Arctic Thunderbolt:

Rules

by Jason Long


Rule 2-Game Components Rules

Use the Second Front rules as amended below. Maps.

Use the map provided in this issue of TEM. Counters.

Most of the counters for the scenario may be found in either Second Front, FitE/SE, or Torch. Unit IDs are presented for the player's information only. Ignoring them will allow players to borrow counters with the proper strengths from other games.

Underlined units need to be created by the players. To better guard the coast, players are especially encouraged to find counters that can be used to approximate breakdowns for the German divisions. These are:

    3-5-4* Fort XX: 1x 1-2-4* Fort III, 1x 1-2-4 Fort III
    4-5* Static XX: 1x 2-4* Static III, 1x 1-4 Static III

Rule 3-Basic Game Concepts

B. Sides.

2. Allied. The Allied player controls all forces of the Western Allies and all Soviet forces.

    a. Western Allies. Western Allies refers to all American, British and Norwegian forces.

    b. Soviet. Soviet refers to all forces of the Soviet Union.

3. Neutrals. Sweden is neutral and is not controlled by either player. Forces (of either side) may not enter Sweden, and are eliminated if forced to do so.

E. Geography.

The A weather line lies in hexes 5C:0110-0309-1615. The Arctic consists of all hexes on or east of this line.

Rule 5-Zones of Control.

Divisions, brigades, regiments and cadres have ZOCs in the Arctic.

Rule 8- Stacking

A. Stacking Limit.

3. Arctic. The maximum stacking limit for any hex in the Arctic is:

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

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

Rule 12- Supply

C. Supply Sources.

Axis. Axis full supply sources are:

  • Rail hex 5C:1621.
  • Due to massive stockpiling, Kirkenes (6B:1122), Narvik (5C:1010), and Petsamo (6B:1220) are full Axis supply sources. If captured by the Allies they lose this ability, even if subsequently recaptured by the Axis.

Allied. Allied full supply sources are:

  • Off-map great ports in Britain.
  • Murmansk (6B:1617).
  • Narvik (5C:1010) may be used as a full Allied supply source if it is Allied-owned and functional.

2. Limited Supply Sources.

  • A major port may supply up to 60 REs. Each hit on a major port drops its supply ability by 5 REs.
  • Alta (6B:0632) is a limited supply source for the Axis (only). Tracing a naval supply line is not required for Alta to be used for this purpose.

E. Resource Points.

Resource points are not used in this scenario.

Rule 14-Special Ground Units

A. Engineers.

1. Construction. Any construction unit in full supply (only) may build an airfield or a fort.

Rule 23-Special Air Rules

I. Allied Special Basing.

1. Holding Boxes. The Allied player has a holding box representing the off-map Sullom Voe airfield in the Shetland Islands. The numbers on the edge of map 5C, for example "SV 48," represent the distance in hexes from the edge of the map to Sullom Voe. Air units other than the anti- shipping forces based there may only fly long-range air transfer missions.

J. Allied Anti-Shipping Forces.

These may only base in the Sullom Voe Holding Box and may only fly the naval patrol bombing mission.

K. German Off-Map Airbases.

The Germans have off-map airfields at Trondheim, Rovanemi and Salla. Air units may not base at or fly missions from them, except as listed on the Axis OB. German air units may fly air transfer missions (only) to them from on-map airbases. Air units that do so may not subsequently return; however, do not count them as eliminated when determining victory (Rule 42).

Rule 25-Air Replacement System

C. Reinforcements

Allied Reinforcements.

1. Ferried via Aircraft Carrier. Certain Western Allied air units are shown in the Conditional Reinforcements section of the Allied OB as "Ferried Aircraft." The OB lists the conditions under which they arrive as reinforcements. Each ferried air unit requires one RE of naval transport.

2. Long-Range Transfer. In order for an Allied air unit in the Sullom Voe Holding Box to enter play, it must fly a special long-range air transfer mission of up to 4 times its printed range to any on-map airbase. Place an air unit that flies this long-range air transfer mission at its destination on its inoperative side. The air unit does not become operative until the Allied player's following initial phase. Place a marker on the air unit to show that it does not become operational during the German player's initial phase as usual.

D. Replacements.

Due to the extreme distance from the factories, air replacement points must be shipped or flown to onmap airbases.

1. Shipping. Each ARP is 1/4 RE in size. An ARP may only be off-loaded at a port that has an airbase in its hex or adjacent to it. It may not be used to replace or repair an air unit until the player's following initial phase. It may be used to repair any air unit within air transfer range of the airbase. Use a scrap piece of paper to keep track of the location of ARPs and their turns of delivery.

2. Air Transfer. If the type of aircraft to be replaced could reach any on-map airbase from the Sullom Voe Holding Box via an air transfer or a long-range air transfer mission, it may be replaced at that airbase.

Rule 3G-Ports and Beaches

A. Ports.

9. Naval Bases. Alta is a naval base.

a. Marine Naval Base Defense Organization. The unit with the 'MNBDO' unit ID can function as a naval base the following friendly initial phase if it has spent 2 complete turns in a functioning port of any size. Example: The unit lands in Harstad on Sep II 42. The two complete turns are up at the end of Oct II 42. Thus, the naval base is usable starting on the Allied player's Nov I 42 initial phase.

