by Rick Gayler
Scenario CreditsScenario Design: Rick Gayler Original Game Design: John M. Astell Playtest and Assistance: Robert Gobel, Winston Hamilton, Victor Hauser, Preston Kent, Jason Long, Gary Quick, William Rodgers Rule 1 - IntroductionSudden Storm is a historical simulation covering the German invasion of the Union of Soviet Socialist Republics on 22 June 1941, starting a campaign that brought the Germans to the gates of Moskva only to be stymied by a bitter winter and then hurled back by determined and weather-hardened Soviet forces. The games Scorched Earth and Fire in the East are required in order to play Sudden Storm. Sudden Storm is basically a two-player game, but its size tends itself admirably to multi-player team play. One side controls the forces of Germany and its allies while the other controls the forces of the Soviet Union. The maps cover the western regions of the USSR from the Arctic to the Volga River valley and Caucasus Mountains. Ground units represent divisions, brigades, and regiments. Air units represent groups of 40 to 60 aircraft. Naval units represent major warships plus supporting vessels and flotillas of smaller vessels. The rules use the basic Europa system as a framework, with specialized rules covering the historical situation in detail. The German player must attempt to "..crush Soviet Russia in a lightning campaign" (Fuhrer directive number 22, Fall Barbarossa), by destroying the Red Army as a fighting force and by occupying key regions of the USSR. The Soviet player must attempt to halt the invasion and, ultimately, to push the invaders back. Rule 2 - Game ComponentsA. Rules This rules set, which is used in place of the rules in Fire in the East and Scorched Earth. B. Maps Europa maps I B, 2A, 313, 4A, 513, 6A, 7A, 8A, and 9A. The hexes on the maps are numbered, and specific hexes are identified by map number and hex number. For example, 9A: 1506 refers to hex 1506, map 9A. C. Counters All counters are contained in Fire in the East and Scorched Earth. D. Charts Use the following charts from Scorched Earth: 1) Two combat results/terrain effects charts.
5) One Europa marker display. The marker display is a generic display for corps/army and air markers. Note: The display should be photocopied and the original saved, since it will be written on when used. Also, when playing in teams, providing each player with his own display helps to organize play. 6) One master sequence of play/special dates chart. 7) One Europa map legend. This map legend shows all terrain types in Sudden Storm. 8) One Fire in the East/Scorched Earth map guide. This guide shows the layout of the maps. It also covers the geography of the region, showing countries, regions, military districts, weather zones, and seas. In addition to these charts, the two air charts and the city display from Fire in the Last are used. The two corps/army marker displays from fire in the East may be used if players wish. No other charts from Fire in the East are used. In particular, do not use the combat result tables/terrain effects charts in Fire in the East, as problems will occur if these are used. E. Orders of Battle Use the two orders of battle (one Soviet, one Axis) provided in this scenario package. These completely replace those in Fire in the East and Scorched Earth. Rule 3 - Basic Game ConceptsBasic concepts and definitions used throughout the rules are presented below. A. Units When the term units is used by itself, it refers to ground units only and does not include naval units or air units. The term forces refers to ground, naval, and air units collectively. Units are differentiated by size and type, as shown on the unit identification chart. Some overall definitions apply. 1. Divisional Unit. Any unit with the division symbol. 2. Non-Divisional Unit. Any unit smaller than a divisional unit: brigades, regiments, and cadres. 3. Artillery. All unit types listed on the unit identification chart as artillery. 4. Combat/Motorized. All unit types listed on the unit identification chart as combat/motorized. In addition, any unit type which has the motorized symbol used in conjunction with its unit type symbol is combat/motorized. Note: "Combat/motorized" is abbreviated "c/m" in the rules. "Non-c/m" refers to units that are not combat/motorized: all non- motorized units and all artillery units that are not combat/motorized. B. Sides 1. Axis. The term Axis refers to all forces controlled by the German player. Within this category, two further distinctions are made. The term German refers to all German forces: Army, Air Force (Luftwaffe), Navy (Kriegsmarine), SS, and Army foreign contingent; it does not refer to any other Axis forces. The term Axis-Allied refers to all nonGerman Axis forces: Finnish, Hungarian, Italian, Rumanian, and Slovakian forces. 2. Soviet. The term Soviet refers to all forces controlled by the Soviet player: regular, winter-capable, Militia, Guards, Air Force, Navy, and NKVD. C. Game Mechanics 1. Fractions. Unless stated otherwise, always retain fractions when halving. For example, half of 7 is 3 1/2. 2. Cumulative Effects. Unless stated otherwise, all effects to units' strengths and all modifications to die rolls are cumulative. For example, a unit halved in strength twice is quartered in strength. 3. Die Rolls. All rolls made using two dice are specifically identified as such in the rules. All other rolls are made using one die. 4. Accumulation. Each player receives various abilities which he may use on a turn by turn basis. These abilities may not be accumulated from turn to turn unless the rules specifically allow them to be accumulated. For example, the German player may regauge a certain number of rail hexes per turn (per Rule 7A3). However, this ability may not be accumulated; if the German player does not use up his regauging allotment in a turn, he may not save the excess for use in a future turn. D. Regimental Equivalents A regimental equivalent (RE) is a measure of the size of a unit. REs are also used for any marker or other game feature which needs its size specified. RE sizes are as follows: 1 RE: each brigade, regiment, cadre, or resource point.
Cavalry and c/m units count double their RE size for transport purposes: rail movement (Rule 7A) and naval transport (Rule 27C). For example, a cavalry division (3 REs) that moves by rail or sea counts as 6 REs for transport purposes. E. Ownership A player owns a hex if: 1) his units occupy the hex, 2) his units exert an uncontested zone of control into the hex, or 3) his units were the last to occupy or exert an uncontested zone of control into the hex. (Zones of control are defined in Rule 5. A player has an uncontested zone of control in a hex if the hex is neither occupied by nor in the zone of control of an enemy unit.) Exception: ZOCs alone do not gain ownership of enemy-owned cities or airbases. To gain ownership of a hex containing an enemy-owned city or airbase, a friendly unit must occupy the hex. F. Major City A major city is any partial hex city, full hex city, or multi-hex city. A major city hex is any hex of a major city. G. Geography The map guide shows the major geographical features which appear on the game maps. Refer to this guide when reading this rule. The game map shows national borders at the start of World War II (1 September 1939) and the changes that have occurred from that date. The German-Soviet demarcation line is the dividing line between the Axis and the USSR. All territory east of the line is Soviet. Territory west of the line is either Axis or neutral, except that Hango (in Finland) is Soviet owned at the start of the game. The military districts (MDs) of the Soviet Union are shown on the map. The districts are labeled within the 1939 Soviet borders. The territory acquired by the USSR from 1939 to 1941 is also in the military districts, as shown by the extension of the districts boundaries in these regions. (For example, Chisinau is in the Odessa MD, and all ex-Finnish territory is in the Arkhangelsk MD.) The Baltic MD consists of Lithuania, Latvia, and Estonia. For game purposes, specific definitions are assigned to the following geographical names:
1939 USSR (or 1939 Soviet Union): all territory within the 1939 Soviet borders only. Baltic States: Estonia, Latvia, and Lithuania. Greater Germany: East Prussia and all territory in Poland west of the German-Soviet demarcation line. The Arctic: All hexes on or north of the A weather line. The Crimea: The peninsula of land in the Odessa MD on and south of hex 3B:3001. Bessarabia: All territory between the 1939 Rumanian border and the German-Soviet demarcation line. Other features such as sea zones (Rule 27) and weather zones (Rule 28) are shown on the map guide. H. Isolation A unit or hex is isolated if an overland supply line of any length cannot be traced from the item to a regular source of supply 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 4 - Sequence of PlayThe game is played in a series of game turns. Each game turn consists of a German player turn followed by a Soviet player turn. A. Sequence Each player turn consists of the following phases.
2. Movement Phase. The phasing player moves his ground and naval units. 3. Air Phase. Players move air units, resolve air combat, and execute air missions. 4. Combat Phase. Both players determine the isolation status of units and hexes. The phasing player resolves attacks made by his units. 5. Exploitation Phase. The phasing player moves his elm units. The master sequence of play chart shows the sequence of play in greater detail. B. Phasing During the German player turn, the German player is the phasing player and the Soviet player is the non- phasing player. During the Soviet player turn, these roles are reversed. C. Restrictions Unless noted otherwise, activities may not be conducted outside this sequence. The activities mentioned above are explained in detail in the rules which follow. Rule 5 - Zones of ControlThe zone of control (ZOC) of a unit represents the control a unit exerts over surrounding terrain. The effects of ZOCs are referred to throughout the rules. A unit's ZOG is exerted through the six hexsides of the hex the unit occupies into the six surrounding, adjacent hexes. A unit prohibited from entering a specific terrain type or crossing a specific type of hexside does not exert a ZOC into that hex or through that hexside. For example, no unit exerts a ZOC through an all-sea hexside. Every divisional unit has a ZOC. Brigades, regiments, and cadres have ZOCs only in hexes in weather zones A and G; they do not have ZOCs in hexes outside thc!,;e zones. Under certain conditions, units with ZOCs may have reduced ZOCs. Reduced ZOCs are the same as standard ZOCs, except for their effects on the movement of enemy units (Rule 6A). Rule 6 - MovementAll phasing units may move during the movement phase. All phasing c/m units may move again during the exploitation phase. Movement is Calcalated in terms of movement points (MPs). A unit's movement rating gives the number of MPs the unit may normally spend in a movement or exploitation phase. A unit may move up to the limit of its movement rating, is restricted by terrain, ZOCs, and supply. Units are moved voluntarily, with each unit spending MPs as it moves from hex to hex. A unit spends a varying amount of MPs for each hex it enters. This MP cost depends upon the terrain type of the hex being entered and, in some cases, on the terrain type of the hexside being crossed. The movement effects column on the terrain effects chart states the MP costs for the various terrain types. The MP cost to cross a hexside is in addition to the cost to enter a hex: it is indicated by a plus sign (+) in front of the cost. The notation prohibited means that type of terrain may not be entered or crossed by a unit. As a class, such terrain is called prohibited terrain. The notation 1/2M+1 means that the cost of the terrain is one half the unit's printed movement allowance plus one movement point; for example, this would be 6 MPs for a unit with a movement rating of 10. A unit may always move a single hex (except into or across prohibited terrain) in a phase in which it may move. To do so, the unit spends all of its MPs and enters an adjacent hex, even if the cost to enter the hex exceeds the number of MPs the unit has available that phase. It may move through enemy ZOCs when using its one hex movement ability. A unit may not spend MPs for any other purpose (such as conducting an overrun) when using this ability. In general, a unit may not enter a hex occupied by an enemy unit. However, overruns (Rule 13) may occur during movement and are a special exception to this rule. Special forms of movement, such as rail movement and naval transport, are covered in separate rules. Also, weather affects movement, as given on the terrain effects chart and in Rule 28. A. ZOCs. When a unit exits a hex that is in an enemy ZOC, it must spend a number of MPs to leave the hex, in addition to the terrain costs of movement. The ZOC costs are given on the ZOC movement costs table. Reduced ZOC costs are used only if all enemy ZOCs affecting the unit's movement are reduced ZOCs. Examples: A unit pays the reduced ZOC cost if it leaves a reduced enemy ZOC and enters a hex either not in any enemy ZOC or in another reduced enemy ZOC. It pays the standard ZOC cost if it moves directly from a reduced enemy ZOC to a standard enemy ZOC or vice versa. B. Administrative Movement During the movement phase (only), a unit may use administrative (admin.) movement. A unit using admin. movement may move by road (see Rule 7R) and in clear terrain. For example, a unit may not use admin. movement in a woods hex unless moving along a road in that hex. A unit may not use admin. movement to cross a non-clear terrain hexside (such as a river hexsidc, frozen or unfrozen) unless moving along a road that crosses that hexside. A unit pays half the usual cost of terrain when using admin. movement. For example, a unit using admin. movement to move on a road during clear weather pays 1/2 MP per hex. To use admin. movement, a unit must be in supply, may move only in hexes owned by its side at the start of the player turn, and may not start or move adjacent to an enemy unit during its movement. When using admin. movement, a unit may not spend MPs for any other purpose except for movement. In weather zones A and G, a unit may use admin. movement only when moving by road. Rule 7 - Transportation LinesThere are two types of transportation lines: railroads and roads. A unit moves along a transportation line by tracing a path through hexes containing connected transportation lines. It may use the transportation line movement rate only when moving in hexes directly connected to one another by the line. A. Railroads Rail movement may only be used in the movement phase. There are two types of rail movement: operational and strategic. Operational rail movement allows a unit to move by rail and engage in regular operations in the same turn. Strategic rail movement allows a unit to move a longer distance by rail, but in so doing it sacrifices its ability to engage in other operations that turn. In either case, a player may only use railroads in hexes he owns at the start of his player turn. 1. Operational Rail Movement. A unit moving by rail moves at an accelerated rate, ignoring standard terrain costs. To use operational rail movement, a unit must first entrain. Entraining costs 1 MP. It then moves several hexes for each MP spent, as given on the rail movement rate table. There is no MP cost to detrain; after finishing its rail movement, the unit may move overland or otherwise spend its remaining MPs. Units are always considered detrained at the end of the movement phase. When using operational rail movement, a unit may not enter or leave a hex in an enemy ZOC. However, an enemy ZOC is negated for operational rail movement purposes (only) if a friendly unit occupies the hex in the ZOC throughout the movement phase. This unit must start in the hex and may not leave the hex during the movement phase. 2. Strategic Rail Movement. A unit may move up to 200 hexes by rail when using strategic rail movement, ignoring standard terrain costs. However, the unit must start and end its movement on a rail line and may not start, end, or move adjacent to an enemy unit at any time during its movement. The unit may not otherwise move in the movement phase, may not attack during the combat phase, and may not move during the exploitation phase. 3. Gauge. There are two different rail gauges in use on the maps: standard and broad. All rail lines in the 1939 Soviet Union and in Finland are broad gauge. All other rail lines are standard gauge. Axis units, except when using the Finnish rail net, may not use broad gauge rail lines for rail movement. Axis units on the Finnish rail net may. The Finnish rail net consists of all rail lines in Finland plus all Axis-owned rail lines in the USSR inside the Finnish and Arctic theaters of war (see Rule 31B). Soviet units may always use rail movement on broad gauge lines. A Soviet unit may use rail movement on standard gauge lines if a rail route can be traced along Soviet-owned standard gauge rail lines to any city in the standard gauge portion of the Soviet Union (i.e., the Baltic States, eastern Poland, and eastern Rumania). This city must have been continuously Soviet owned from the start of the game. (It may not have been Axis owned at any time, even if the Soviet player subsequently regains ownership.) Note that if all cities in this region become Axis owned at any time, the Soviet player entirely loses his ability to use rail movement on standard gauge lines. A unit may use both broad and standard gauge rail lines as part of its rail movement, as long as the preceding rules are followed. A unit must pay a trans-shipment cost when it crosses from one gauge to the other: 1 MP for operational rail movement, or 20 hexes of its 200 for strategic rail movement. The German player has a rail regauging ability which he may use during his movement phase to convert broad gauge rail hexes to standard gauge. To be eligible for conversion, a broad gauge rail hex must be Axis owned at the start of the movement phase, in regular supply, and directly connected to a standard gauge rail hex. Example, - The German player has previously converted the rail line from the 1939 Soviet border at hex 1B:3008 to Polotsk (1B:2906). During his current player turn he chooses to convert hex 1B:2805, which is a broad gauge rail hex directly connected to a standard gauge rail hex (1B:2906). He then chooses to convert hex 1B:2804, which is now a broad gauge rail hex directly connected to a standard gauge rail hex (1B:2805). The German player may convert up to 24 rail hexes per turn in clear weather, 18 rail hexes per turn in frost weather, and 12 rail hexes per turn in mud and snow weather. However, no more than half of the total rail hexes available may be converted in the same weather zone. For purposes of this rule, use the weather in zone B to determine the number of rail hexes the German player may convert in each of his turns. Example: The weather in zone B on the Nov II 41 turn is frost. the German player may convert 18 rail hexes during his Nov II 41 player turn, but no more than 9 of these hexes may be converted in the same weather zone. A rail hex may not be used for rail movement on the turn it is regauged. Use the rail gauge markers to show which lines are regauged. Example: The German player has regauged the line from hex 1B:3008 through Polotsk to hex 1B:2804, but the lateral line through Polotsk is not regauged. Show this by putting a standard gauge marker in 1B:2804 and broad gauge markers in 1B:2806 and 1B:3005. 