supply source, without restriction. Full supply sources are:

  • Axis. Any major city in Germany. Oslo (10A:4007) and Kjobenhavn (13A:1113) become full supply sources for Axis units on and after the first friendly initial phase that they are Axis owned. Ownership of either is sufficient; the Axis player need not own both for one to qualify as a supply source.
  • Allied. Any major or dot city in Norway or Denmark is a full supply source for Norwegian, Danish and Allied units, if the city is connected to another major or dot city in that country. A city is connected to another if a rail line can be traced from one city to another, entirely through friendly-owned hexes. Britain and France are regular supply sources for all Allied forces.

2. Restricted Supply Sources. A restricted supply source places limits on the number of units that may use it. Restricted supply sources are:

  • Norwegian. Oslo (10A:4007) is a supply source for up to 3 RE of Norwegian units (only). Norwegian dot cities are supply sources for up to 1 RE of Norwegian units (only). Narvik is a supply source for up to 1 RE of Norwegian units (only).

    Norwegian mobilization centers provide supply for the unit mobilized there on the player turn it is mobilized (only) and the following Axis player turn. For example, a unit mobilized on the surprise reaction turn is in supply until the end of the subsequent Axis Apr I 40 regular player turn.

  • Danish. Kjobenhavn (13A:1113) is a supply source for 3 REs, and Danish dot cities are supply sources for 1 RE of Danish units (only).
  • Axis. Starting on APR 11 40 turn, the Axis player may deliver up to two REs of supply per turn to the Swedish city of Lulea (513:2608) by expending one NTP during his movement phase. This naval transport is not subject to naval interdiction. To use the supplies in Lulea, an overland supply line must be traced to hexside 513:0910/513:1009.

D. Supply Effects.

A unit out of supply has its abilities restricted, depending upon the number of consecutive turns the unit is out of supply. A turn out of supply consists of two player turns. For example, if a unit is first judged to be out of supply in the Allied initial phase then the unit's first turn out of supply consists of the Allied player turn and the ensuing Axis player turn. Use supply status markers to mark units out of supply. Use red markers for units that start out of supply in the Allied initial phase and black markers for units that start out of supply in the Axis initial phase. (Note: Cluttering the map with supply status markers can impede ease of play. If possible, use a single supply status marker for an entire stack or pocket (of several hexes) of units that are at the same supply condition.) On the first turn out of supply, a unit has its attack strength halved; a c/m unit has its movement rating halved as well. A unit's defense and AA strengths, armor/antitank capabilities, and (for a non-c/m unit) movement rating are unaffected.

On the second and subsequent turns out of supply, the attack, defense, AA strengths, and movement rating of the unit are all halved. A unit with a ZOC has a reduced ZOC. During each initial phase starting with the fourth turn out of supply, the unit is checked for elimination if it is both out of supply and isolated at that time. (it need not have been isolated in the preceding turns.)

One die is rolled for the unit. On a roll of 4 or greater, the unit is eliminated. If the unit has a cadre, it is reduced to its cadre strength. The die roll is modified as follows:

  • -2 if the unit is in a major city. In order to qualify for this modification, the major city must have started the game owned by the player and must not have been owned by the other player at any time during the game.
  • +2 during snow weather. This modification is not used if the unit is in a major city.

A unit drawing supply from a source other than a full supply source is treated as being in supply for the entire player turn. However, use of these sources does not negate or defer the number of turns a unit has been out of supply. For example, a unit has been out of supply for three turns, and would now be starting its fourth turn out of supply. However, the unit draws supply from supplies previously delivered by air. The unit is treated as being in supply for the current player turn but is still considered to have started its fourth turn out of supply for regular supply purposes. If isolated, it would not be checked for elimination, as it is considered to be in supply.

Rule 14 - Special Ground Rules

F. Terrain.

1. Causeways. Transportation lines which cross prohibited terrain hexsides are causeways.

2. Rail Ferries. Rail ferries are finely dotted lines which traverse sea hexsides. For example, hexside 13A:1616/13A:1717 is a rail ferry. Rail ferries are treated as narrow straits for movement and combat purposes except that a friendly owned rail ferry hex may be used as a high volume rail line with no movement penalty.

