Rules
by Mark Royer
Rule 1 - IntroductionWeserubung 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.
2) Tables and Charts 3) Balkan Front rules Rule 2 - Game ComponentsThe 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:
Luftwaffe:
Kriegsmarine:
*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:
Canadian:
French:
French Foreign Legion:
Polish:
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
Tables and Charts
RulesWeserubung 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:
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:
2. Restricted Supply Sources. A restricted supply source places limits on the number of units that may use it. Restricted supply sources are:
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:
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: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.
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:
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.
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:
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):
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.
H. Improved Norwegian/Danish Response. Use either or both of the following variations to explore a better Norwegian mobilization and a better Danish performance.
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.
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.
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 |