4. Capacity. Players may move only a limited number of' units by rail (operational or strategic) in a turn. The Soviet player has one capacity, used for all Soviet rail movement. The German playe ' r has two separate capacities: one for his standard gauge rail net and one for the Finnish rail net. Capacities are stated in REs: the capacity is the maximum number of REs of items (units, factories, resource points, etc.) that may use rail movement that phase. Cavalry and c/m units count double their RE size for rail movement. Up to 24 REs per turn of Soviet reinforcements and replacements which enter play from the eastern military districts in a turn do not count against the Soviet rail capacity that turn. All other Soviet forces do count, including all REs over 24 that enter play from the eastern military districts in a turn. The Soviet player has a capacity of 72 REs per turn and may increase this capacity by up to 48 REs. The German player has a capacity of 24 REs per turn for his regular rail net and may increase this capacity by up to 24 REs. The German player has a capacity of 8 REs per turn for the Finnish rail net and may increase this capacity by up to 8 REs. A player must spend 1 resource point (Rule 12F) for every 8 (or fraction thereof) RE increase over the normal rail capacity of a rail net. The resource point is spent in the player's movement phase and must be in any unisolated rail hex on the net. Rail capacity increases through resource point expenditure are temporary, lasting only for the turn in which the resource points are spent. The Soviet rail capacity is permanently reduced each time the German player captures (gains ownership of) a Soviet major city hex for the first time. It is reduced by 1 RE for each major city hex captured. For example, the Soviet rail capacity would be reduced by 7 if the Axis captured the entire city of Moskva (one full and six partial city hexes). The Soviet player does not regain rail capacity when he recaptures Soviet cities. Note: Keep track of rail capacities and any losses on paper. B. Roads. A unit moving along a road pays the MP cost for clear terrain for each hex it enters; the actual terrain costs for hexes entered and hexsides crossed are ignored. Movement along a road is subject to the same limitations as regular movement. For example, a unit moving along a road must spend additional MPs to leave a hex in enemy ZOC. Railroads are also roads. That is, each rail line is considered to be a road as well. Even when a unit is prohibited from using a railroad in a hex, it may still use the rail line there as a road. Roads may be used in both the movement and exploitation phases. Rule 8 - StackingA. Stacking Limit Only a limited number of units may'stack in a hex. 1. Regular. Up to six units of any unit types (including artillery), no more than three of which may be divisional units, may stack in a hex. In addition to this, two artillery units may stack in the hex. 2. Mountain. Up to four units, no more than two of which may be divisional units, may stack in a mountain hex. In addition, one artillery unit may stack in the hex. 3. Arctic. Up to two units, no more than one of which may be a divisional unit, may stack in a hex in the Arctic. In addition, one artillery unit may stack in the hex. The Arctic stacking limit, not the mountain stacking limit, is used for mountain hexes in the Arctic. B. Effects No unit may end a movement, combat, or exploitation phase in violation of the stacking limit. A player may not move his units in such a way so that~ at the end of the phase, the stacking limit is violated. If, as a result of combat, a unit is forced to retreat in violation of stacking, it must continue to retreat until the stacking limit is no longer violated. If it cannot do so, it is eliminated instead. The stacking limit of a hex is also the limit on the number of units that may attack that hex from an adjacent hex. Example: A hex in the Arctic is attacked by units in hexes south of the Arctic. Since the hex being attacked is in the Arctic, only units up to the Arctic stacking limit may attack the hex from each of the hexes south of the Arctic, even though more units may be stacked in these hexes. The stacking limit may be violated in the initial phase, when reinforcements and replacements enter play (see Rule 33). These units may be placed in violation of the stacking limit during the initial phase, but only if the stacking limit will not be violated at the end of the following movement phase. C. Corps/Army Markers Corps/army markers and the Europa marker display chart (see Rule 2D5) are provided to help with stacking in congested portions of the map. To use a corps/army marker, simply remove a stack of units from the map, place a corps/army marker in its place, place the stack in a box on the marker display, and write the identification and unit type of the corps/army marker in the appropriate place in the box. Corps/army markers are used only for convenience for stacking; they do not increase the stacking limit of a hex or otherwise affect the play of the game. All units in a box on the display are treated for all purposes as being in the hex occupied by the marker. Rule 9 - CombatDuring the combat phase, the phasing player's units may attack adjacent enemy units, However, no unit may attack into or across terrain prohibited to that unit, Attacking is voluntary; units are not required to attack. A. Procedure
1) Modify the attack (combat) strengths of all units attacking into an adjacent enemy-occupied hex due to terrain (per the weather effects existing in the hex) and supply as appropriate. Total the attack (combat) strengths involved, and add any ground support bombing and/or naval gunfire support to the total. 2) Modify the defense (combat) strengths of all units in the attacked hex due to supply as appropriate. Total the defense (combat) strengths involved, and add any defensive support bombing and/or naval gunfire support to the total. 3) Compare the total attack strength to the total defense strength in the form attacker: defender to obtain a combat ratio. Round this ratio down in favor of the defender to correspond to a simple odds ratio on the combat results table. For example, an attack strength of 34 attacking a defense strength of 9 is 34:9, which rounds down to 3: 1. 4) Roll one die, and modify the number rolled by any terrain effects and by any special effects (such as armor/antitank effects). Cross- index the adjusted die roll with the odds column to obtain a combat result. The combat result affects the units involved in the combat; implement it immediately. B. General Restrictions 1) No unit may attack or be attacked more than once per combat phase. 2) All units defending in a hex must be attacked collectively, with their defense strengths combined. Units in a hex may not be attacked individually. 3) Each attack must be directed against the units occupying a single hex. Two or more enemy-occupied hexes may not be attacked as a single attack. 4) Units stacked in the same hex may attack into different hexes, but each hex attacked must be resolved as a separate combat. 5) A single unit may not split its attack strength so as to attack more than one hex. 6) The attacker determines the order in which his attacks are resolved. The attacker is not required to announce all his attacks before resolving any attacks; he may announce them one at a time. 7) The stacking limit of the attacked hex limits the number of units in each adjacent hex that may attack the hex (see Rule 8B). 8) Any attack at odds higher than 9:1 is resolved at 9:1 odds. Any attack at odds less than 1:4 is an automatic AE (attacker eliminated) result. C. Combat Results In the following results, A means that the combat result affects the attacking units and D means that the combat result affects the defending units. AE: Attacker Eliminated/DE: Defender Eliminated. All affected units are eliminated. Any unit with a cadre side is reduced to its cadre side, all other units are removed from play. Units reduced to cadres must retreat. AH: Attacker Half Eliminated/DH: Defender Half Eliminated. The owning player must eliminate units so that at least half of the total printed strength of the affected units is eliminated. All surviving affected units must retreat. AR: Attacker Retreats/DR: Defender Retreats. All affected units must retreat. NE: No Effect. The attack is inconclusive; neither side takes losses or retreats. HX: Half Exchange. The side with the lower printed combat strength (or the defender if both sides are equal in printed strength) is eliminated. Units reduced to cadres because of this must retreat. The other player must then eliminate units so that his total strength loss at least equals one half the total strength loss of' his opponent. For example, if the weaker side loses 10 strength points, then the stronger side must eliminate at least 5 strength points. EX: Exchange. The side with the lower printed combat strength (or the defender if both sides are equal in printed strength) is eliminated. Units reduced to cadres because of this must retreat. The other player must then eliminate units so that his total strength loss at least equals that of his opponent. D. Losses All combat losses are calculated using the printed strengths of the involved units. Terrain and supply may modify strengths for combat resolution, but these factors are not considered when assessing losses. When determining losses, always use the attacker's attack strengths and the defender's defense strengths. Air units and ships may aid units in combat (Rules 19D2b, 19132c, and 27B2). However, the bombing strengths of air units and the gunnery strengths of ships are not included when determining losses. Air units and ships are never eliminated due to ground combat. E. Cadres Various divisional units are able to take losses in combat and remain in play at reduced strengths. These units have cadres printed on the backs of their counters. (Note: German cadres are called divisionsgruppen (DG) on the counters.) When the unit is eliminated in combat, it is reduced to its cadre instead of being removed from play. When calculating the total strength loss in a combat, the strength of a divisional unit reduced to a cadre is counted fully. For example, an 8 strength point division reduced to a 3 strength point cadre is counted as a strength loss of 8, not 5. When a divisional unit is reduced to its cadre strength, the resulting cadre may also be eliminated in the same combat. Note that in this case, both the full strength of the division and the strength of its cadre are counted when calculating losses. Example: Two Soviet 5-6 rifle divisions participate in an attack that results in the loss of 6 strength points by the Soviet player. The Soviet player reduces one of the 5-6 divisions to its 1-6 cadre (5 strength points) and then eliminates the 1-6 cadre (1 strength point), for a total loss of 6 strength points. F. Movement After Combat 1. Retreats. When a unit is required to retreat, the owning player must move it one hex away from the hex it occupied during combat. A unit must be retreated in accordance with the following priorities: 1) to a hex not in any enemy ZOC and not in violation of stacking; 2) to a hex not in any enemy ZOC but in violation of stacking; 3) to a hex in an enemy ZOC (regardless of stacking). When a unit violates the stacking limit, it must continue to retreat, in accordance with the above priorities, until the stacking limit is no longer violated. If it cannot do this, it is eliminated. A unit which retreats to a hex in an enemy ZOC is reduced to a cadre; if it does not have a cadre (or already is a cadre) it is eliminated. A unit with no retreat route except into or across prohibited terrain or into enemy- occupied hexes is totally eliminated, even if it has a cadre. Defending units retreating to a friendly-occupied hex that is subsequently attacked in the same combat phase contribute nothing to the defense of the hex, and are not counted at all for exchange purposes. They do, however, suffer all adverse effects of the subsequent attack. German c/m units (only) may ignore enemy ZOCs when retreating (including for purposes of the retreat priorities) if they retreat to a friendly- occupied hex. If they retreat to a hex unoccupied by friendly units, they are affected by enemy ZOCs as normal. Note: Only German c/m units have this special retreat ability. All other units, including units stacked with German c/m units, do not have this ability. 2. Advances. Advance after combat is voluntary. If an attacked hex is cleared of defending units, the attacking units may occupy the hex, up to the stacking limit. The advance must be performed immediately upon resolution of the attack, before any other attack is resolved. Defending units may riot advance after combat. G. Terrain Effects The terrain of the defender's hex and the terrain of the hexside across which the attack is made may affect combat resolution. The combat effects column on the terrain effects chart summarizes these effects. The references to AEC refer to armor capabilities, as explained in Rule 10. Terrain is rated by its effect on units attacking into such a hex or across such a hexside. Die roll modifications (e.g., -1) apply to the die roll used to resolve the attack. H. Required Losses Certain units having special combat abilities are required to take losses under some circumstances if their special abilities are used. (The special abilities and whether required losses are incurred are covered in later rules.) If such units use their special abilities in a combat which results in losses to their side, at least half of all losses must be taken from these units. Example: In an attack, the attacker used full AECA to modify the attack and obtained an exchange against the defender. The defender lost 10 strength points in the exchange; the attacker must lose the same amount. Since required losses are incurred when 1/2 or more AECA is used (Rule I OH), half of the attacker's losses (5 strength points) must be taken from participating units capable of 1/2 or more AECA. Rule 10 - Armor/Antitank EffectsVarious units have armor and antitank capabilities. The specific capabilities of each unit type are shown on the unit identification chart, with one modification: motorized rifle and motorized infantry units are considered to be 1/7 AECA, AECD, and ATEC (rather than neutral). A. Categories 1. AECA: Armor Effects Capability in the Attack. AECA expresses the ability of an attacking unit to use armor effects. 2. AECD: Armor Effects Capability in the Defense. AECD expresses the ability of a defending unit to use armor effects. 3. ATEC: Antitank Effects Capability. ATEC expresses the ability of a defending unit to use antitank effects when the attacker has AECA. B. Values Armor and antitank effects are calculated on a proportional basis, using regimental equivalents. To calculate the proportion, a player must know the value of each of his involved REs. There are five possible values a unit may have. 1. Full. Each RE of the unit is counted as fully capable. For example, a Soviet tank division Q REs) is counted as 3 REs of AECA. 2. Half. Each RE of the unit is counted as one half capable. For example, a Soviet light tank cadre (I RE) is counted as 1/2 RE of AECD; its remaining 1/2 RE is counted as having no AECD. 3. One-Seventh. Each RE is counted as 1/7 capable. For example, the German Grossdeutschland motorized infantry regiment (I RE) is counted as 1/7 RE of AECD; its remaining 6/7 RE is counted as having no AECD. 4. Neutral. The REs of the unit are not counted when determining the proportion. For example, the 1 RE of a Soviet artillery brigade is not counted when determining ATEC. 5. None. All REs of the unit are counted in the proportion as having no capability. C. Proportions To calculate the proportion in a category, total the number of REs that have a capability. Divide this number by the number of non-neutral REs involved. The resulting number is expressed as a fraction. For example, if two German infantry divisions (6 REs) and one panzer division Q REs) are attacking, then three out of a total of nine REs have AECA, for a fraction of 1/3 (3/9). Once the proportion is calculated, it is used to determine the die roll modification to combat. If the proportion is less than one seventh (1/7), then there is no die roll modification in that category. 1. AECA. When the AECA proportion is at least one seventh but less than one half (1/2), the die roll modification is +1. When the AECA proportion is at least one half but less than one (1/1), the die roll modification is +2. When the AECA proportion is one, the die roll modification is +3. 2. AECD. When the AECD proportion is at least one seventh but less than one half, the die roll modification is -1. When the AECD proportion is one half or greater, the die roll modification is -2. The defender may not use AECD in a combat if the attacking units have (or are capable of) one half or more AECA. In this situation, the defender must use ATEC and not AECD. 3. ATEC. ATEC is used only when the attacking units have one half or more AECA. When determining if ATEC is used, it is necessary only to determine if the attacking units are capable of one half or more AECA, even if the attacking units do not (or cannot) use this capability in the attack. When the ATEC proportion is at least one seventh but less than one half, the die roll modification is -1. When the ATEC proportion is at least one half but less than one, the die roll modification is -2. When the ATEC proportion is one, the die roll modification is -4. Example 1: A panzer division, two infantry divisions, and three artillery regiments are attacking. The artillery units are AECA neutral and thus are not counted. This leaves nine REs for the proportion, three of which are AECA. The proportion is 1/3, which is over 1/7 but less than 1/2. Thus, I is added to the die roll. Example 2: One Soviet light tank cadre (I RE) and one infantry cadre (I RE) are defending. The light tank unit is 1/2 AECD, giving a total of 1/2 RE of AECD in this case. There are two REs for the proportion, 1/2 RE of which is AECD. The proportion is 1/4; 1 is subtracted from the die roll. D. Cumulative Effects When both AECA and AECD or both AECA and ATEC are used in a combat, the modifications to the die roll are cumulative. For example, if the attacker is full AECA (+3) and the defender is full ATEC (-4), the net modification is -1. E. Half or One-Seventh Capability Any unit listed as half or 1/7 capable in a category may be considered to be neutral in that category, at the owning player's option. F. Neutral Restriction In any combat, for any category, the owning player may not have more than twice the number of REs of neutral units as there are of capable units. Neutral REs in excess of this figure are counted as having no capability (rather than neutral) in the category. Example: One panzer regiment and three artillery regiments are attacking. Of the total of four REs, one is AECA and the remaining three are neutral. However, only two (twice one) of these are considered neutral; the remaining RE is considered to have no capability. Thus, there are two REs for the proportion, of which one is AECA. The proportion is 1/2. Note: For the purposes of this calculation, all REs of half-capable and 1/7 capable units are counted. For example, two REs of neutral units may be used without penalty to armor effects in conjunction with a one RE motorized infantry unit having 1/7 AECA. G. Terrain The terrain effects chart lists several terrain types as no AEC. This means that AECA may not be used by a unit attacking into such a hex or across such a hexside. It means AECD may not be used by a unit defending in such a hex. ATEC is unaffected and may be used in such a hex if the attacking units are capable of one half or more AECA, even though AECA may not be used due to the terrain. Example: A Soviet tank brigade is attacking a German heavy antiaircraft regiment in a dot city. Due to the dot city, the attacking unit may not use AECA. Since the tank brigade is capable of one half AECA or more, ATEC may be used by the defender. Thus, the die roll would be modified by -4, due to the full ATEC capability of the defending unit. H. Required Losses If the attacker used 1/2 or more AECA in an attack, at least half of all losses to the attacker as a result of the attack must be taken from units capable of at least 1/2 AECA. If the defender used 1/2 or more AECD or ATEC defending against an attack, at least half of all losses to the defender as a result of the attack must be taken from units capable of at least 1/2 AECD or ATEC, respectively. Rule 11 - SupportIn Sudden Storm all units of both sides are considered to be supported. This means they possess an intrinsic combat ability as given by their printed combat strengths which may be fully used each turn. Rule 12 - SupplyThe effectiveness of units is affected by supply conditions. Units operate to their full extent if they are in supply; they operate less effectively if they are out of supply.A. Supply Lines The supply conditions of units are determined by the tracing of supply lines. A supply line may not be traced into a hex occupied by an enemy unit, into a hex in an enemy ZOC unless the hex is occupied by a friendly unit, into a prohibited terrain hex, or across a prohibited terrain hexside. B. Tracing Supply The supply status of all units and cities is checked during the initial phase of each player turn. Units out of supply at this time are out of supply for the entire player turn. If a city is out of supply, then any reinforcements or replacements (Rule 33) appearing in that city automatically have the same supply condition as the city. A unit is in supply if a supply line can be traced from the unit to a supply source. The supply line may have up to four elements: overland, truck, road, and railroad. A supply line may have fewer than four elements. The elements must be traced in the following order: overland, road, and railroad. A truck element may be traced before and/or after the road element. The lengths of the overland, truck, and road elements vary depending upon weather and location (i.e., the Arctic as opposed to everywhere else). The supply line summary lists the maximum lengths, in hexes, of these lines. 