3. Narrow Straits. Consider the following sea hexsides to be narrow straits:

    10A:2306/10A:2307
    10A:2409/10A:2408
    10A:2507/10A:2406
    10A:2306/10A:2405
    10A:2409/10A:2509
    10A:2306/10A:2406
    10A:2409/10A:2510

Rule 15 - Unit Breakdowns

B. Game Charts.

This information is contained in each nation's Breakdown Chart. There are no Game Charts.

C. Breakdown Combinations.

3. Norwegian. Norwegian divisions can assemble or break down into component regiments. An infantry division must be composed of any three infantry or mountain regiments, plus the matching numbered infantry divisional HQ. A mountain division must be composed of any two mountain regiments, plus one infantry or mountain regiment, plus the matching numbered mountain divisional HQ.

A mountain divisional HQ may combine with three regiments, two or more of which are infantry, to form an infantry division. This division is represented by the matching numbered mountain division counter, but it is considered an infantry division for all purposes as long as its regimental composition matches that of an infantry division.

4. Danish. Danish divisions can assemble or break down into component regiments. The division must assemble or break down into exactly the components listed on the Danish Breakdown Chart.

Rule 17 - Airbases

Ignore the light blue airbases printed directly on the map. These airbases are abstractly represented by the airbase capacities of nearby cities. The British have two off map airbases, London and Hatson Field. London is 18 hexes west of hex 1OA:4733. Hatson Field is west of map 10A as indicated by map edge hexes 1OA:2133 to 1OA:3333 with the notation HFXX XX is the distance to the airbase in hexes.

Aircraft carriers are used as airbases by air units with the type "C" designator (only). The Ark Royal has an airbase capacity of two while the Furious and Glorious have capacities of one. The undamaged airbase capacity of an aircraft carrier limits the number of air units which may base there. For example, up to two air units may base on the Ark Royal at the same time even if its current capacity is reduced due to damage. Air units may not land on carriers whose capacity has been reduced to zero.

Rule 20 - Air Missions

F1. Strategic Bombing.

c. Rail Depots. Rail depots (See Rule 7) may be bombed. Consult the Bombing Table for each bombing attack made against a rail depot. Each hit on the target reduces the rail capacity of the owning nation's rail net by 1 in the next player turn. (This decrease is for the next player turn only; it is not permanent.) The capacity of a rail depot, as listed on the Rail Depot Chart, limits the number of hits which have effect against it. Hits in excess of the depot's capacity have no effect.

F2. Tactical Bombing.

j. Aircraft Carriers. The target of this mission is an enemy aircraft carrier. A fighter's tactical bombing strength is increased by one when flying this mission. (For example, a fighter with a tactical bombing strength of 0 would have a strength of 1 when flying this mission.) During the mission resolution step roll one die. On a roll of four or more, the carrier has been located by the mission force. If the carrier has been located, consult the bombing table for each attack. A hit affects the carrier and one air unit based there. If the carrier has not been located, all air units in the mission force return without resolving the attack.

A hit on the carrier decreases its airbase capacity by one and is scored as one damage point (See Rule 26D for aircraft carrier damage).

A hit on an air unit renders it inoperative if it is operative. A hit on an air unit eliminates it if it is already inoperative. If two air units are based on a carrier, the bombing player selects which air unit is hit.

Rule 22 - Antiaircraft

A1. Intrinsic. Oslo (10A:4007) has an intrinsic light AA strength of 2. Kjobenhavn (13A:1113) has an intrinsic heavy AA strength of 1. See Rule 28B for limits on intrinsic AA use.

A4. Naval AA. The number printed below the silhouette on an aircraft carrier counter is its antiaircraft strength.

Rule 24 - Special Air Rules

F. Floatplanes. Floatplanes (air units with the "F" designator) may use any friendly port as an airbase without affecting the normal airbase capacity of that city. Use the port capacity as the airbase capacity for float planes.