Rule 31-Naval Transport

D. Transfer of Cargo at Sea.

Due to the distance from friendly ports, the Allied player must transport all cargo in his naval transports until ready to transfer it to his landing craft.

Rule 32-Amphibious Landings

Amphibious landings may not be made in mountain or glacier hexes.

Rule 34-Special Naval Rules

F. Danger Zones.

The Allied danger zone is all hexes within 5 hexes of Narvik or Alta (only) so long as they are German owned.

H. Axis Fuel Oil Shortages.

No resource points are needed for a task force to leave port.

Rule 36- Weather

4. Freezing. All rivers and lakes in weather zones A and B 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.

A swamp hex in any weather zone is frozen on all snow weather turns.

Rule 38-Nations

G. Soviet Union.

Soviet units may not attack Axis units in cooperation with Western Allied units. Soviet fighters may not fly GS or DAS missions for Western Allied forces or CAP over Western Allied naval units. Soviet units may not use Western Allied landing craft or naval transport.

Western Allied units may not enter the Soviet Union. If forced to do so they must exit as soon as possible.

Soviet units may not move west of the xx22 hexrow.

Rule 40-Reinforcements and Replacements

B. Replacements.

A replaced unit may appear in any city, including a point city. German units may only be replaced in cities with an overland supply line of any length to rail hex 5C:1621.

Replacement rates are listed on the game charts. D. Special Considerations.

1. Disbanding. Neither player may disband units.

Rule 41-Preparing for Play

Players deploy forces and prepare for play in the following sequence:

  • The Allied player preplans amphibious landings.
  • Soviet Forces: The Allied player places all Soviet forces, including RAF units based in Soviet territory. Units in the Arctic may be deployed broken down.
  • Axis Forces: The Axis player places all his forces, secretly writing down the locations of his minefields. Units in the Arctic may be deployed broken down.
  • Western Allied Forces: The Allied player places his naval and air forces as per the OB. He then places his units making amphibious assaults on board naval transports. He may place other units and supplies on any remaining naval transports. Units not loaded on naval transports are placed in the UK Holding Box.

Rule 42- Victory

The scenario starts with the Sep I 42 turn and ends upon the conclusion of the Dec II 42 turn.

Both players score victory points (VPs) for holding territory and for inflicting losses on their opponent. See the Victory Point Table below for VP awards. Use the "Net Ground, Air and Naval Losses" sections of Second Front Rule 42 to determine actual losses for both sides. Do this for both players, not for just the Allies, as in SF. Ignore losses suffered by Soviet units. Total the Allied VPs for territory and Axis losses, and then subtract the VPs awarded to the Axis for territory and Allied losses. Use the net total to gauge the level of victory on the Victory Level Table.

Victory Point Table
Territorial VPs:Allied Axis
Narvik (5C:1010)50 30
Alta (6B:0632)30 20
Petsamo (6B:1220)20 15
Other minor port5 2
Bardufoss (5C:0708)2 2

VPs for losses:Allied Axis
Ground2 1
Naval*4 3
Air2 2
*Double VP award for Allied landing craft losses.

Note: Remember Rule 3412 when determining losses for carrier aircraft and carrier groups.

Victory Level Table

    Level of Victory VPS
    Allied Strategic 150+
    Allied Operational 110-149
    Allied Marginal 80-109
    Draw 40-79
    Axis Marginal20-39
    Axis Operational 0-19
    Axis Strategicless than 0

Rule 43-Advanced Rules

Use of Rules 43C3 and 43E is required.

Rule 43G is recommended, but not required.

Rule 44-Optional Rules

Use of Rules 44C2, 44D1, and 44G3 are required. Do not use Rule 44A2.

Rule 45-Scenario Special Rules

A. The Arctic.

Units in the Arctic have their operations restricted, due to the limited communications and harsh climate of the region. Stacking and ZOCs in the Arctic have already been covered in previous rules. The following rules also apply to units in the Arctic.

All units pay double MP costs for terrain when moving in the Arctic, except when moving on roads or railroads. (Simply double the MP cost of terrain given on the terrain effects chart. For example, the MP cost of a rough hex in the Arctic in clear weather is 4 MPs for an infantry unit and 2 MPs for a mountain unit.)

Supply lines in the Arctic are shorter than usual; use the lengths shown in parentheses on the supply line summary when tracing supply lines for both sides.

Resource points are not required for attacks or air missions in the Arctic in this scenario.

Note that the sea zone appearing on maps 5C and 6B is the Arctic Ocean.

B. Escape of German Naval Units.

The German player may attempt to move his naval units to Trondheim and points south. Any German naval units exiting the west edge of map 5C are considered to be attempting to escape. Handle the escape attempt as if the escaping naval group entered the naval patrol zone of two Bftr 6C and two Sunder 3 air units, all based at different airfields. As the escaping naval units are considered to be off-map, the air units based at Sullom Voe may not participate.

Credits

Scenario Design: Jason Long
Scenario Development- Rick Gayler
Playtest, Advice and Assistance: Frank Groblewski, Gary Quick, and Frank Watson


Arctic Thunderbolt Operation Jupiter and the Return to Europe


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