1. Overland. The overland element of a supply line may be traced to a truck, a road, a railroad, a port, or a supply source. Each mountain, forest, unfrozen swamp, wooded rough, and sand hex counts as 2 hexes when tracing the overland supply line. When an overland line is traced across an unfrozen major river hexside, this hexside itself counts as 1 hex against the length of the supply line. These penalties do not apply if the overland line is traced along a road. Example: On map 3B, in clear weather, a German unit in hex 1001 is tracing an overland supply line due west. The line can only be traced to hex 1006, as the swamp in hex 1004 counts as two hexes of the supply line and the major river hexside at 1004/1005 counts as one hex of the supply line. If there was a road from hex 1006 to hex 1001, then the unit's overland supply line could be two hexes longer. An overland supply line may be traced through both friendly- and enemy-owned hexes. 2. Truck. The truck element of a supply line may be traced from a truck to another truck, a road, a railroad, a port, or a supply source. The line may be traced to a road only if the unit's road element has not yet been traced. The maximum length of a truck supply line in hexes is given on the supply line summary. Note that a chain of trucks may be used to trace supply. (Trucks are further described in Rule 14D.) Each mountain, forest, unfrozen swamp, wooded rough, and sand hex counts as 2 hexes when tracing a truck supply line. When a truck supply line is traced across a major river hexside, this hexside itself counts as 1 hex against the length of the supply line. These penalties do not apply if the truck supply line is traced along a road. A truck supply line may be traced through both friendly- and enemy-owned hexes. 3. Road. The road element of a supply line may be traced to a truck, a railroad, a port, or a supply source. The maximum length of this line in hexes is given on the supply line summary. A road supply line may only be traced through friendly-owned hexes. 4. Railroad. The railroad element of a supply line may be traced an unlimited length to a port or supply source, but it may only be traced through friendly-owned hexes. Furthermore. a player may trace the rail element only dong rail lines of the same gauge that he may use for rail movement (see Rule 7A3). C. Regular 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. Axis. Any rail hex on the west edge of the map in Greater Germany, Hungary, Rumania, or Bulgaria is a supply source for Axis units. Any Arctic port in Norway and Finland (including Arctic ports on the Baltic Sea) is a supply source for Axis units. 2. Soviet. Any rail hex on the east edge of the map is a supply source for Soviet units. In addition, any three connected Soviet major cities (i.e., major cities in the USSR, 1941 borders) are a supply source for Soviet units. Soviet cities are connected if a rail line of any length can be traced among the cities; this line is traced in the same manner as the rail element of a supply line. Once a Soviet city has been owned by the Axis, it may no longer be used in this manner, even if the Soviet player regains ownership of the city. 3. Finnish. In addition to the above supply sources, Helsinki or any dot city in Finland is a supply source for Finnish units. 4. Rumanian. In addition to the above supply sources, Bucuresti is a supply source for Rumanian units. 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 Soviet unit is first judged to be out of supply in the initial phase of the Aug II 41 Soviet player turn, then the unit's first turn out of supply consists of the Aug II 41 Soviet player turn and the Sep 1 41 German player turn. Use supply status markers to mark units out of supply. Use red markers for units that start out of supply in the Soviet initial phase and black ones for units that start out of supply in the German initial phase. (Note: Where 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 strength, 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, and movement rating of the unit all are halved. A unit with a ZOC has a reduced ZOC. A unit is no longer capable of armor/antitank effects, it is treated as having no capability for AECA. AECD. and ATEC calculations. E. Special Supply Sources Units (but not cities or hexes) may draw supply from certain special sources, as listed below. A unit drawing supply from such a 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. Example: A unit has been out of supply for one turn, and would now be starting its second turn out of supply. However, the unit draws supply from a truck (see below). The unit is treated as being in supply for the current player turn but is still considered to have started its second turn out of supply for regular supply purposes. Note: Certain rules state that units or hexes must he in regular supply for various purposes. This means the unit or hex must draw supply from a supply source listed in Section C of this rule~ they may not draw supply from a special source of supply. 1. Trucks. Instead of being used to extend supply lines (per Section B2 above), A truck itself may be used as a source of supply. All units that call trace a special supply line to an undepleted truck may draw supply from the truck. The maximum length of this title in hexes is given oil the supply line summary, and the restrictions governing a regular overland supply line also apply to this line, A truck used as a supply source is flipped to its depleted side. A truck may not be used both as a source of supply and to extend supply lines in the same initial phase. An undepleted truck may be used as a source of supply even if it is itself out of supply or isolated. A depleted truck may be used to extend supply lines as normal, but it may not be used as a source of supply. A depleted truck becomes undepleted during an initial phase ifit is in a rail hex from which a rail element supply line (only) can be traced to a regular supply source. 2. Naval. Naval units can transport supply to ports and beaches, as described in the naval transport rules (Rule 27D). When naval supply is transported to a hex, place numbered status markers there corresponding to the number of REs of supply delivered. These markers remain in the hex until the end of the next friendly initial phase; they are removed at that time. During the initial phases these markers are on the map, units may draw supply from them by tracing an overland supply line to their hex. (Note: The supply line used here is an overland supply line, not a special supply line as with trucks.) The number of REs of supply in the hex is the total number of REs of units that may draw supply from the hex. For example, it' 5 REs of' supply were transported to a port, then units totaling at most 5 REs may draw supply from that port in a following initial phase. Unused REs- of supply may not be accumulated for later use. F. Resource Points Resource points are used in the construction of forts and airfields, to increase a player's rail capacity, and for air and ground operations in the Arctic. A resource point counter is used as a marker for resource points. Resource points do not count against stacking, do not have combat strengths, and do not have ZOCs. The owning player may freely build up or break down his resource point counters at any time, as long as the total number of resource points in each hex does not change. For example, a player may break a 5-point resource point counter down to five 1-point counters. When retreating, units and trucks may carry resource points up to their maximum limits. A player may voluntarily destroy his resource points at any time during his player turn (only). Whenever a unit gains ownership of a hex containing enemy resource points, half (round down) of the resource points in the hex are captured, and the remainder are immediately destroyed. A captured resource point is treated in all respects as the player's own resource point. Example: During the German combat phase, Axis units attack a hex occupied by a Soviet rifle brigade and five resource points. The result of the combat is a DR: the rifle brigade retreats from the hex, carrying two resource points with it. Axis units advance after combat into the hex, gaining ownership of the hex. One resource point there is captured (half of the 3 points there, rounded down), and the remaining 2 points are immediately destroyed. A resource point counter may move by rail by itself, moving up to 30 hexes per turn. A resource point counter may not move overland by itself. Instead, it must be carried by a ground unit or a truck. A ground unit may carry up to its RE size in resource points (e.g., a division may carry 3 resource points). A truck may carry up to 30 resource points. Rule 13 - OverrunsPhasing units may overrun enemy units in the movement and exploitation phases. The phasing player performs an overrun by moving units into a single hex adjacent to the enemy units to be overrum the overrunning units may not exceed the stacking limit of the hex. All overrunning units must be able to enter the hex being overrun and must have a total attack strength sufficient to achieve at least 10:1 odds against the enemy units-, the odds are computed in the same way that combat odds are, taking all terrain. supply. and stacking modifications into account except for defensive air support. Defensive air support (Rule 19D2c) is ignored for overrun purposes. Units being overrun lose their ZOCs at the instant of' overrun. Each overrunning unit must spend MPS Sufficient to enter the hex being overrun, paying all terrain, ZOC. and overrun MP costs. (Note that ZOC costs are not paid due to units in the hex being overrun, but are paid due to ZOCs of other enemy units in adjacent hexes.) Overrun MP costs must be paid by each unit participating in an overrun, as given on the overrun MP costs table. A unit with insufficient MPs to pay the full terrain, ZOC, and overrun MP costs may not participate in the overrun, even if it has not moved at all in the phase. The units in the hex being overrun are completely eliminated and removed from play (even if they have cadres), and the overrunning units may advance into the hex if desired. After executing an overrun, the overrunning units may continue moving if they have sufficient MPs remaining. Overrunning units may use the road movement rate when executing an overrun if all other considerations for road movement are met. Rule 14 - Special CapabilitiesA. Construction A player may build a fort in any hex, except one already containing a fort or fortress. Construction starts in a player's initial phase; the hex in which the fort is to be built must be in supply. (Place a fort under construction counter in the hex to show the construction.) It takes one game turn to build a fort in clear or rough terrain and two game turns to build a fort in any other terrain. For example, if a fort in a woods hex is begun during the Soviet initial phase of the Jul I 41 turn, then it will be completed in the Soviet initial phase of the Aug I 41 turn. (When completed, flip the fort counter over to its completed side.) If the enemy player gains ownership of the hex before the fort is completed, the fort counter is removed from the map. A player may build a permanent airfield in any clear, rough, woods, or wooded rough hex (including such hexes containing other features such as reference cities, dot cities or fortresses), except one already containing a permanent airfield. A permanent airfield is built in the same manner as a fort, taking one turn to build in a clear or rough hex and two turns to build in a woods or wooded rough hex. One resource point must be spent in order to build a fort or permanent airfield. The hex to contain the fort or permanent airfield must be able to trace an overland supply line to the resource point being spent for the construction. The resource point is spent when the item begins construction. If construction is not completed, for any reason, the resource point is not recovered. 1. Weather. Poor weather (mud, frost, and snow) affects construction abilities. All construction costs are doubled. For example, 2 turns are required to build a permanent airfield in clear terrain during poor weather. 2. Soviet Workers. The Soviet player may use Soviet workers in order to speed construction. If the Soviet player can trace an overland supply line no more than 4 hexes in length from the item under construction to a Soviet-owned major city in the USSR, then the item may be completed in half the time normally required. Example: The Soviet player begins construction of a fort in hex 2A:3320 during the initial phase of his Aug I 41 player turn using Moskva's workers. The fort is completed at the end of the Soviet Aug I 41 player turn. Only a limited number of items may use this ability per major city: up to 3 items per multi-hex city, up to 2 items per full hex city, and only 1 item per partial hex city. For example, only two items may be under construction at one time using Kiev's workers. B. Artillery Artillery units do not defend with their full strength unless the number of non-artillery REs in a hex at least equals the number of artillery REs. All artillery units in excess of this number defend with a total strength of 1. Example: The German player has three 2-3-8 artillery regiments and one 3-6 infantry cadre defending in a hex. Since there is only I RE of non-artillery units in the hex, only one artillery regiment may defend using its full defense strength. The other two artillery units defend with a total strength of 1. Thus, the defense strength of the hex is 7. Artillery units do not attack with their full strength unless the number of non-artillery REs participating in the attack at least equals the number of artillery REs. All artillery units (Axis and Soviet) in excess of this number attack with a total strength of 1. C. Mountain and Ski Units Any unit with the mountain symbol as part of its unit type symbol is a mountain unit. Mountain units have movement and combat advantages in certain types of terrain, as summarized on the terrain effects chart. These abilities are in addition to any other abilities of the unit. For example, a mountain cavalry unit moves as a mountain unit in mountain hexes and as a cavalry unit in forest hexes. Any unit with the ski symbol is a ski unit. Ski units have certain movement advantages in snow, as summarized on the terrain effects chart. In addition, all ski units are also considered to be mountain units. D. Trucks A truck counter has a movement rating but no combat strength. It may not attack by itself, but may voluntarily be included in an attack made by other units, whereupon it is affected by the results of the attack (including advance after combat). A truck counter that is not stacked with a non-truck unit is automatically eliminated when attacked by any unit. A truck counter may be overrun at 12:1 odds by any unit. A truck counter does not count against stacking and does not have a ZOC. For transport purposes, it is 3 REs in size and has heavy equipment. A truck may move in the exploitation phase. A truck may be used to extend supply lines, as a source of supply, and to carry resource points, as described in the supply rules. Note: Trucks are different from the transport counters used in some other Europa games; they may not be used to combat/motorize or otherwise carry ground units. Rule 15 - Unit BreakdownsA. Procedure A divisional unit may break down into its component units at the start of a friendly movement phase. There is no MP cost to break down. The divisional unit is removed from the map and its breakdown components are placed in its hex. The stacking limit may be violated when a unit breaks down, as long as the limit will not be violated at the end of the phase. A divisional unit may be assembled at the end of any friendly movement phase. The component units of the divisional unit must be stacked in the same hex; they are removed from the map and the divisional unit is placed in the hex. C/m divisional units may break down and assemble during the exploitation phase the same as in the movement phase. B. Unit Breakdown Charts Breakdown possibilities are shown on the breakdown charts. The charts detail, by nationality, unit type, and unit ratings, all allowed breakdowns. Divisional units not listed on this chart may not break down. A player may not break down more units than there are breakdown counters provided in the counter mix. In Sudden Storm, a divisional unit may break down only into its supported components. For example, the German Luftwaffe 7th Parachute Division (7-6) may break down only into three supported 2-6 parachute regiments. Note: Headquarters units are not used in Sudden Storm. Each chart has a number of labeled boxes. When a unit is broken down, the unit counter should be placed in the appropriate box on the chart to show this fact. When a unit is assembled, its components should be placed in its box. C. Breakdown Combinations 1. General. Most divisional units do not have specific breakdown counters. Instead, the lettered breakdown counters of the appropriate nationality and unit type are used. Each specifically lettered set of breakdown counters may be used to break down only one divisional unit at a time, and the unit broken down is placed in the corresponding lettered box on the chart. Rule 16 - Air Rules IntroductionA. Air Units Air units are shown on the unit identification chart. There are two basic categories of air units: fighters and bombers. Within the fighter category, two further terms are used: interceptor and escort. An interceptor is a fighter flying the interception mission. An escort is a fighter flying the escort mission. B. Concepts 1. Operative. Under normal conditions, air units are operative and may function to the full extent the rules allow. Due to a variety of causes, air units may become inoperative. An inoperative air unit cannot function normally (such as fly missions) and must remain at its airbase until repaired. Place an inoperative air unit face down on its airbase to show its condition. 2. Target Hex. The target hex of an air unit is the hex in which it is to perform its mission. For example, the target hex of a bomber flying the ground support mission is the hex occupied by the enemy units to be bombed. C. Air Phase Sequence Activity within the air phase occurs in the following sequence.