For example, a minor port may base two floatplane air units. The use of a port by floatplane air units does not affect its shipping capacity. Hits scored against a port (not an airbase) limit the floatplane capacity of that port. Bombing vs. a port may affect the air units there in the same manner as bombing an airbase does. Floatplanes may not use ordinary airbases. Floatplanes may not perform the air drop transport mission (Rule 20E2).

Rule 26 - Naval Rules

A1. Sea Zones. There are three sea zones.

  • The Baltic sea zone consists of all sea and partial sea hexes east of the hex line running from 1OA:4415 to 13A:0291 (inclusive).
  • The North-10A sea zone consists of all sea and partial sea hexes on maps 10A, 5B and 6A north and west of Norway and Denmark and west of (exclusive) the hex line running from hex 1OA:4415 to 13A:0291.
  • The North-13A sea zone consists of all sea and partial sea hexes north and west of Denmark and Germany on map 13A.

A3. Ports. Britain and France are ports with unlimited capacity, accessible by exiting the west edge of map 10A or 13A. Ports on map 13A are noted by port symbols on that map. On maps 5B, 6A and 10A the following are ports:

    Major (10 REs): Bergen, Lulea, Narvik, Oslo, and Trondheim.
    Standard (5 REs): Alesund, Haugesund, Tromso, Frederikshavn, Kristiansand, and Kristiansund.
    Minor (2REs): Alta, Andalsnes, Mo, Tana, Bodo, Frederikstad, Halden, Harnmerfest, Harstad, Horten, Kirkenes, Lakselv, Larvik, Russenes, Tana, Vadso, and Vardo.

B1. Regular Transport. Player's move cargo (ground units and REs of supply) by the use of naval transport points (NTPs). NTPs are not limited to sea zone. Each player's order of battle lists the number of NTPs allocated. Forces can use NTPs of any friendly nation without regard for nationality. For example,

Norwegian units may transported by British NTPs and may be supplied by British sea supply.

British NTPs may be used normally if Allied forces are in Norway or Denmark or are being transported there. Otherwise, they may not be used at all. Further, on or after Jun I 40, British NTPs may only be used to evacuate Allied units to Britain. From JUL 1 40 onward, the Allied player regains a limited supply transport capability. Up to two British NTP may be used to transport supplies.

The Norwegian NTP may be used normally except that supplies may not be transported from Britain on Jun I 40 and Jun II 40. After that, Britain may again be used as a supply source.

2. Amphibious Landings. German units without HE (only) may make amphibious landings. REs of supply may accompany a landing force at double their normal transportation cost. The Axis player may plan arnphibious landings for both the surprise turn and the normal Apr I 40 turn during the initial phase of his surprise turn before the weather die roll. Note that Allied, Norwegian and Danish units may never perform amphibious landings.

A unit may make an amphibious landing during poor weather. Roll one die for each unit. The unit is affected by the weather on a roll of 3 or less and has its attack strength halved during the following combat phase. For example, a 2-6 infantry regiment landing during poor weather rolls a 2. Its attack strength is 1/8 (2 points, halved for being unsupported, quartered for making an amphibious assault, and halved again for the poor weather).

C. Naval Interdiction.

NTPs and aircraft carriers may be damaged at their destination hex by rolling two dice for each NTP or carrier on the Naval Interdiction Table. Cross index the number of hexes traver~ed in the destination sea zone to determine the damage number for the target unit. If the die roll is greater than or equal to the damage number listed then the NTP or carrier is damaged. NTPs which are damaged are automatically eliminated. Cargoes of eliminated NTPs are eliminated. An aircraft carrier which has been damaged may sustain a number of hits. Roll one die.

The results of the roll is the number of hits scored. Mark an aircraft carrier with a hit marker for each hit scored. Hits scored in this manner do not affect the carrier's airbase capacity.

If any of the NTPs transporting an assembled division is eliminated, then eliminate the entire division.

German NTPs destine for Lulea, Sweden (513:2608) are exempt from naval interdiction and automatically arrive undamaged.