2) Non-Phasing Player Interceptor Movement Step. 3) Air Combat Resolution Step. 4) Mission Resolution Step. 5) Non-Phasing Player Interceptor Return Step. 6) Phasing Player Air Unit Return Step. D. Air Unit Markers Air unit markers are similar to corps/army markers (Rule 8C). Use air unit markers to ease counter congestion when a large number of air units fly to the same target hex. Place an air unit marker in the hex, place the air units there in a box on the Europa marker display, and write the identification of the marker on the box. For all game purposes, the air units are treated as being in the hex occupied by the marker. Rule 17 - AirbasesAir units take off from and land at airbases. When not flying a mission, an air unit must be at a friendly-owned airbase; it may not use an enemy-owned airbase for any purpose. A. Capacity The capacity of an airbase is the number of air units that may initiate missions from that airbase each air phase. There is no limit to the number of air units that may land or be present at an airbase. The capacities of airbases are shown on the airbase table. B. Air Unit Escape If an enemy ground unit gains ownership of an airbase hex, all operative air units there may try to escape. Airbase capacity is not considered when air units attempt to escape. Roll a die for each air unit trying to escape: On a roll of 1, 2, or 3, the air unit escapes. The air unit must immediately fly to an airbase within range of three times its printed movement rating; it. becomes inoperative upon arrival. If there is no airbase within range, the air unit is eliminated ' . On a roll of 4, 5, or 6, the air unit does not escape and is eliminated. C. Airbase Capture All enemy airbases may be captured and used. An enemy airbase is captured when a friendly ground unit gains ownership of the hex. A captured airbase immediately becomes a friendly airbase and may be used from the instant of its capture. Rule 18 - Movement of Air UnitsEach air unit has a movement rating which states the basic number of MPs the air unit has available. Its movement rating may be modified depending upon the mission the air unit is flying. The modified movement rating is the maximum number of MPs the air unit may use to fly from its base to its target hex during the air phase; it is the maximum number of MPs it may use when returning to base during the air return step. As an air unit moves, it spends 1 MP for each hex it enters; terrain has no effect on the movement of air units. Each air unit moves individually. An air unit, depending upon its air unit type and the mission it is flying, may fly during an air movement step or an interceptor movement step. Only the air units of the player named in the movement step may fly during the step. During the air return steps, air units return to base. An air unit must return to a friendly airbase (not necessarily the one it took off from) and is eliminated if it cannot do so. Rule 19 - Air MissionsAir units may fly any of several missions, depending upon their air unit types. The rules for each mission list which air unit types may fly the mission, when the mission may be flown, and what the effects of the mission are. Unless otherwise stated below, an air unit may fly only one mission per air phase. The phasing player announces the general mission of each air unit when it takes off during the air movement step. The general missions are: escort, transfer, and bombing. Note that the phasing player does not have to decide or announce the specific types of bombing missions at this time. A. Interception Fighters may fly interception during the interceptor movement step. An interceptor (a fighter flying this mission) may fly to any hex within range of one half its movement rating (round fractions down); the hex must contain enemy air units flying missions. The purpose of interception is to engage enemy air units in air combat. B. Escort Fighters may fly escort missions during the air movement step. An escort (a fighter flying this mission) flies to a hex within range of its printed movement rating; the hex must be a target hex of other friendly air units..The purpose of escort is to protect the other friendly air units in the hex during air combat. C. Transfer All air unit types may fly transfer missions during the air movement step. There are two types of transfer missions. 1. Regular Transfer. An air unit may fly to any friendly owned airbase on the map, landing there in the mission resolution step. An air unit flying a regular transfer mission may not initiate a different mission in the same air movement step. 2. Staging. An air unit may stage to an airbase within range of its printed movement rating and then initiate a non-transfer mission in the same air movement step. Note that the capacities of two airbases are used for each staging air unit: that of the airbase where the staging mission was initiated and that of the airbase where the second mission was initiated. D. Bombing Any air unit with a bombing strength greater than 0 may fly bombing missions. Air units fly bombing missions during the air movement step. Air units bombing a target may bomb it individually, or some (up to all) may combine their bombing strengths to make a single bombing attack. Exceptions to this general case are given in the specific bombing missions. Most bombing missions are resolved during the mission resolution step, after air combat in the hex has been resolved. Immediately before resolving each bombing attack, the phasing player announces the attack, specifying the target and bombing air unit (or air units, if several combine to make a single attack). Note that a player announces bombing attacks one at a time as they are resolved, and is not required to announce all his attacks before resolving any attack. Several bombing missions require the use of the bombing table to resolve bombing attacks. For each bombing attack, use the bombing strength column that most closely matches (without exceeding) the bombing strength of the bombing attack. (If the bombing strength is less than 2, the bombing attack automatically misses.) For example, a bombing attack with a strength of 8 points would use the 5 column. Roll the die and modify the number rolled with the appropriate modifiers on the bombing table. Cross-index the bombing strength column with the modified die roll to obtain a result. There are two possible results: M (miss) and H (hit). A miss has no effect on the target. A hit affects the target, as described in each bombing mission. AA fire (Rule 21) and weather (Rule 28) may affect bombing strengths. The bombing strengths (tactical and strategic) of an air unit are halved in mud and snow weather. The effects of AA fire are covered in Rule 21 and the appropriate sections below. 1. Strategic Bombing-Rail Marshalling Yards. This mission may be flown by air units with a strategic bombing strengths greater than 0. Each dot city and major city hex is a rail marshalling yard. Consult the bombing table for each bombing attack made against an enemy rail marshalling yard. Each hit on the target reduces the rail capacity of the owning player by 2 in his next player turn. (This decrease is for his next player turn only; it is not permanent.) Only hits against functioning yards have effect; a yard is functioning if a railelement supply line can be traced from the yard to a supply source at the start of the air phase. Only a limited number of hits are allowed per yard in an air phase: I per dot city and 2 per major city hex. Hits in excess of the yard's limit have no effect. 2. Tactical Bombing. The following missions may be flown by air units with tactical bombing strengths greater than 0. a. Air Units. Enemy air units at airbases (i.e., not flying missions) may be bombed. A fighter has its tactical bombing strength increased by I when flying this mission. For example, a fighter with a tactical bombing strength of 0 would have a strength of I when flying this mission. Consult the bombing table for each bombing attack. A hit on an bperative air unit renders it inoperative. A hit on an inoperative air unit eliminates it. Due to AA fire (Rule 21), the bombing strength of an air unit flying this mission is halved if its target hex is a fortress or major city hex. b. Ground Support. Air units may aid attacks made by friendly ground units. The air units fly to the hex occupied by enemy ground units to be attacked. The air units remain in the target hex until the end of the combat phase, returning to base at that time. During the combat phase, add the air units' tactical bombing strengths to the total attack strength attacking the hex. The total printed tactical bombing strength contributed to an attack may not exceed the total printed strength of the attacking ground units; bombing strength points in excess of this are ignored. Due to AA fire (Rule 21), the bombing strength of an air unit flying this mission is halved if its target hex is a fortress or major city hex. Other terrain does not affect the tactical bombing strengths. c. Defensive Support. Air units may aid friendly defending units. During the owning player's air movement step, the air units fly to the hex of the potentially defending friendly ground units. (This hex may be unoccupied or enemy occupied, in anticipation that friendly units will occupy the hex at a later point.) The air units remain in the hex until the start of the next friendly initial phase, returning to base at that time. During the enemy combat phase (only), add the air units' tactical bombing strengths to the total defense strength of the hex. (Note that defensive support bombing has no effect during overruns, which do not occur in the enemy combat phase.) Terrain does not affect the tactical bombing strengths. The total printed tactical bombing strength contributed by the air units may not exceed the total printed strength of the defending ground units; bombing strength points in excess of this are ignored. d. Harassment. Air units fly harassment missions to their target hexes during the owning player's air phase. They remain in these hexes until the start of the next friendly initial phase, returning to base at that time. For every two tactical bombing strength points delivered in a hex, one harassment hit is achieved. Harassment affects the movement of enemy units. A harassment hit has the following effects: 1) every enemy ground unit leaving the hex (including units using operational rail movement) must spend an additional NIP to do so; 2) a unit leaving the hex by strategic rail movement loses 20 hexes of its rail movement ability; 3) a resource point loses 5 hexes of its rail movement ability when leaving the hex by operational rail movement. A unit may take a maximum of two harassment hits per hex in a movement or exploitation phase. Harassment hits in excess of two in a hex are ignored. e. Naval Units. Consult the bombing table for each bombing attack made upon a ship. Each hit on a ship damages it, and it will sink after taking sufficient damage. Due to AA fire (Rule 21) the bombing strength of an air unit flying this mission is halved. Rule 20 - Air CombatAir combat occurs when non-phasing fighters (the interceptors) fly interception missions to hexes containing phasing air units flying missions (the mission force and escorts). Air combat is resolved during the air combat resolution step, hex by hex as chosen by the intercepting player. Resolve all air combat in a given hex before resolving any air combat in another hex. There are two stages to air combat: preparation and resolution. A. Preparation Follow these steps to prepare for air combat: 1. Abandoning Operations. The player with the mission force may abandon air operations. If he does so, all of his air units flying missions in the hex immediately return to base; they may not land at an airbase in the hex in which they abandoned air operations. These air units may not fly new missions that phase. Air combat and mission resolution do not occur in the hex. Enemy interceptors in the hex remain in the hex until the interceptor return step, returning to base at that time. (Note that the interceptors do not engage in air combat in the hex and may not switch to air combat in any other hex.) 2. Mission Force and Screen Preparation. If air operations in a hex are not abandoned, air combat preparation continues. The player with the mission force separates his air units into two groupings: the escort screen and the mission force. All escorts are placed in the screen. Fighters flying bombing missions may jettison their bombs at this point and join the escort screen (see Rule 23A). 3. Interceptor Preparation. The intercepting player separates his air units into two groupings: those that will attack the screen and those that will try to bypass the screen to attack the mission force. The player may divide his interceptors between these two groups as he wishes. B. Resolution. In air combat, opposing air units fire upon one another. An air unit may fire no more than once during air combat in an air phase, regardless of the number of enemy air units that fire on it. 1. Sequence. Follow these steps to resolve air combat: a) Screen Allocation Step. Interceptors allocated to attack the escort screen engage the screen in air combat. (Ignore all other air units in the hex during this step.) The intercepting player allocates one interceptor against each escort of the screen, to the extent possible. If one side has more air units than the other, the owning player may allocate these extra air units against enemy air units as he wishes. Example: Four interceptors attack a screen of two escorts. The intercepting player must allocate one interceptor against each escort. He may allocate the remaining two interceptors either one against each escort (for a total of two interceptors against each escort) or both against one of the escorts (for a total of three interceptors against one escort and one interceptor against the other escort). If there are more escorts than interceptors, the owning player need not allocate them against the interceptors attacking the screen. Instead, he may have these unengaged escorts attack the interceptors attempting to bypass the screen (step c). b) Firing Step. Resolve air combat between the allocated air units. Each separate allocation is resolved as a simultaneous exchange of fire between the opposing air units; combat results are implemented at the end of the exchange. When one air unit is allocated against one~ air unit, each air unit fires once upon the other air unit. Implement the combat results after both air units have fired. When several air units are allocated against one air unit, the single air unit fires upon any one opposing air unit, firing player's choice. The several air units each fire upon the single air unit separately, in any order of the firing player's choice. However, stop firing when the first combat result (return, abort, or elimination) is achieved against the single air unit, even if all the air units haven't fired. Implement the combat results after the air units have stopped firing. Example: Three interceptors attack one escort. The escort attacks one of the interceptors, and achieves an eliminated result on it. The interceptors fires on the escort, one after the other. The first interceptor achieves no effect, but the second achieves an abort result. The exchange of fire is over at this point, before the third interceptor fires, and combat results are implemented. One interceptor is eliminated, and the escort is aborted. When this step is complete, all air units involved in air combat during the step have finished air combat, and are ignored for the rest of the air combat resolution in the hex. c) Bypass Allocation Step. Resolve air combat between the unengaged escorts and the interceptors attempting to bypass the screen. The owning player allocates his escorts against the interceptors as he wishes. d) Firing Step. Resolve air combat as in step b. except that the interceptors may not fire. Interceptors that survive this step attack the mission force. Example: Three interceptors attempt to bypass the screen, and there are two unengaged escorts. The owning player allocates each of his escorts against a different interceptor. (He could have allocated both escorts against a single interceptor.) Each escort attacks, one turning back an interceptor and the other achieving no effect. The interceptors may not attack the escorts. One interceptor is turned back and two get through to attack the mission force, e) Mission Force Allocation Step. Interceptors successfully bypassing the escort screen attack the mission force. The owning player allocates his interceptors against air units in the mission force as he wishes. Mission force air units not attacked by interceptors are ignored; they neither attack nor are attacked. f) Firing Step. Resolve air combat between the allocated air units as in step b. Upon completion of this step, all air combat in the hex is completed. 2. Combat Results. Air combat results are: no effect (-), turn back (R), abort (A), and elimination (K). An air unit that is turned back no longer participates in air combat and may not execute its mission (such as bombing); it returns to base during the appropriate air return step and remains operative. An aborted air unit is affected in the same manner as a turned back air unit, except that it becomes inoperative upon its return to base. An eliminated air unit is immediately removed from play. 3. Differentials. When an air unit fires on an opposing air unit, calculate the attack differential by subtracting the air defense strength of the air unit being fired upon from the air attack strength of the firing air unit. For example, in an exchange of fire between a MiG-3 (5F5) and a Ju87B (2D3), the MiG-3 would have an attack differential of +2 and the Ju87B would have an attack differential of -3. The attack differential determines the column used on the air combat results table. For each attack, roll two dice and modify the roll as indicated on the table. Cross-index the modified roll with the correct column on the table to obtain the air combat result.
Step a: One LaGG-3 is allocated against one Me109F, with the remaining interceptor trying to bypass the screen. The extra escort is not allocated against the interceptor attacking the screen so that it may attack the interceptor trying to bypass the screen. Step b: The LaGG-3 attacks with a differential of -1; a 5 is rolled, for a return. The Me109F attacks at +2; a 7 is rolled and is modified to a 6 (due to fighter pilot superiority), for an abort. Step c: The unengaged escort attacks the bypassing interceptor. The differential is +2; a 9 is rolled and is modified to an 8 (due to fighter pilot superiority), for a no effect. The interceptor may not attack the escort. Step d: The bypassing interceptor engages the bomber. The LaGG-3 attacks at +1; a 4 is rolled and is modified to a 3 (due to a fighter attacking a type B air unit), eliminating the Ju88A. The Ju88A attacks at +1; a 7 is rolled and is modified to an 8 (due to a type B air unit attacking a fighter), for a no effect. Rule 21 - AntiaircraftIn Sudden Storm antiaircraft attacks against enemy air units are not resolved by making die rolls. Rather, the major effects of AA fire are handled abstractly as follows. A. Effects An air unit flying the naval units bombing mission (19D2e) has its bombing strength halved. An air unit flying the air units (19D2a) or ground support (19B2b) bombing mission has its bombing strength halved if its target hex is a fortress or major city hex. The above effects are cumulative with weather effects. Rule 22 - Air Unit RepairDuring the initial phase of a player turn, the phasing player may attempt to repair his inoperative air units. Roll one die for each inoperative air unit and modify the roll with the appropriate modifiers on the air unit repair table. If the modified die roll is equal to or less than the repair roll number on the air unit repair table, the air unit is repaired and immediately becomes operative. All modifications to the repair roll are cumulative. However, a die roll of "1" always repairs an air unit, regardless of the die roll modifications. Rule 23 - Special Air RulesA. Fighters on Bombing Missions Any type F air unit flying a bombing mission has its air attack and defense strengths each reduced by 2 for the duration of the mission. For example, an Me 109E fighter (7F5) flying a bombing mission would have an air attack strength of 5 and an air defense strength of 3. A fighter flying a bombing mission may jettison its bomb load during air combat preparation, at the option of the owning player. If this is done, the fighter reverts to its printed air attack and defense strengths, but it may not complete its bombing mission. The fighter is treated as it it were flying an escort mission. B. Extended Range Air units may fly extended-range bombing missions by carrying reduced bomb loads. The air unit may fly to a target hex within range of twice its printed movement rating, but its bombing strengths are reduced to one-third of their printed values. A fighter may not fly an extended-range bombing mission. Fighters may fly extended-range escort missions. A fighter flying at extended range has its air attack and defense strengths each reduced by 2. The fighter may fly to a target hex within range of twice its printed movement rating. During the air return step, any air unit flying at extended range may return to an airbase within range of twice its printed movement rating. C. Fighter Pilot Superiority When a German or Finnish fighter fires on a Soviet non-Guards air unit in air combat, the die roll is modified by -1. This modification is used in addition to all other air combat modification ' S. For example. a German fighter firing on a Soviet type B air unit would have its die roll modified by -2. This modification is not used by Axis fighters other than German or Finnish, or against Soviet Guards air units. D. Dive Bombers When the bombing table is used to resolve bombing attacks made by type D air units, modify the die roll by +1 before consulting the table. If any other air unit type combines its bombing strength with a dive bomber to make a bombing attack, this die roll modification may not be used. E. Night Air Units Air units with the N prefix are treated the same as air units without the N prefix. For example, a type NF air unit is treated the same as a type F air unit for all game purposes. Rule 24 - Airborne OperationsAirborne operations are not allowed in Sudden Storm. Rule 25 - Air Replacement System IntroductionThis system governs replacement of eliminated air units. A. Air Chart A player's air chart is used to record the current situation of his air units for the purposes of the air replacement system. The air chart is divided into several sections, as follows. 1. The Available Box, Eliminated over Enemy Territory (EET) Box, and Group Allowance Chart. These are not used. 2. Eliminated over Friendly Territory (EFT) Box. This box is used to hold air units eliminated in air combat. 3. Remnants Box. This box is used to hold air units destroyed on the ground and air units discarded through the replacement procedure. This box does not hold air units that are permanently eliminated. Such air units are no longer part of the air replacement system and are not kept on the air chart. B. Losses Eliminated air units are placed on boxes on the air chart. The specific box used depends upon the manner of elimination of the air unit. 1. Eliminated in Air Combat. An air unit eliminated in air combat is placed in the EFr box. 2. Destroyed on the Ground. An air unit eliminated in any manner other than air combat is placed in the remnants box. C. Axis Nationalities Each national force of the Axis is distinct for air replacement system procedures. The Axis national forces are: German (the Luftwaffe), Rumanian, Finnish, and Hungarian. Rule 26 - Air Replacement SystemThe air replacement procedure is used by a player during the initial phase of each of his player turns. The various activities of the procedure occur in the order given below. A. Air Replacements Eliminated air units in the EFT and remnants boxes may be replaced. When a player has sufficient air units in these boxes to use the following replacement procedures, the procedures must be used. The specific replacement procedure used depends upon the box occupied by the air units. In general, air units in a box are grouped together, with the number of air units being grouped together depending upon the box: 2 air units per group for the EFT box and 5 air units per group for the remnants box. For the EFT box, air units are grouped together by type (e.g., two type F air units) to the extent possible. Any remaining air units are grouped together at random without regard for type. When grouping air units, the player may choose which specific air units are grouped together, to the extent allowed by the above rules. For the remnants box, air units are grouped together without regard for type. 1. EFT Box. For every grouping in this box, one air unit chosen at random reenters play as a replacement, and the other air unit is placed in the remnants box. Example: The Soviet player has two type F and one type A air units in the EFT box. The two type F air units are grouped together: one is chosen at random to reenter play as a replacement, and the other is placed in the remnants box. Note that the type A air unit was unable to be grouped and remains in the box. 2. Remnants Box. For every grouping in this box, one air unit chosen at random reenters play as a replacement, and the other four are permanently eliminated. 3. Reentering Play. An air unit reentering play as a replacement per the above procedures is immediately placed at any unisolated friendly- owned airbase. B. Air Reinforcements An air unit entering play as a reinforcement per the orders of battle is placed at any unisolated friendly-owned airbase during the initial phase it is received. C. Soviet Guards During the course of the game, Soviet regular air units are converted to Guards status. These conversions are specified on the Soviet order of battle. When an air unit may be converted to Guards status, the Soviet player may substitute any Guards air unit not in play for any Soviet regular air unit of the same model. For example, if the Soviet player converts a regular Yak-1 fighter to Guards, he removes the regular Yak-1 from its airbase and places the Guards Yak-1 in its place. If an inoperative air unit is converted to Guards, then the Guards air unit is inoperative. An air unit removed by conversion is not placed on the air chart; it is removed from play. A Guards air unit on the air chart is not treated separately from Soviet regular air units on the chart. For example, if there is one regular and one Guards fighter in the EFT box, then the two fighters are grouped together and undergo the replacement procedure. Note: Guards air unit counters that have not been brought into play through conversion (as described above) are kept aside and are not placed anywhere on the air chart. Rule 27 - Naval RulesA. Concepts 1. Sea Zones. There are four sea zones on the map: the Arctic Ocean, the Baltic Sea, the Black Sea, and the Caspian Sea. Each sea zone is separate. For example, a Soviet ship based in the Black Sea cannot operate in the Baltic. Due to the fact that Germany has direct access (off-map) to the Baltic and the Arctic, the German player is allowed naval movement between the Baltic and the Arctic sea zones, as explained below. 2. Naval Units. There are two types of naval units: ships and river flotillas. There are two types of ships: warships and transports. 3. Ports. A city or fortress in a coastal hex is a port. A port has a capacity of 8 REs: a total of 8 REs of cargo may embark/disembark at a port in a player turn. The German player may use off-map German ports in the Baltic Sea and Arctic Ocean sea zones. A German transport may use these ports by exiting/entering the west edge of the map in the Baltic Sea or Arctic Ocean zones. Off-map ports have unlimited capacities and are always in regular supply. A player may use a port during a turn only if he owns it at the start of his initial phase. Astrakhan (8A:3325) is a port on the Caspian Sea zone, even though it is located up the Volga River. The Soviet player may use Astrakhan as a port if he owns the city and all land hexes along the major river from Astrakhan to the Caspian Sea (hexes 8A:3325, 3326, 3425, 3426, 3526,3527,3626). 4. Beaches. A coastal hex of any terrain type except mountain is a beach hex. An unlimited number of REs may embark/disembark at a beach hex in a player turn. Some coastal hexes contain both a port and beach, each of which may be used. 5. Cargo. Naval units may transport ground units, resource points, and supplies. Units and resource points are carried based on RE size; the RE size of cavalry and c/m units is doubled for naval transport purposes. Every 5 REs of supplies counts as 1 RE of cargo. B. Ships There are two types of ships: warships and transports. The Soviet player has both types of ships, while the German player only has transports. Warships are rated for use in the Europa naval system; however, not all the ratings are used in play. The unit identification chart displays the ratings. Only the name. ship type, and gunnery strengths of a warship are used in the play of Sudden Storm. A ship may be in port or at sea. The Soviet player must declare each of his ships in port or at sea at the end of each of his player turns. A Soviet ship may be at sea in a port hex. Ships may be sunk. Each bombing hit on a ship does one hit of damage to the ship. Ships may take differing amounts of damage, depending upon their ship types: 4 hits for a type BB, 3 hits for a type CA, 2 hits for a type CL or a transport, and 1 hit for a type DD. When hits on a ship equal or exceed the damage it may take, the ship is sunk and is removed from play. Use hit markers to denote ship damage. The presence of a ship in a coastal hex does not prohibit enemy ground units from entering the hex, and ships may freely enter coastal hexes occupied by enemy units. (A coastal hex is any hex containing both land and sea.) 1. Movement. A player moves his ships in his movement phase. A ship may move an unlimited distance in its sea zone, moving in all-sea or coastal hexes. A ship must move along an all-sea route and may not cross land or move on rivers. For example, a ship in hex 313:3106 could not move directly to hex 3305 via hex 3205, due to the land barrier in hex 3205. A ship may move in only one sea zone during movement. Off-map German ports are considered to be in both the Baltic Sea and Arctic Ocean sea zones. Thus, a ship in either sea zone may move to the offmap German ports and a ship at these ports may move in either sea zone. Note that it cannot move in both zones in the same turn, however. Only German ships may use the off-map German ports. Place ships and their cargo which end their movement in the off-map German ports in the Germany box on the Axis game chart. A German transport may not end its movement at sea; it must end its movement in port and may not undertake any action that would prevent it from doing so. It may not enter a hex occupied by a Soviet warship at sea. Furthermore, if a German transport is in port and a Soviet warship is at sea in the same hex, the transport may not leave port. A ship with parentheses enclosing its ship type is not fully operational. It may not move and must remain in port at all times. (Its gunnery strength may be used in combat.) 2. Gunfire. Soviet warships may support Soviet ground units in combat through the use of their gunnery strengths. A warship may have one or more of three gunnery strengths: primary, intermediate, and secondary. These strengths are rated for use in the Europa naval system and are halved when used in ground combat. Primary gunnery strength may support an attack or defense within 2 hexes of the firing warship. Intermediate and secondary gunnery strengths may support an attack or defense within I hex of the firing warship. For a warship's gunfire to support an attack or defense, its gunnery strength must be within range of the attacked hex. Each warship supporting a combat is treated the same as a I RE artillery unit (see Rule 14B). There is one exception to this: warships' gunnery strengths are not counted when determining losses due to exchanges. Warships may not fire independently; they may fire only in support of attacking or defending ground units. Warships are never affected by any ground combat results. A warship may fire each of its gunnery strengths once per combat phase. However, a warship may aid only one attack or defense per combat phase. At the start of each German combat phase, the Soviet player must state which hex each of his warships will support in defense. Warships allocated to a specific hex may not fire in support of another hex that phase, even if their assigned hex is not attacked. There is no similar requirement for Soviet warships firing during the Soviet combat phase; the Soviet player announces which warships are supporting an attack only when he announces the attack. A warship may use its gunnery strengths each combat phase, even if it moved and transported cargo (excluding supplies) during the movement phase. A warship may not use its gunnery strengths if it was used to transport supplies (per Section D). 3. Replenishment. Once each player turn, each phasing ship must put in to port for replenishing. The ship does not have to start or end its movement in the port; it need only move to the port at some time during its movement. Soviet ships replenish at any Soviet-owned ports in the USSR. German ships replenish at any Axis-owned ports in Greater Germany (including the off-map German ports), Rumania, or Bulgaria, A ship may replenish at an appropriate port even if the port is isolated A ship unable to replenish is unsupplied. An unsupplied warship has its gunnery strengths halved. If an unsupplied ship is unable to replenish in its next player turn, it must be scuttled at the end of that player turn. 4. Scuttling. When an enemy unit gains ownership of a port hex, ships in port there must try to escape to sea. One die is rolled for each ship in the port. On a roll of I through 4, the ship escapes to sea (and is considered to be at sea in the port's hex); on a roll of 5 or 6, the ship fails to escape from the port and is scuttled to prevent its capture by the enemy. Since a ship with a parenthetical ship type may not move, it is automatically scuttled when an enemy unit gains ownership of its port. A scuttled ship is immediately sunk and removed from play. 5. Baltic Restrictions. Due to German mines and submarines in the Baltic, Soviet naval units operating in the Baltic sea outside a safe zone risk damage. The Soviet safe zone consists of' all hexes within two hexes of Kronstadt. Each Soviet naval unit in the Baltic that operates outside the safe zone must be checked. The naval unit is checked immediately when it re- enters the safe zone or at the end of its movement if it remains outside the safe zone. If it is outside the safe zone but remains in port throughout the movement phase, it is not checked. To check for damage, one die is rolled and 4 is subtracted from it. (The roll may be further modified, as explained below.) A roll modified below 0 is treated as 0. The naval unit takes a number of hits of damage equal to the modified roll. For example, if 6 is rolled, then the ship takes 2 hits. The die roll is modified by +1 for every 10 hexes (or portion thereof) that the naval unit moves in the Baltic Sea outside the safe zone. For example, if the naval unit moved a total of I I hexes outside the safe zone, then the die roll is modified by +2. If the naval unit is sunk upon re-entering the safe zone or at the end of its movement outside the safe zone, any cargo it carried is eliminated. The safe zone ceases to exist (permanently) if the German player gains ownership of all ports in the safe zone. As long as the safe zone is in existence, German transports may not enter any hex in the safe zone. C. Naval Transport 1. Regular Transport. A player may use naval transport during his friendly movement phase, between friendly-owned ports and/or beaches in the same sea zone. Each ship may carry up to 2 REs of cargo. Two or more ships may combine their capacities to carry large cargoes (such as divisions), as long as all these ships move together while transporting the unit. A ship may move prior to transporting a unit but must end its turn in the hex in which the cargo disembarks. Note that this precludes the German player from disembarking cargo at a beach due to the restrictions on German transports in Rule 27B 1. Cargo may not remain at sea; it must be landed by the end of the movement phase. If a ship is sunk, then any cargo it is carrying is eliminated. A unit is under no special restriction in phases following being moved by sea via regular transport. For example, a unit may attack during the combat phase following its transport and does not have its attack strength reduced due to the transport. a. Ports. When cargo is both embarked and disembarked at a port, the following rules are used. A unit must spend MI's in order to be transported: 2 MPs for a non-c/m unit and 4 MI's for a c/m unit. The unit may move both before and after its transport. A resource point may be carried by a ground unit or moved by rail both before and after its transport. b. Beaches. When cargo is embarked and/or disembarked at a beach, the following rules are used. C/m units and artillery units may not embark/disembark at beaches; only non-c/m units and resource points may. A unit spends all its available MPs in order to be transported and may not spend MI's for any other purpose. A resource point may not be carried by a unit or moved by rail either before or after its transport. D. Naval Transport of Supply Ships may transport supplies to friendly-owned ports and/or beaches in the same sea zone. Every 5 REs of supply counts as I RE of cargo against a ship's and a port's capacity. A ship may embark supplies at a port if a supply line could be traced from the port to a regular source of supply during the player's initial phase. A ship may embark supplies at a beach if a rail element (only) supply line could be traced from the beach hex to a regular source of supply during the player's initial phase. (Note that special sources of supply cannot be used.) Other than the preceding, transport of supply is the same as other naval transport. E. River Flotillas The Soviet player has river flotillas which operate the same as transports with the following differences. A river flotilla is sunk (and removed from play) if it takes 2 hits due to bombing. Each bombing hit on a river flotilla does one hit of damage to the flotilla unless it is at sea. A bombing hit does two hits ofdamage to a river flotilla at sea. A river flotilla never needs supply or replenishment. A river flotilla has a movement allowance of 30 hexes and spends I NIP per hex entered. It operates on rivers, lakes, and coastal waters. It may enter lake hexes (both partial-lake and full-lake) and coastal waters (coastal hexes and all-sea hexes adjacent to coastal hexes) and may move along rivers. When moving along a river, it is moved through the hexes adjacent to the river hexsides. For example, a river flotilla on the Dnepr River in hex 3B:0807 may move along the river as follows: 0806, 0906, 1005, 1004, 1104, 1203, using 6 hexes of its movement allowance to do so. A river flotilla may not enter an enemy-owned hex. A river flotilla leaving or moving through enemy ZOCs must pay ZOC movement costs in the same manner as a ground unit. A river flotilla may never end its movement in an all-lake or all-sea hex. A river flotilla is automatically scuttled when an enemy unit gains ownership of its hex. A river flotilla has a cargo capacity of 3 REs and may transport cargo in the same manner as a ship, with the following additions:
b) A river flotilla may treat any land hex in which it may move as a beach hex for transport purposes. F. Repairs Each player receives repair points during the course of the game. During the initial phase, the phasing player may spend his repair points to repair ships. Repair points may be accumulated for use in later turns. One repair point repairs one hit of damage from a ship. To be repaired, the ship must be in port during the initial phase; it may not move or fire in the player turn it is repaired. Two repairs points may be used to replace a sunk transport, river flotilla, or destroyer flotilla. Upon replacement, a transport or destroyer flotilla is placed at any friendly-owned port in the sea zone in which it was sunk, and is fully operational upon replacement. A replaced river flotilla is placed in any Soviet-owned port in the USSR. No other ship may be replaced. Rule 28 - WeatherA. Definitions 1. Weather Zones. The weather lines divide the map area into five weather zones, as illustrated on the map guide: zones A, B, C, D, and G. A zone consists of all hexes in the zone (as shown on the map guide) plus all hexes of its labeled weather line. Note that zone C is split into three separate areas: the broad band running from Greater Germany in the west through Saratov in the east and two smaller areas on map 9A. 2. Weather Conditions. There are four possible weather conditions. From best weather to worst, they are: clear, mud, frost, and snow. Mud, frost, and snow weather is collectively called poor weather. Frost and snow weather is collectively called cold weather. 3. Weather Chart. The weather chart, located on the turn record chart, consists of the weather table and the weather conditions display. The weather table is divided into sections, one for each weather zone, which are used to determine the weather conditions for their zones each turn. For each zone, the weather die roll (see Section B below) is cross- indexed with the current turn to obtain a result. Results are clear (C), mud (M), frost (F), snow (S), and no change (N). A result of no change means the weather result for the zone is the same as that of the zone on the previous turn. For example, if for zone B the weather on Sep II was clear and the weather result for Oct I is no change, then the weather for zone B on Oct I is clear. The weather conditions display is used to show the weather condition in each zone. For each zone, place a marker in the box corresponding to the zone's weather. B. Procedure At the start of each game turn, the Soviet player rolls one die to determine weather conditions in each zone. Note that the die is rolled only once, not once per zone. Example: On the Nov 141 turn, the Soviet player rolls a "6" for weather conditions. For each zone, this die roll is cross-indexed with the Nov I column to obtain the zone's weather condition: snow in zone A, frost in zones B and C, mud in zone D, and clear in zone G. C. Effects Weather changes the movement and combat effects of terrain, as shown on the terrain effects chart. In addition, AEC may not be used anywhere in zones with mud or snow weather. Weather affects the lengths of supply lines, as described in Rule 12. The German regauging rate varies depending upon the weather in zone B (see Rule 7A3). Weather affects air units. In mud and snow weather (but not frost), all bombing strengths of air units are halved. In mud, frost, or snow weather, all Axis air unit repair rolls are modified by +1. 1. Interzone Effects. The weather condition of a hex being entered or attacked by a unit is always that of the hex's weather zone, even if the unit is moving or attacking from a hex in a zone that has different weather. A hexside falling between two zones is treated as having the worse weather of the two zones. When tracing supply lines through zones with differing weather, the specific supply line element being traced is affected by the worse weather of the zones. D. Special Weather Rules
1. First Winter. Everywhere in zones A and B and only in the USSR in zone C, units are subject to the following effects during snow turns in their zones from Oct II 41 through Mar II 42. a. Axis Attacks. All attacks by Axis units, except for attacks made solely by Finnish units, have the combat die roll modified by -1. b. Winterization. An attack (by either side) into any hexes except one containing a city (of any size) or fortress 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 table to obtain the die roll modification. Winterization is calculated on a regimental equivalent basis, by dividing the total number of REs participating in 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 mountain and ski units are winterized. All ground units of the following forces are winterized:
Axis: Finnish, Luftwaffe, and SS. The German Grossdeutschland and Lehr units are winterized. These are the German Army motorized regitj)ent with the GD unit identification and all German Army units with Lehr as part of their unit identification. The German foreign contingent 250th (Spanish) Infantry Division, is also winterized. During the first winter, for combat in hexes subject to the first winter effects, a player must take required losses (Rule 9H) with his winterized units if his units are 1/2 or more winterized. This applies to both the attacker and defender. 2. Freezing. In zones A, B, C, and G, all rivers and lakes are frozen on the second consecutive cold weather turn. Once frozen, they remain frozen until the first non-cold weather turn. The movement and combat effects of frozen rivers are given on the terrain effects chart. Ground units may operate to 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 that are between land hexsides. For example, units may trace a supply line across hexside 2A- 0929/0928 when Lake Ladoga 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 and truck supply lines (see Rule 12B). 3. Sea Ice. Various coastal hexes are frozen on the second consecutive cold weather turn. Once frozen, these hexes remain frozen until the first non-cold weather turn. Coastal hexes which may freeze are: all coastal hexes in the Baltic Sea on or north of hexrow 2200, except for Hango, and all coastal hexes on map 6A east of hex column 00 15 and/or south of hexrow 1700. Naval units may not enter a frozen coastal hex. Ships in port in a frozen coastal hex may not leave port (and must be scuttled if the enemy player gains ownership of the port). Rule 29 - The ArcticUnits in the Arctic (weather zone A) have their operations restricted, due 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 inoving in the Arctic, except when moving on roads or railroads. (Simply double the NIP cost of terrain given on the terrain effects chart.) For example, the NIP cost of a rough hex in the Arctic is 4 MPs for an infantry unit and 2 MPs for a mountain unit. C/m units may not move during the exploitation phase when in the Arctic. Cavalry units may not operate in the Arctic. Supply lines in the Arctic are usually shorter than those elsewhere, as shown on the supply line summary. Attacking in the Arctic requires the expenditure of resource points. One resource point must be spent for each attack, regardless of the number of units participating in the attack. An overland supply line (only) must be traced from all attacking units to the resource point immediately prior to the resolution of the attack. Units unable to trace the line to a resource point may not attack. Note: Expenditure of resource points in this manner does not change the supply status of units. For example, units out of supply may attack if a resource point is spent for their attack. However, these units would have their attack strengths halved for being out of supply. Air units based in the Arctic require the expenditure of resource points in order to fly missions, except for transfer and interception missions. One resource point must be spent for every five (or fraction thereof) air units flying non-transfer/interception missions from airbases in the Arctic. A resource point expended for this purpose must be in the Arctic and may not be isolated; expenditure of such a resource point allows up to 5 air units anywhere in the Arctic to fly missions. Note: Resource points must be spent for air units based in the Arctic even it' the target hexes of their missions are outside the Arctic, hut resource points are not spent for air units based outside the Arctic, even if the target hexes of their missions are inside the Arctic. Rule 30 - Special RulesA. Terrain 1. Causeways. Transportation lines which cross prohibited terrain hexsides are causeways. Ground units treat such a hexside as a major river hexside for all movement and combat purposes. 2. Kerch Straits. Hexes 4A:3525 and 4A:3526 are the Kerch Straits. Ground units may move and overrun across the 4A:3525/3526 hexside as if it were a major river hexside, but they may not attack across this hexside. This hexside is treated as a major river hexside when tracing supply lines. Naval units may not move through the Kerch Straits if the enemy player owns both straits hexes. 3. Baltic Islands. The Baltic Islands Lire the four islands just offthe coast of Estonia. All sea hexsides between the islands and between the islands and the coast of Estonia are treated as major river hexsides for all movement, overrun, combat, and supply purposes. 4. Kronshtadt. Kronshtadt (2A:0832), although an island, is not treated separate from the coastal portion of its hex. For example, an Axis unit entering hex 2A:0832 from an adjacent land hex gains ownership of the entire hex. The Soviet player may treat the all-sea hexside between Kronshtadt and the northwest hex of Leningrad as a major river for ail game purposes as long as he owns both hexes. 5. Fortifications.