D. Aircraft Carriers.

Aircraft carriers are available to the Allied player at a victory point cost. In any turn where the Allied player elects to use a carrier, the carrier may be moved from its current location to any sea or partial sea hex during the friendly movement phase. If the carrier is on the map at the end of the movement phase, then the VP cost is incurred. The carrier must be moved off map to Britain in order to avoid the penalty. Air units based at carriers off the map may not perform any action. Note that carriers which have been sunk do not incur the VP penalty since they are not on the map at the end of the movement phase.

Carrier based air units (those marked with the "C" designator) may fly to/from an aircraft carrier during the friendly and/or enemy air phases as though the carrier were an airbase. Ark Royal has a capacity of 2, while Glorious and Furious have capacities of 1.

Aircraft carriers may be damaged by aircraft bombing missions and naval interdiction. Hits on aircraft carriers can not be repaired within the scope of this scenario. It takes 6 hits to eliminate Ark Royal, 5 to eliminate the Glorious and 4 to eliminate Furious. Air units on eliminated aircraft carriers are eliminated.

Rule 27 - Weather

There are four weather zones in this scenario: A, B, C and D. The weather table contains four results, C for clear, M for mud, S for snow and N for no change. Use the appropriate Terrain Chart for the weather's effect on movement and combat. Snow and mud are collectively considered poor weather.

Roll for the Apr I 40 weather during the initial phase of the Axis surprise turn. This weather is in effect for the entire surprise turn and the normal Apr I 40 turn. If, during the surprise turn, the resulting weather for a zone is "N" (no change), then roll again, for that zone only, on the Mar 1140 column.

A. Winterization.

Many units lacked the winter clothing and equipment needed to operate at full effectiveness in the bitter cold. Units which were properly equipped had an advantage in combat. This is reflected in the game by the following rules.

  • An attack into any hex may have its combat resolution die roll modified due to the winterization of the involved units. Cross-index the winterization level of the attacker with the level of the defender on the Winterization Combat Effects Table to obtain the die roll modification.
  • Winterization is calculated on a regimental equivalent bases, by dividing the total number of REs participating in the combat into the number of winterized REs. There are three levels of winterization: less than 1/5 winterized, at least 1/5 but less than 1/2 winterized, and 1/2 or more winterized.
  • All Norwegian units are considered winterized. Those units indicated on the Axis order of battle are winterized. All other units are not winterized.
  • When one half or more of a player's units in a combat are winterized, those units incur required losses (Rule 91). This applies both to the attacker and defender.

B. Freezing.

If, during the surprise turn, the weather of zone A or B is determined to be snow, then all rivers and lakes in that zone are considered frozen. They remain frozen until the first non-snow weather turn.

The movement and combat effects of frozen rivers are given on the terrain effects chart.

Ground units may operate to a limited extent on a frozen lake. No unit may enter an all-lake hex, even if frozen. Units may move, attack, and trace supply lines across frozen lake hexsides between land hexes. For example, units may trace a supply line across hexside 5B:1008/5B:0908 when the lake is frozen.

A swamp hex in any weather zone is frozen on all snow weather turns. A frozen swamp hex counts as only 1 hex, not 2, when tracing overland supply lines. Otherwise, a frozen swamp is treated as a normal swamp hex.

Rule 28 - Nations

A. Germany.

Axis forces may evacuate from Norway to Sweden by moving or retreating into Swedish territory. Forces thus evacuated are removed from play and may not return. Evacuation to Sweden incurs a victory point penalty due to political repercussions.

The game begins with a surprise turn as outlined in Rule 36.

Axis forces can never attack or bomb Britain or France due to defenses not represented in the game.

B. Norway and Denmark.

The Norwegian government counter is placed at Oslo (10A:4007). The Danish government counter is placed at Kjobenhavn (13A:1113). Norway or Denmark is considered to have capitulated at the instant all of the following have occurred:

  • it has no unisolated ground forces of its own within its original borders
  • it has no supplied ground forces of its own within its original borders
  • there are no Allied ground forces within its original borders
  • the Axis control all dot and major cities within its original borders
  • in the case of Norway, Narvik is Axis controlled.

A government counter which has not evacuated is considered captured immediately upon capitulation. When a nation has capitulated, all activity by that nation is permanently suspended. For example, no further reinforcements are received by a nation which has capitulated. All remaining air and naval units of that nation are eliminated.