b. Forts. When a hex containing a fort is captured by enemy units, the fort is destroyed and is immediately removed from play. B. Neutrals In general, neither side's forces may enter or pass through any hex of a country while it is neutral. Turkey and Sweden are neutral throughout the game. Finland and Hungary are neutral at the start of the game but join the Axis on the Jul I 41 game turn per Rule 31. Iran starts the game neutral but later becomes Soviet-owned territory (see Rule 30H2). Although Sweden is neutral, one German unit is allowed to pass through Swedish territory: the German Jun II 41 reinforcement that enters in Sweden. This unit enters play on any rail line on the west edge of the map in Sweden and must use strategic rail movement to move to Finland that turn. It may not remain in Sweden. It uses no rail capacity to move through Sweden but uses Finnish rail capacity in Finland. No other German forces may move through Sweden. At the start of the Soviet player turn on the Aug I 41 turn, Iran is no longer neutral but immediately becomes Soviet-owned territory. Forces of both sides may enter Iran from this time on. C. Soviet Mobility Limits Soviet non-Guard c/m divisions and cadres of Soviet non-Guard c/m divisions have mobility limitations. Such a unit may not move in the exploitation phase if: 1) it starts that phase in the ZOC of an Axis unit, or 2) if it attacked during the preceding combat phase. All other Soviet c/m units are not subject to this limitation. D. Factories The Soviet player has a number of factories, which are the source of Soviet armor and artillery replacements (Rule 3313). A factory counter is not a unit. does not have a combat strength, and does not prevent enemy units from entering its hex. If an enemy unit gains ownership of a factory's hex, any accumulated replacements at the factory are immediately destroyed. The factory itself is destroyed and removed from play if its hex is Axis owned at the start of a German initial phase. Starting with the Jul I 41 turn, the Soviet player may begin the process of transferring on-map factories to the Urals (off-map). Transferring a factory is a two-step process: preparing the factory for transfer and then transferring the factory. 1) A factory may be prepared for transfer at the start of' any Soviet initial phase on or after the Jul I 41 turn. Place a marker on the factory to show that it is prepared for transfer (use a broad-gauge rail marker for this). The factory does not produce any replacements on the turn it is being prepared for transfer and at any time thereafter until it is put back into production. 2) Any factory that starts a Soviet initial phase prepared for transfer may be transferred to the Urals if a rail element supply line can be traced from the factory to a rail hex oil the east edge of the map. Transferring a factory counts against the Soviet rail capacity each factory is 24 REs in size for this purpose. The transferring factory is removed from the map and placed on the turn record chart 7 turns from the current turn. In the Soviet initial phase on the seventh turn, the factory is placed in the Urals box on the Soviet game chart and is back in production on this turn. Example: The Soviet player prepares a factory for transfer oil his Jul I 41 turn. In his initial phase on the Jul II 41 turn, he transfers the factory to the Urals, placing it on the Nov I 41 turn oil the turn record chart. Inthe Soviet initial phase of the Nov I 41 turn, the factory is in the Urals and is back in production. During the Soviet initial phase, the Soviet player may cancel the transfer of any factory that has been prepared for transfer but not yet removed from the map. Such a factory returns to production in the next Soviet initial phase. Factories in production generate armor and artillery replacement points in the Soviet initial phases, starting on the Aug I 41 turn. Each factory produces 1 armor replacement point (RP) on every turn and 1 artillery RP on the I turn of each month. Use ofarnior and artillery RI's is covered in Rule 33B. E. The Soviet Government The seat of government of' the USSR starts the game at Moskva. (A capital counter is provided to mark its location. For brevity, the seat of government of the USSR is called the capital.) Starting with the Aug I 41 turn, the Soviet player may begin the process of transferring the capital to a different location. Transferring the capital is a two-step process: preparing the capital for transfer and then transferring the capital. 1) The capital may be prepared for moving at the start of any Soviet initial phase on or after the Aug I 41 turn. Place a market on the capital to show that it is prepared for transfer (use a broad-gauge rail marker for this). 2) The capital may be transferred to a new location if it starts a Soviet initial phase prepared for transfer. It may be transferred to ally major city hex in the USSR or to the Urals (off-map) it' a rail element supply line can be traced from the capital to the major city hex or to a rail hex on the east edge of the map (when transferring to the Urals). if it can be transferred, it is immediately placed in its new location. For the purposes of transfer, the capital is 12 REs in size and counts against the Soviet rail capacity on the turn it is moved. The Soviet player incurs a penalty if the capital is transferred or is captured by the Axis. When the penalty is incurred, the number of regular infantry replacement points (Rule 33B) the Soviet player receives is halved. For example, when the penalty is incurred, the Soviet player receives 1 (not 2) infantry Rips for Gorkiy, 3 (not 6) infantry RPs for the eastern MDs, etc. The penalty is incurred as follows:
if the capital is transferred to the Urals, on the turn it is transferred. for four consecutive turns following the loss of the capital due to Axis capture. The Soviet capital is captured when an Axis unit gains ownership of the capital's hex. The capital counter is removed from play at this time. In the fourth Soviet initial phase following loss of the capital, the Soviet player places the capital counter in any Soviet-owned major city in the USSR or in the Urals. The new capital is treated the same as the original, including the same penalties for moving it or losing it. F. Surprise Attack On the first game turn (Jun II 41). the German player receives a special surprise attack turn prior to his regular player turn. The surprise attack turn consists of a movement phase, combat phase, and surprise air attack. Only German units starting the game in Greater Germany may move and attack in these phases. All German air units participate in the surprise air attack. Following the surprise turn, the regular German player turn for Jun II 41 begins with the German initial phase. All standard rules are in effect, except that all units of both sides are automatically in supply throughout the German player turn. 1. Ground Units. All standard movement and combat rules arc in effect for the movement and combat phases of' the surprise turn, except for the following: a) rail movement may not be used: b) naval transport may not be used c) river hexsides along the German-Soviet border (only) have no effect on combat and overruns: d) Soviet units do not exert ZOCs in hexes outside the Soviet borders. 2. Air Units. When preparing for play (Rule 35), the German player must assign all of his air units to make a surprise attack against the Soviet air force. No German or Soviet air units are placed on the maps~ they are set aside until the surprise air attack is resolved. The surprise air attack against the Soviet air force occurs after the combat phase of the surprise attack turn and is resolved as follows: a) Five German air units are aborted. These air units are chosen at random from the initial German air units. b) Twelve Soviet air units are eliminated. These air units are chosen at random from the initial Soviet air units. Place the eliminated air units on the Soviet air chart as follows. place two units chosen at random in the eliminated over friendly territory box, place the remaining ten air units in the remnants box. c) Six Soviet air units are aborted. These air units are chosen at random from the remaining initial Soviet air units. d) As the final action of the surprise attack turn, players deploy their air units involved in this procedure (Soviet player first). The Soviet player deploys his air units at Soviet-owned airbases in the USSR. The German player may deploy up to two of his Luftwaffe air units at airbases in Norway; the remaining Luftwaffe air units deploy at airbases in Greater German), and Rumania. Aborted air units are deployed inoperative. G. Soviet Unpreparedness The Soviets were not fully prepared for war, and. the following rules reflect this condition. On the Jun II 41 turn, the following rules arc in effect: The Soviet rail capacity is 36 REs, and the Soviet player may not spend resource points to increase this capacity. The Soviet player may not start construction of any forts or permanent airfields. During both the special surprise attack turn and the regular German Jun 1 41 player turn, Soviet major city hexes are treated as dot city hexes for all combat, antiaircraft, and overrun purposes. On the Jun II, Jul I, and Jul II turns, the following is in effect: In all weather zones except zones A and G, Soviet units with ZOCs have reduced ZOCs. The effects of reduced ZOCs on movement are explained in Rule 6A. H. Soviet Garrisons The Soviet player must garrison various areas or pay a penalty for failing to do so. A garrison consists of a required number of REs of Soviet ground units. Any ground units may be used for a garrison. Garrisons are checked at the start of each Soviet initial phase. For each RE missing from a garrisorl, the Soviet player loses one infantry replacement point; for each transportation line crossing a neutral border that is not occupied by or in the ZOC of a Soviet unit, the Soviet player also loses one infantry replacement point. These infantry RPs arc deducted from RPs arriving that turn or from accumulated RPs, to the extent possible. RPs lost in excess of this are deducted when Soviet infantry RPs are received in later turns. A garrison is released if at the start of a Soviet initial phase a path of 7 hexes or less can be traced from any unit of the garrison to an enemy unit. This path may not be traced into or through prohibited terrain or neutral territory. Once released, a garrison need not be maintained, even if enemy units subsequently move more than 7 hexes away. 1. Border Areas. The Soviet player must garrison Soviet border regions facing neutral countries. All units of the garrison must be within 3 hexes of the border with the neutral country and every transportation line crossing this border must be occupied by or in the ZOC of a Soviet unit. Note that the same unit may not be part of both the Turkish and Iranian garrisons. At the start of the game, Turkey, Iran, Finland, and Hungary are neutral countries sharing borders with the Soviet Union. The garrison requirements for these borders areas are:
Hungary: 9 REs. Iran: 9 REs. Turkey: 30 REs; at least 9 of these REs must be of mountain units. I. Oil Baku (9A:1506) and Ploesti (3B:2826) are major oilfields. Baku produces 2 resource points per turn and Ploesti produces 1 resource point per turn. A player receives the resource points produced by oilfields he owns during his initial phase. Resource points produced by an oilfield are placed in the hex of the oilfield. J. German Intrinsic Defenses The German player has intrinsic defense strength points in various cities in Norway and East Prussia, as follows: 8 Points: Each major city hex in East Prussia, Trondheim (5B:2532), Narvik (5B:0911). 4 Points: Each dot city in East Prussia, each port in Norway other than Trondheim and Narvik. 2 Points: Each reference city in East Prussia. An intrinsic defense strength of a city is treated as a supported German combat unit with 0 attack strength and 0 movement rating. It does not have a ZOC and does not count against stacking. Its RE size is equal to half its defense strength (e.g. an 8-point intrinsic defense strength equals 4 REs.). It has no AEC or ATEC capabilities. If the intrinsic defense strength of a city is ever eliminated, it may not be replaced. K. Exiting the Map No unit of either side may exit the map. A unit forced to retreat off a map edge due to combat is eliminated instead. Rule 31 - Axis AlliesVarious Axis-Allied forces may only operate in certain areas of the map, as defined below. An Axis-Allied ground unit may not voluntarily move outside its operational area and is eliminated if forced to retreat outside its operational area. An Axis-Allied air unit may not fly or execute a mission over any hex outside its operational area. Certain Axis-Allied nations may surrender to the Soviets, as defined below. Check for Axis-Allied surrender at the start of each game turn when the conditions for surrender have been met. When an Axis-Allied nation surrenders, all its forces in play are eliminated and any accumulated replacements are lost. The nation does not receive any reinforcements or replacements for the rest of the game. A. Eastern European Nations Hungarian, Italian, Rumanian, and Slovakian forces may operate only in weather zones C, D, and G. Due to the intense national rivalries between Hungary and its Eastern European neighbors (Rumania and Slovakia), the following rules are in effect. Hungarian and Rumanian/Slovakian units may not stack together or participate in an attack together. Hungarian and Rumanian/Slovakian air units may not base at the same airbase and may not fly to the same target hex. Hungarian forces may not operate in Rumania or Slovakia. Rumanian and Slovakian forces may not operate in Hungary. 1. Hungary. Hungary is neutral on the Jun II 41 and joins the Axis, entering the war against the USSR, on the Jul I 41 turn. While neutral, the rules on neutrals are observed (Rule 30B), except that the German player may move Hungarian units inside Hungary (only) during his regular player turn on Jun II 41. These units may not move outside Hungary or attack. The Hungarian air unit arriving Mar 142 may freely base and/or fly air missions in the USSR. The gray-bordered region containing the city of Cluj (3B:1630) was annexed from Rumania by Hungary in 1940. It is part of Hungary for all game purposes. A number of Hungarian units start the game in reserve status. Units in reserve may operate only in Hungary (that is, only move in Hungary and only attack hexes in Hungary). All units in reserve are released from reserve if there are 10 or more REs of Soviet units anywhere in Hungary at the start of a German initial phase. All replaced Hungarian units are automatically placed in reserve upon their entry into play. 2. Rumania. A maximum of 2 Rumanian air units may base and/or fly air missions in the USSR. All other Rumanian air units must base in Rumania and may not fly air missions outside Rumania. A number of Rumanian units start the game in reserve status. Units in reserve may operate only in Rumania. Initially, they may operate only in Rumania on or west of the line from 3B:2424 to 3B:3519. When Bessarabia becomes part of Rumania (see below), they may operate anywhere in Rumania, including Bessarabia. A unit in reserve may operate normally when the Axis order of battle releases it from reserve. All units in reserve are released from reserve if there are 10 or more REs of Soviet units anywhere in Rumania at the start of a German initial phase. All Rumanian units that are replaced from the replacement pool are automatically placed in reserve upon their entry into play. The Soviet Union annexed Bessarabia from Rumania in 1940. For all game purposes, once all hexes in Bessarabia are Axis owned. Bessarabia is part of Rumania, even if the Soviet player regains ownership of some or all hexes there. Rumania may surrender. If Bucuresti (3B:3126) and all dot cities in Rumania are Soviet owned at the start of a game turn and a supply line can be traced from each of these cities to a Soviet regular source of supply, Rumania surrenders. 3. Bulgaria. Bulgaria may defect. If any hex in Bulgaria is Soviet owned at the start of a game turn and a supply line can be traced from the hex to a Soviet regular source of supply, Bulgaria defects. All hexes in Bulgaria that are not occupied by or in the uncontested ZOCs of Axis units automatically become Soviet owned. B. Finland Finland is neutral on the Jun II 41 turn and joins the Axis, entering the war against the USSR, on the Jul I 41 turn. While neutral, the rules on neutrals are observed (Rule 30B), except for the following: The German player may move Finnish forces inside Finland (only) during his regular player turn on Jun II 41; these forces may not move outside Finland or attack. German forces may enter and move inside Finland before Jul I 41, but these forces may not enter or attack into the Soviet Union from Finland while Finland is neutral. Once Finland enters the war, Finnish forces may operate in weather zones A and B. However, due to Finland's limited war aims, Finnish forces have operational restrictions within this zone, as defined below. The Soviet Union, after its costly victory in the Winter War of 1939/40, annexed portions of Finland (the regions between the 1939 and 1941 Finnish borders) and occupied Hango. For all game purposes, once Axis units gain ownership of these hexes, they are considered to be part of Finland, even if the Soviet player regains ownership. 