All territory of a nation which has capitulated immediately converts to ownership of the conquering nation except that any Allied air units retain ownership of the airbase it occupies. Air units flying missions when a nation capitulates (eg., defensive air support, harassment, etc.) are eliminated unless they can return to a friendly airbase.

Norwegian and Danish forces can be evacuated from Norway or Denmark by moving to neutral territory, Britain or France. Units evacuated after their government is evacuated or captured yield the Allied player victory points. Forces evacuated to Britain or

France may return to play by normal movement methods. The Allied player must deduct any VP award previously received for forces returned to play. Allied forces may never attack Germany due to Axis defenses not represented in the game. During the first Axis player turn that Axis forces have entered Norway, the Norwegian air unit may not perform any activity. It may not scramble, escape, intercept or patrol attack. Further, Norwegian intrinsic antiaircraft at Oslo must roll one die. On a roll of 4 or more, both factors may fire at Axis air units, otherwise no antiaircraft fire may be performed.

Danish resolve to resist the Axis invasion is suspect. At the start of the first Axis combat phase after Axis forces have entered Denmark, but prior to combat resolution, roll one die for each Danish unit. On a roll of 4-6 remove the unit from play. Any Axis unit adjacent to a hex vacated in this manner, may occupy the hex as if it were advancing after combat. Also, Danish intrinsic antiaircraft at Kjobenhavn must roll one die. On a roll of 4-6, the factor may fire at Axis air units, otherwise no antiaircraft fire may be performed.

C. Britain, France, Canada, and Poland.

Allied forces can never attack or bomb Germany due to Axis defenses not represented in this scenario. The Polish Mountain Brigade is treated as an infantry unit for all purposes. Despite its mountain symbol, it has no mountain capabilities.

D. Occupation.

Axis forces must garrison captured Norwegian and Danish major and dot cities or suffer a VP penalty. Each major city must be occupied by three RE and each dot city by one half RE of Axis units. The garrison is checked at the start of each Axis initial phase.

Rule 29 - Reinforcements and Replacements

If a reinforcement enters play at a city that is out of supply, the unit's supply status is the same as that of the hex. For example, if the 14th mobilization center has been out of supply for two turns and a reinforcement unit appears there, the unit is considered to be in its second turn out of supply.

Rule 30 - Preparing for Play

Lay maps 5B and 10A out such that the east edge of 10A overlaps the west edge of 5B. Fold map 13A in half along its latitudinal crease such that only the north half is visible. Lie the north edge of this map over the south edge of map 10A. Finally, completely fold map 6B such that only the northwest quarter of the map is visible. Lie the west edge of this map over the east edge of map 5B.

Players deploy units specified as initial forces on their orders of battle. The Allied player deploys first. The Axis player turn precedes the Allied player turn in each game turn.

Rule 31 - Victory

A. Game Length.

The game starts with the Apr I 40 surprise turn and ends at the instant both Norway and Denmark have capitulated. If this situation has not occurred prior to Oct I 40, then the game automatically ends at that point. Also, the Axis player can elect to end the game at the end of any friendly or enemy initial phase where there are no Allied, Norwegian, or Danish ground units in Denmark or Norway on or south of hexrow 5B:1200 and no Axis forces in Norway north of that row. The phasing player does not receive any VP in an initial phase during which the game ends in this manner.

B. Victory Determination.

Victory points (VPs) are awarded for conditions described below. Any VPs listed as awarded during the initial phase are also received during the surprise turn initial phases.

Players are awarded VPs for enemy forces eliminated. The award is assessed at the moment a ground, air, or naval unit is eliminated. Divisions reduced to cadres count for the actual RE loss. For example, a 3 RE division reduced to a 1 RE cadre counts for 2 REs of losses. The award is received in the following cases (only):

  • forces eliminated during combat and overruns
  • forces eliminated due to lack of supply
  • forces eliminated during air combat and air mission resolution
  • forces eliminated at sea.