1. War Aims. Finland had only limited war aims, and, unlike most other Axis Allies, was successful in resisting German pressure to play an ever-larger role in the war against the Soviet Union. The following rules cover Finland's situation. For these rules, Finland and its neighboring area are divided into two theaters of war: The Finnish theater consists of all Finnish territory south of the A weather line and all territory south of the A weather line adjacent to Finnish territory, up to these limits: the 1939 Soviet-Finnish border facing Leningrad (2A:0732 to 2A:0630), the Svir River (2A:0725 to 2A:0619), Lake Onega, and the White Sea Canal (6A:4619 to 6A:3818). The Arctic theater consists of all territory in the Arctic. The Arctic theater is a German -controlled theater of war, not a Finnish one. Accordingly, German operations in the Arctic, including Finnish territory in the Arctic, have no special limits placed upon them once Finland enters the war. In general, Finnish forces may operate in the Arctic. However, no more than 10 REs of Finnish units may operate in the Arctic outside the 1939 Finnish borders. Finnish forces may operate normally anywhere in the Finnish theater. Except in the Arctic theater, Finnish forces have the following restrictions outside the Finnish theater: Finnish units may not attack any hex outside the Finnish theater. Finnish units may enter these hexes if the Soviet player leaves them unoccupied and may overrun these hexes if able to do so. Finnish air units may not fly any air missions in Soviet-owned hexes outside the Finnish and Arctic theaters. All German forces operating in or tracing a supply line through any part of the Finnish theater are bound by the Finnish operational limits. No more than 5 REs of German forces are allowed to operate in the Finnish theater. For purposes of this limit, c/m units are counted at double their RE size, and air units are counted as being 1 RE in size. Resource points and naval transports are not counted against this limit. German forces in excess of this limit may not enter this region. The RE limit for German forces in the Finnish theater is raised by 20 REs in each German initial phase if at that time there are any unisolated Soviet units in Finland within 7 hexes of Helsinki. Soviet units at Hango are not considered for this calculation if Hango has been continuously Soviet-owned since the start of the game. 2. Leningrad. If at the start of any German initial phase Leningrad is completely Axis owned, the Finnish limited war aims are modified for the rest of the game. In the Finnish theater, German forces (but not Finnish forces) are no longer bound by the Finnish operational limits, and any number of REs of German forces may operate in this theater. In the Arctic theater, any number of REs of Finnish units may operate in the Arctic outside Finland. 3. Surrender. Finland may surrender. If Helsinki and all dot cities in Finland are Soviet owned at the start of a game turn and a supply line can be traced from each of' these cities to a Soviet regular source of supply, Finland surrenders. Rule 32 - Axis OccupationThis rule covers the major effects of the Axis occupation of the USSR and the partisan war in a simple, easy to use format. Axis-owned major cities in the Soviet Union must be garrisoned by Axis units. The garrison for each major city must be 3 REs in size. The German player must garrison a captured major city starting with the game turn following the turn of its capture. For example, if Lwow is captured in the Jun II 41 turn, then the city must be garrisoned in the Jul I 41 turn. However, a city does not have to be garrisoned if there is a supplied Soviet unit within 5 hexes of the city or if a supply line cannot be traced from the city to an Axis regular source of supply. Garrisons are checked in the initial phase of each Soviet player turn. If any Axis-owned Soviet major city is lacking its garrison at this time (either entirely or in part), the German player loses a victory point (see Rule 36). Also, Axis units may not trace supply lines through the hex (or hexes) of a city lacking its required garrison. Rule 33 - Reinforcements and ReplacementsDuring the course of the game, each player receives reinforcements and replacements, may convert or upgrade units, and may be required to withdraw units. If a unit enters play (as a reinforcement or replacement) at a city that is out of supply, the unit's supply status is the same as that of' the city. For example, if Leningrad has been out of supply for three turns and a replacement unit appears there, the unit is considered to be in its third turn out of supply. A player receives reinforcements and replacements during his initial phase. These units may be placed on the map in violation of the stacking limit during the initial phase, but only if the stacking limit will not be violated at the end of the player's movement phase. The orders of battle charts cover the reinforcements and replacements in the game. On the orders of battle, unit identifications are given for historical interest and in general may be ignored. (Note: In particular, unit identifications should be ignored for withdrawals and conversions, or else the play of the game will be slowed for no practical effect.) A. Reinforcements Players receive reinforcements during the course of the game, as given on their orders of battle. A player's reinforcements are placed on the map during his initial phase. Reinforcements may be placed only in friendly-owned hexes; these hexes may be in enemy ZOCs. In general, reinforcements that are unable to enter play as specified below have their appearance delayed until they are able to enter play. Exceptions to this are covered below, 1. Axis. Axis reinforcements arrive in various ways, corresponding to their listing on the Axis order of battle. German reinforcements enter according to their listings on the order of battle, as follows:
Arctic: These reinforcements are placed in any ports in Norway. Sweden: This reinforcement is placed in any rail hex on the west edge of the map in Sweden, its movement is governed by Rule 30B. Finland: This reinforcement is placed in any city in Finland from which a supply line can be traced to a regular source of supply. This unit may not be placed in a city in the Finnish theater ifdoing this would exceed the RE limit for German forces in this region. East: These reinforcements are placed in any cities in Greater Germany or the USSR from which a supply line can be traced to a regular source of supply. Return: These reinforcements appear the same as standard German reinforcements. "Return" indicates that a unit withdrawn from play in an earlier turn is returning to play. Finnish reinforcements are placed in any cities in Finland south of the A weather line. Hungarian reinforcements are placed in any hexes on the west edge of the map in Hungary. Italian reinforcements are placed in any hexes on the west edge of the map in Greater Germany, Hungary, Rumania, Bulgaria, or Greece. Rumanian reinforcements are placed in any cities in Rumania. Certain Rumanian reinforcements listed as being added to the reserves enter play in reserve status (see Rule 31 A). The order of battle also releases various Rumanian units from reserve status. Slovakian reinforcements are placed in any hexes on the west edge of the map in Greater Germany. 2. Soviet. Soviet reinforcements are placed in cities in military districts, at specific locations on the map, or on the east edge of the map when arriving from the (off-map) eastern military districts. Reinforcements arriving at an on-map MD are placed in cities in the MD, as follows:
b) One unit then is placed at each unisolated dot city. c) One unit is placed at each isolated major and dot city. d) Steps a through c are repeated until all units arriving at the MD are placed. If all dot and major cities of the MD are enemy owned, then reinforcements scheduled to arrive there are eliminated and may enter play only through replacement. Certain reinforcements appear at a specific location, as indicated on the order of battle. If these units are unable to enter play due to enemy ownership of the location, they are eliminated. Reinforcements arriving from the (off-map) eastern MI)s are placed in hexes on the east edge of the map, within two hexes of any hex containing a rail line exiting the east edge of the map. Up to 24 REs of these units, if placed on rail hexes, may use rail movement on their turn of arrival without using any REs of the Soviet player's rail capacity. Soviet "other forces" appear in any unisolated Soviet-owned major cities in the USSR and/or enter from the eastern MDs. No more than one unit of the same exact unit type (e.g., artillery, rocket artillery, etc.) may appear in a city in a turn. No more than three units of the same exact type may enter from the eastern MDs. 3. Conditional Reinforcements. The Soviet player may receive conditional reinforcements. Conditional reinforcements become available at the indicated city if there are any Axis units (other than Finnish units) within 7 hexes of the city at the start of a Soviet initial phase. B. Replacements Players receive replacement points (RPs), which are used to replace eliminated units and to rebuild cadres to full strength. RPs are received and used during the player's initial phase. Unused RPs may be accumulated for use in later turns. Each replacement point replaces one attack strength point of a unit. A truck counter is replaced at a cost of 4 RPs. Replacement points may be used to replace an eliminated unit at its cadre strength. The RP cost is equal to the strength of the cadre. RPs may be used to replace a unit at its full strength; the cost is equal to the full strength of the unit. RPs may be used to rebuild a unit at cadre strength to its full strength. The cost for this is equal to its full strength minus its cadre strength; for example, a 7-6 division at its 3-6 cadre strength requires 4 RPs. To be rebuilt, a cadre must be in a city or fortress, be able to trace a supply line to a friendly-owned source of replacements, and may not be in an enemy ZOC. The sources of replacements are:
Rumanian: Bucuresti. Other Axis: Axis regular supply sources. Soviet: Soviet replacement cities for infantry replacements and Soviet factories in production for armor and artillery replacements. The German player receives two types of RPs: infantry and armor. The Soviet player receives three types of RPs: infantry, armor, and artillery. Note: The labels infantry, armor, and artillery are terms of convenience, as each type of RP actually represents more than just its name. For example, Soviet armor RPs represent armor, other vehicle, and certain specialized personnel replacements, while German armor RPs mostly represent armor and truck replacements. 1. Axis. The German player receives Axis RPs on the I turn of each month, as listed on the Axis replacements chart. Axis infantry RPs are based on nationality, and infantry RPs of one nationality may not be used for other nationalities. For example, German infantry RPs may not be used to replace Hungarian units. For replacement purposes, German Army foreign contingent units are considered to be their own nationality, separate from all other German forces. Replaced units appear the same as reinforcements of the same nationality. Replaced German units may appear either as German standard or east reinforcements. Note that replaced Hungarian and Rumanian units enter play in reserve status (Rule 31A). Armor RPs are used for the following units: all non-divisional armored (panzer) units and all trucks. A mixture of armor and infantry RPs are used for the following units: all armored (panzer) divisions; all mechanized (panzergrenadier) units; and all motorized infantry units. These units and the amounts of armor and infantry RPs they require are listed on the Axis special RP costs chart. Infantry RPs are used to replace all other units (such as infantry, field artillery, etc.). The German player may replace only one artillery RE per month. 2. Soviet. The Soviet player receives RPs starting with the Aug 141 turn. Soviet RPs are generated at cities in the military districts and at factories. Armor RPs are used for all c/m units. Artillery RPs are used for all antitank and artillery units. Infantry RPs are used for all other units. The Soviet player receives armor and artillery RPs from factories in production, at rates as per Rule 30D. These RPs are handled as follows:
b) RPs produced by an isolated factory do not go into the general RP pools; they accumulate only at the factory itself. Units replaced by these RPs are placed at that factory, and other RPs may not be used to help replace the unit. If such a factory is no longer isolated in a Soviet initial phase, all of its accumulated RPs go into the general pools. If the German player gains ownership of an isolated factory, then all its accumulated RPs are lost. c) Producing factories are the sources of replacements for cadres that are rebuilt using armor RPs. A cadre may be rebuilt with RPs from a general RP pool if it can trace a supply line to an unisolated factory or to a rail hex on the east edge of the map. It may be rebuilt with RPs accumulated at an isolated factory if it can trace to that factory. The Soviet player receives infantry RPs from Soviet-owned replacement cities in his military districts, as listed on the Soviet replacements chart. (Note that he receives infantry RPs on every turn from Aug I 41.) These RPs are handled as follows:
b) RPs from an isolated replacement city do not go into the MD's pool; they accumulate only at the city itself. Units replaced from these RPs are placed at that city, and other RPs may not be used to help replace the unit. If the German player gains ownership of an isolated replacement city, all RPs accumulated at that city are lost. c) Replacement cities are the sources of replacements for cadres that are rebuilt using infantry RPs. A cadre may be rebuilt with RPs from an MD's pool if it is in the MD and can trace a supply line to any unisolated dot or major city in the MD. It may be rebuilt with RPs accumulated at an isolated city if it is in the city's MD and can trace to that city. d) If the Soviet player regains ownership of a replacement city previously owned by the German player, the city begins to produce RPs again no sooner than the sixth turn following its recapture. Units replaced by RPs from the eastern MDs or from factories in the Urals enter play the same as reinforcements from the eastern MDs. The Soviet player may replace only a limited number of units of certain unit types: 1) Only six REs of cavalry units may be replaced/rebuilt per turn. 2) From the start of the game to the end of the first winter, only three REs of winterized units may be replaced/rebuilt per month. This includes all Soviet winterized units, not just those Soviet units in the winter- capable colors. Note: Rebuilding a Guards cadre to full strength counts as two REs for purposes of this rule. 3. Special Replacements. When unisolated units are eliminated due to ground combat or overrun (only), the owning player receives infantry RPs. (Note that eliminated c/m and artillery units yield infantry RPs. Artillery and armor RPs are never received as special replacements.) All nationalities receive special replacements, and they may receive these replacements any time from the start of the game. When an unisolated unit is eliminated, the owning player places the unit to one side. When an unisolated unit is reduced to cadre, the owning player notes the actual attack strength point loss (i.e., full attack strength minus cadre attack strength). In his initial phase, the phasing player determines his total losses by calculating the total attack strength loss of his units eliminated since his last initial phase (and he may then place these units in his replacement pool) and adding this to the total attack strength loss of his units reduced to cadres since his last initial phase. (Note that these calculations always use units' attack strengths.) The losses for each nationality that receives its own infantry replacements are calculated separately: German Army, Luftwaffe, and SS losses are counted in general as German losses, while Finnish, German foreign contingent, Hungarian, Italian, Rumanian, and Slovakian losses are each counted separately. The player determines the number of' infantry RPs received as special replacements, based on his losses. To calculate these RPs, divide the German and Finnish loss totals by 4, and divide all other loss totals by 5 (retaining fractions). The resulting number is the number of infantry RPs that nationality receives due to special replacements. These RPs are added to their national RP pools. Soviet RPs are Lidded to the accumulated RP pools of any of his on-map MDs. However, no MD may receive more than 10 of these RPs. RPs received due to special replacements may be used in the initial phase in which they are calculated or may be accumulated. Example: In a Soviet initial phase, the Soviet player finds that he has lost 105 attack strength points of unisolated units. Thus, he receives 21 infantry RPs as special replacements and may add these RPs to the RP pools ofany of his on-map MDs. However, he may add no more than 10 of these RPs to the RP pool of any one on-map MD. C. Withdrawals The orders of battle require certain units to be withdrawn from play at various times. Any unit of the indicated nationality, size, type, and strength may be withdrawn. An isolated unit may not be withdrawn. A withdrawn unit is out of play (simply remove it from the map) and may not return to play unless subsequently called for in the orders of battle. If no unit in play can be withdrawn, then an eliminated unit is removed from the replacement pool, and the player forfeits RPs equal to the unit's replacement cost. If the player does not have sufficient RPs (of the correct types) to meet this cost, then the remainder needed is deducted when RPs are received in later turns. When the Axis order of battle requires a cadre to withdraw, the German player may instead withdraw a full strength division that has the indicated cadre. If he does this, he receives RPs equal to the cost of rebuilding the cadre to its full strength. These RPs may not be used on the turn they are generated but may be used thereafter. Example: On Dec II 41, the German player withdraws a 7-6 infantry division in place of the 3-6 infantry cadre that is required to withdraw. He receives 4 infantry RPs for this, and he may use these RPs on or after Jan I 42. D. Conversions and Upgrades The orders of battle specify when units may be converted or upgraded from one strength and/or type to another. 1. Conversion. The player may convert a unit in any of his initial phases on or after the turn the conversion is specified on the order of battle. To be converted, the unit must meet the same requirements as for a cadre to be rebuilt (it must be in a city or fortress, be able to trace a supply line to a source of replacements, and may not be in an enemy ZOC.) The original unit is removed froin play and the new unit is put in its place. Units removed from play through conversion may not be replaced. 