If the Axis player captures the Norwegian and/or Danish government, he receives a one-time VP award per government, awarded at the moment of capture. The Allied player receives VPs at the end of each Allied initial phase that the Danish and/or Norwegian government remains in its home country. An additional VP award is received at that time if the government has not been moved (i.e., Oslo (10A:4007) or Kjobenhavn (13A:1113), respectively). VPs are assessed on a per-government basis. For example, if both the Danish and Norwegian governments are in their respective nations on an Allied initial phase, the Allied player receives thb VP award twice.

Axis-owned Norwegian or Danish major/dot cities not occupied by the appropriate garrison of Axis units incur a VP penalty to the Axis player. Check for garrisons during each Axis initial phase.

The use of each British aircraft carrier incurs a per- turn VP penalty on the Allied player. Assess this VP penalty at the end of each movement phase in which a carrier is in play on the map.

VPs are awarded for ownership of cities during the friendly initial phase. For example, to collect the VP award for ownership of Narvik, the Allied player must control it during his initial phase. To have captured it during his combat phase and then immediately lose it to the Axis during the subsequent Axis combat phase yields no VP to the Allied player because he never owned it during his initial phase. On the other hand, this action also denies the Axis player VP for he did not control Narvik during his initial phase either.

The Axis player has time constraints on when the VP award can be taken. For example, a VP award is received for Danish cities only during the Apr I 40 turn. He does not receive VP for Danish cities in any other initial phase. Norwegian and Danish forces evacuated to Britain or France after their government has been evacuated or captured yield the Allied player VPs. He receives these VPs the moment the units are successfully evacuated. Axis forces which evacuate to Sweden incur a VP penalty against the Axis player. Assess this penalty at the moment they cross into Swedish territory.

The Allied player is assessed a VP penalty for each Allied RE and operative air unit in Norway or Denmark on or after Jun I 40. The penalty is incurred at the end of each Allied movement phase. This represents the desperate need for forces in France and Britain due to the Axis invasion of the Low Countries and France.

The Allied player receives a VP award at the end of the game if the Norwegian or Danish government has not capitulated. If neither has capitulated, he receives the award twice.

The inability to withdraw units so specified on a player's order of battle imposes a one time VP penalty on that player. This does not imply that the decision to withdraw a unit is a player decision. The unit must be withdrawn if possible. Further, a unit which has not been withdrawn, and subsequently becomes able to withdraw, must do so with no VP compensation to the owning player.

Rule 32 - Optional Rules

A. Advanced Game Mechanics.

3. Terrain and Supply Lines. Each forest hex also counts as 2 hexes when tracing overland supply lines.

5. Spring Thaw. Spring thaw is applicable to all weather zones.

G. Improved Allied Response.

The Allied response to the Axis invasion of Norway was uncoordinated and dismal. Use any or all of the following variations to explore better Allied performance.

  • The Allied player receives the optional units listed on the Allied Order of Battle as reinforcements.
  • Move the appearance of Allied forces one game turn earlier on the Allied Order of Battle. For example, reinforcements scheduled to be received on May I 40 would be received on Apr II 40. Note that the British Bomber Command will be allowed to fly on the surprise reaction turn. This rule does not affect the appearance of Norwegian forces.
  • All Allied units are considered winterized.
  • Consider the Polish brigade to be a mountain unit with full mountain capabilities.

H. Improved Norwegian/Danish Response.

Use either or both of the following variations to explore a better Norwegian mobilization and a better Danish performance.

  • Move the appearance of Norwegian forces one game turn earlier on the Allied Order of Battle. Units scheduled to appear during the surprise reaction turn become initial forces. (The activation die roll is still applicable.)
  • Forgo the Danish resolve die roll. All Danish units resist the Axis invasion.
  • Move the appearance of Danish forces one game turn earlier on the Allied Order of Battle. Units scheduled to appear during the surprise reaction turn become initial forces.

Rule 34 - The Arctic

Units in the Arctic (all hexes on or north of weather line A) have their operations restricted, die to the limited communications and harsh climate of this region. Stacking and ZOCs in the Arctic have already been covered in previous rules. The following rules also apply to units in the Arctic.

  • All units pay double MP costs for terrain when moving in the Arctic, except when moving on roads or railroads. Simply double the MP cost of terrain given on the Terrain Effects Chart.
  • C/m units may not move during the exploitation pha e when in the Arctic.
  • Supply lines in the Arctic are usually shorter than those elsewhere, as shown on the Supply Line Summary.

Rule 35 - Governments

Governments are not combat units. Governments exist at any one of three states: normal, evacuated, or captured as outlined below. Further, governments have a movement capability exercised during the initial phase of the owning player's turn.

A. Government Movement.

A government can be moved during the owning player's initial phase using either normal or administrative movement. A government is treated as a zero-strength, 1/2 RE, non-c/m unit with heavy equipment and a movement allowance of 12. The government need not be in supply to move its full movement allowance. Assess a transport cost of 1 RE during the movement phase for any rail or naval movement used. If the government is eliminated during naval transport, consider it captured. Note that all normal movement costs are observed when moving governments, including terrain, ZOC, harassment bombing, etc. A government may only enter hexes that are not enemy owned. A government may never advance after combat.

A government presents no obstacle to enemy movement. For example, there is no overrun MP cost to occupy a hex containing a lone government. A government may never be attacked by enemy units. If the hex containing a government is attacked and cleared of all friendly units, the government may attempt to escape before enemy units advance to occupy the hex. Roll one die. On a roll of 1 or 2 the escape is successful, otherwise the government is captured. If the government escapes, it may retreat per rule 9F1. A government eliminated while retreating is considered captured. A government which occupies a port, may escape to sea if there are NTPs available to do so. Move the government to an adjacent sea hex prior to enemy occupation of the port hex. In the next friendly initial phase, use the NTP to transport the government to a friendly port.

If the hex containing a government is ever occupied by enemy units, and there are no friendly units in the hex, the government is automatically captured.

B. Government Status.

1. Normal. Governments are operating normally when they are within their original borders. All forces of that government operate normally.

2. Evacuated. When a government is moved to Britain, France, or neutral territory, it is considered evacuated. A government can be evacuated during any initial phase by the owning player. Forces of an evacuated government, which have not themselves been evacuated, may be eliminated. Every friendly and enemy initial phase following the evacuation of a government (including the phase in which it was evacuated), roll one die for each counter of that nation's forces. On a roll of 1, 2, or 3 the counter continues to function normally, otherwise it is eliminated. Newly received reinforcements and mobilizations must also suffer this roll. Evacuated governments of nations which have not capitulated may return to their nation reverting to normal status. Active forces remaining in play when the government returns no longer undergo the die roll for elimination, on or after the turn in which the government returns.

3. Captured. A government is captured when enemy units occupy its hex, and there are no friendly units in the hex. Forces of a captured government, which have not themselves been evacuated, may be eliminated. Immediately upon capture and every friendly and enemy initial phase following the capture of a government, roll one die for each counter of that nation's forces. On a roll of 1 the counter continues to function normally, otherwise it is eliminated. Newly received reinforcements, replacements and mobilizations must also suffer this roll.

Rule 36 - Surprise Turn

The game begins with the surprise turn. This turn immediately precedes the regular Apr I 40 turn. The surprise turn consists of an Axis surprise player turn and an Allied reaction player turn. The Axis surprise player turn is played exactly like a normal Axis player turn except that there is no exploitation phase. Since all Axis units begin the game in Germany, they all start the game in supply. Supply must be provided per Rule 12 during the regular Apr I 40 turn.

The Allied reaction player turn immediately follows the Axis surprise player turn. The reaction turn consists of an initial and air phase (only).

Rule 37 - Designer's Choice Rules

A. Historical Start.

Use the following rules to more nearly simulate historical events.

  • Consider the Apr I 40 weather die roll to be a 2.
  • Allow the Norwegian government to automatically escape capture during the surprise turn.

Note that since governments move during the initial phase, it will be able to move in the Allied surprise reaction turn.

Weserubung: Storm Over Norway Europa Battle Scenario Number 6


Back to Europa Number 30 Table of Contents
Back to Europa List of Issues
Back to MagWeb Master Magazine List
© Copyright 1993 by GR/D
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