2. Upgrade. An upgrade is the same as a conversion, except that the owning player must spend RPs when the unit is upgraded. These costs are given on the orders of battle in the upgrades listings. E. Fragile Divisions Various Soviet and Finnish divisions may not he replaced either at original strength or at all once eliminated. 1. Substitutions. Certain Soviet divisions may not be replaced at their original strengths once eliminated. Instead, when these divisions are eliminated, they have other divisions substituted for them in the replacement pool. These substitutions are listed on the Soviet order of battle. All the following Soviet divisions excluding Guards and NKVD divisions are fragile and have substitutions: Divisions with 3-6 rifle division substitutions: 5-6, 6-6, and 7-6 rifle divisions; any strength motorized divisions: any strength mechanized divisions; and any strength mountain rifle divisions. Divisions with 3-8 cavalry division substitutions: 4-3-8 and 5-4-8 cavalry divisions; 3-2-8 mountain cavalry divisions. In addition, these Soviet divisions may not be rebuilt to their original full strength when at cadre strength. Instead, the player may rebuild such a cadre to its substitution strength. Exantple: A Soviet regular 5-6 rifle division has been reduced to its 1-6 cadre strength. The Soviet player may not rebuild this cadre to its 5-6 strength. Instead, he may rebuild it to its divisional substitution strength, by spending 2 infantry RPs, removing the 1-6 cadre from play, and putting its 3-6 rifle division substitution in its place. Finnish 6-6 rifle divisions may not be replaced at their original strengths once eliminated. Instead, when these divisions are eliminated, they have 5-6 rifle divisions substituted for them in the replacement pool. Note that cadres of fragile Finnish divisions may be rebuilt. 2. No Substitutions. Soviet tank divisions, militia divisions, and NKVD divisions may not be replaced once eliminated. In addition, cadres of tank divisions may not he rebuilt to full strength. F. Special Considerations 1. Disbanding. The Soviet player may disband some of his units, receiving RPs for doing so. His order of battle specifies which units he may disband and when he may disband them. He disbands units in his initial phase, receiving the RP cost ofthe unit. A unit may be disbanded if it can trace a supply line to a source of replacements and is not in an enemy ZOC. When disbanded, Soviet RPs are added to the Soviet RP pools similar to the way RPs are used from the pools when rebuilding cadres. These RPs may not be used on the turn they are generated but may be used thereafter. 2. Soviet Militia. When a Soviet militia unit is disbanded, the Soviet player receives infantry RPs equal to the unit's attack strength plus one. For example, disbanding a 2-3-4 militia division yields 3 infantry RPs. 3. Soviet 3-6 Rifle Divisions. Various Soviet 3-6 rifle divisions have 4-6 rifle divisions printed on the backs of their counters. Neither division has a cadre. Starting with the Aug I 41 turn, the Soviet player may convert up to four 3-6 rifle divisions per turn to their 4-6 strengths. When an eliminated rifle division that has both a 3-6 and a 4-6 side is replaced, the unit must be replaced at its 3-6 strength. 4. Soviet Guards. The Soviet order of battle specifies when units are converted to Guards status. The regular conversion rules are followed, with the exception that units removed from play due to conversion to Guards status are placed in the replacement pool and may subsequently be replaced. (in such a case, a new formation has been raised with the old formation's identification.) Any Soviet regular, winter-capable, or naval ground unit of the correct size and type may be converted to Guards status. The conversion may require or yield RPs. To determine this, add one to the attack strength of the unit being converted and subtract the attack strength of the Guards unit from this. If the result is negative then that is number of RPs needed to make the conversion. If the number is positive, that is the number of RPs gained by the conversion. RPs are spent the same as for rebuilding a cadre and gained the same as for disbanding. For example, if a 3-6 rifle division is converted to a 5-6 Guards rifle division in Moskva, 1 infantry RP from the Moskva MD must be spent for this conversion. Rule 34 - Lend-LeaseDuring the course of the game, the Soviet player receives lend-lease reinforcements from the United States and United Kingdom. Lend-lease reinforcements are delivered to the USSR via three routes: northern, southern, and eastern routes. Lend-lease reinforcements arriving via the northern route arrive at any unfrozen Soviet-owned ports on the Arctic Ocean. If there is no port available, the lend-lease reinforcements for that turn do not arrive at all. If a port is available, then each arriving lend-lease reinforcement (such as an air unit, individual resource point, or individual armor RP) must be checked for the effects of German anti-shipping forces. Roll two dice for each item; on a roll of 3 or less, the item was sunk in transit and does not arrive. Lend-lease reinforcements arriving via the northern route are placed as follows: a) resource points are always placed at the port; b) if the port is not isolated, then armor RPs are placed in the general armor RP pool and air units are placed at any friendly owned airbase; c) if the port is isolated, then the armor RPs and air units are stockpiled at the port. In following Soviet initial phases, these items go to their proper destinations if the port is no longer isolated. If the German player ever gains ownership of the port hex, then all stockpiled armor RPs and air units at the port are eliminated. Lend-lease reinforcements arriving via the southern route arrive as follows: a) resource points are placed on the south edge of the map in Iran; b) armor RPs are placed in the general armor RP pool. Lend-lease reinforcements arriving via the eastern route arrive as follows: armor RPs are placed in the general armor RP pool. While in play, a Royal Air Force unit from the United Kingdom is treated as a Guards air unit. (Use its Guards air unit counter for this.) When an RAF air unit is withdrawn, it is turned over to the Soviet air force; keep it in play (however, note that a Guards conversion must be used to keep it as a Guards air unit). If an RAF air unit is eliminated prior to being turned over to the Soviet air force, do not place it in any box; it is permanently removed from play. Rule 35 - Preparing for PlayPlace the maps to form a complete game map, as shown on the map guide. There is a one-hex overlap between adjacent maps. For example, when assembling the maps, the 5100 hex row of map 5B overlaps the 0100 hex row of map IB (or vice-versa). Sort the counters by nationality, type, size, and strength. Unit designations are for historical interest and may be ignored for deployment and play of the game. The orders of battle specify the initial deployment for both sides. In general, ground units are deployed in their historical army areas. These units may be deployed in any hexes of their army areas. Soviet units are deployed in Soviet territory, and Axis units are deployed in Axis territory. The stacking limit may not be violated when units are deployed. Except in weather zones A and G, units may not be deployed broken down. Each army deploying along the Axis-Soviet demarcation line has a range of hexes for deployment. No unit of the army may be deployed in any hex north or south of this range. For example, units of the German 16th Army (deployment range 1B:2723 to 1B:2923) may not deploy in hexes north of the 1B:2700 row or south of the 1B:2900 row. Note: The orders of battle often require units to be deployed within a certain number of hexes of border hexsides. Count these hexes starting from the border hexside; that is, a hex adjacent to a border hexside is one hex away from the border. The Soviet player deploys the forces of his border military districts first. Along the Soviet borders with Greater Germany, Hungary, and Rumania, every hex in the Soviet Union adjacent to a border hexside must be occupied by, or in the ZOC of, a Soviet unit. Along the Soviet border with Finland, Turkey, and Iran, every border hex containing a transportation line entering the Soviet Union must be occupied by, or in the ZOC of, a Soviet unit. Units listed in the non-divisional section ot each MD are deployed stacked with any other units in the MD or in any cities or fortresses in the MD. The German player then deploys all of his forces except Luftwaffe air units, as specified on the Axis initial order of battle. Axis-Allied air units are placed at airbases in their home countries. Luftwaffe air units are placed aside for the resolution of the surprise air attack (Rule 30F2), and the German player deploys his air units after this attack. The Soviet player then deploys all of his remaining forces, except air units. Soviet air units are placed aside for the resolution of the surprise air attack (Rule 30F2), and the Soviet player deploys his air units after this attack. After all forces are deployed and/or placed aside, the game begins with the German surprise attack turn of the Jun Il 41 turn. The weather is clear in all weather zones on this turn. At the start of the game, the German player owns Norway, Greater Germany, Rumania, Bulgaria, and Greece. The Soviet player owns the USSR and Hango. Finland, Hungary, Iran, Sweden, and Turkey are neutral; however, Finland and Hungary will enter the war, per Rule 31. Rule 36 - VictoryA. Game Length The game starts with the Jun II 41 turn and ends upon the conclusion of the Mar II 42 turn, covering the initial German invasion of the USSR and the first Soviet winter counteroffensive. B. Victory Determination At the end of the Mar II 42 turn, victory is determined. Victory is based on victory points (VPs), which are calculated at the end of the game. The German player gains VPs for cities and hexes in the USSR that he owns at the end of the game:
3 points for each full city hex. 2 point for each partial city hex. 2 points each for Bryansk (2A:4427) and Tikhvin (2A: 1224). 1 point for each dot city or fortress hex. Note that the German player gains VPs for each hex of a multi-hex city. For example, if the German player owns all hexes of Moskva he would gain 15 VPs = [3x 1 full city hex] + [2x 6 partial city hexes]. The German player gains half the VP value of a city, fortress, or hex if it is Soviet owned but isolated. The German player also receives 1 VP each time the Soviet player moves the capital. He receives 2 VPs each time he captures the capital or a Soviet factory. The German player loses 1 VP per each Soviet initial phase he has not maintained adequate garrisons (see Rule 32). The German player has military superiority if the total attack strength of his units in play at the end of the game is greater than that of his opponent's. Count all units in play for this calculation, including all accumulated replacement points as one attack strength point each. The German player gains 3 VPs for each 10% increment of superiority, Example: The German player has a total attack strength of 1154, which is 24% greater than the Soviet player's total attack strength of 925. The German player gains 6 VPs for having military superiority. Total the victory points gained by the German player at the end of' the game, and round down any fraction remaining after totalling. This determines the level of victory. C. Levels of Victory At the end of the game, calculate the German player's victory point total. This determines the winner of the game and his overall level of victory as follows:
75 or more : German Decisive Victory 68 to 74 : German Substantial Victory 61 to 67 : German Marginal Victory 54 to 60 : Draw 47 to 53 : Soviet Marginal Victory 40 to 46 : Soviet Substantial Victory 39 or less : Soviet Decisive Victory D. Commentary The levels of victory in section C above are based on historical accomplishments, with the German player owning cities as shown per the start line for the Scorched Earth 1942 scenario. Note that Leningrad, Kronshtadt, and Sevastopol are isolated, and the Soviet player has moved the capital once. This yields a German VP total of 57, which is used as the midpoint for the victory level scale. The best way to determine a winner is to play the game twice, with the German player from the first game switching sides and becoming the Soviet player in the second game. Each player calculates a match VP total by totalling his VPs from the two games, The player with the higher match VP total is declared the match winner. Rule 37 - Advanced RulesThe following rules cover certain game mechanics in greater detail than presented in the previous rules. For players gaining experience with the game system, these rules can be disregarded. These rules should be used by experienced players. A. Retreats and Overruns During the combat phase, a unit or stack required to retreat due to a combat result (Rule 9FI) may retreat into an enemy-occupied hex if able to overrun (Rule 13) the hex. The overrun odds are calculated as normal, but movement point costs are ignored. The effects of enemy ZOCs on retreats are implemented before the overrun odds are calculated. Example: A stack of two German 10- 10 panzer divisions is attacked and a DR is achieved. The stack is surrounded, but one of the adjacent hexes is occupied by a 3-2-8 Lt Tank cadre, and no Soviet ZOC is exerted into that hex. Accordingly, the German panzer divisions retreat into this hex, overrunning the cadre. If a Soviet ZOC was exerted into this hex, the panzer divisions would be reduced to their 4-8 cadre strengths first and thus be too weak to overrun the Soviet Lt Tank cadre. B. Railroads. Upgrading Many roads shown on the map are actually low-capacity railroads, and these may be upgraded to full railroad status. Any road hex may be upgraded to railroad status, except for any road hex in the Arctic and any road in a mountain hex. A player may upgrade a road to a standard or broad gauge railroad. A road is upgraded to a railroad (in any allowable terrain) in the same manner as a fort is built in clear terrain (Rule 14A). Note that upgrading a road hex costs a resource point. Use railroad upgrade markers to mark the courses of roads upgraded to railroads. Note: A hex containing both a road and a railroad must be upgraded in order for the road in the hex to become a railroad. C. Administrative Movement A unit may combine admin. movement (Rule 6B) with regular naval transport (Rule 27C1) and operational rail movement (Rule 7AI). Example: A German 7-6 infantry division in Wilno entrains (1 MP), moves by operational rail movement to Riga (2 MPs), embarks (2 MPs) on a transport, is shipped to Tallinn where it disembarks, and uses admin. movement to move to 1B:0809 (1 MP). D. Air-Naval Interaction When flying the naval unit bombing mission (Rule 19B2e), an air unit may fly to a search hex instead of flying to a target hex and resolving its mission during the air phase. This allows the air unit to remain in the hex into the enemy player turn and gives the air unit a chance to bomb enemy naval units at that time. When flying to a search hex, the air unit has its movement allowance reduced by 4 MPs. A search hex may be any full or partial sea hex; it need not contain any enemy naval units. An air unit flying this mission has a search zone, which is composed of all full or partial sea hexes within four hexes of its search hex. An air unit flies to a search hex during its air phase, and any interception and air combat involving the air unit occurs during this phase. The air unit does not bomb during this phase. Instead, it remains in its search hex into the enemy player's movement phase. During this phase, it may bomb an enemy naval unit that is/moves at sea in its search zone. For the purposes of this rule, a naval unit is at sea if it is in a full or partial sea hex and is not in port. All of a player's air units flying this mission return to base at the end of the enemy player's movement phase. If a naval unit is hit due to this bombing, it must immediately return to port and end its movement for the turn there. If it is carrying cargo, the cargo is disembarked at this port. However, the naval unit may not return to a port that is in the search zone of the air unit that successfully bombed the naval unit, unless no other port is available. Note: When returning to port, the naval unit could be bombed by other air units, if it enters their search zones. When using this rule, a player must indicate all sea movement of his naval units in a sea zone before any naval bombing in the zone is resolved. (Thus, the non-phasing player will see all sea movement in a zone before he has to resolve any bombing.) A player may arrange the sea movement of his naval units so that several naval units are moving together, either for all or for only part of the movement. Note that an air unit flying this mission may not bomb a river flotilla unless the river flotilla is/moves at sea in its search zone. For example, an air unit flying this mission could not bomb a river flotilla which moved along a river or lake in its search zone. E. Isolation and Ownership The standard rules for determining isolation and ownership of territory (Rules 3H and 3E) are simple to use and adequately cover most situations that arise. The following rules cover these aspects in greater detail and require extra effort/time to use. . The following rules require the tracing of a line of communications (LOC). An LOC may be up to 14 hexes in length (regardless of weather) and is traced in the same manner as an overland supply line. 1. Isolation.
b. Soviet Special Replacements. An isolated Soviet unit generates special replacements when it is eliminated it' a LOC can be traced from the unit to a Soviet replacement city. The unit's RPs are added to the city's RP pool. 2. Ownership of Territory. In addition to the cases in Rule 3E, a player may gain ownership of territory in the following manner. At the start of each player turn, check the ownership of all isolated hexes except for major city hexes and hexes occupied by units. When checked, a friendly-owned hex becomes enemy owned if an LOC cannot be traced from the hex to a friendly unit but can he traced to an enemy unit. Sudden Storm Streamlined Europa 1941-42 Back to Europa Number 35 Table of Contents Back to Europa List of Issues Back to MagWeb Master Magazine List © Copyright 1994 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 |