Collector Series:

Narvik Draft Rules

by Winston Hamilton


This set of draft rules constitutes an update of the original 2/80 Narvik rules set incorporating all known errata, published or otherwise. Changes are kept to an absolute minimum. It is my opinion that in most cases only minor clarification is needed, as this is one of the tightest simulations ever produced. The maps are, without question, going to change. But the victory point ports south of the A weather fine will remain the same. In that regard, the current maps will do nicely for testing these rules.

Collector Series Narvik will also include a set of scenarios, covering Sweden, "Denmark: The Two-Hour War," and the Europa-level Narvik, similar to the scenario in TEM #30. We also intend to have new naval rules ready for this game. We will try to share these with you later. But as I stated before, the basic game will remain much the same as first published.

Enlightened individuals who know Narvik to be the best game ever produced anywhere within the 42-parsec area of the Milky Way should try these rules out and let me know of any problems. I want your feedback, in writing. Mail your reports to Winston Hamilton at GRD or if you are on-line, e-mail them to EUROPABOSS@AOL.COM. Please do not call me; I need to have concise, written reports, as I am somewhat of a dullard when it comes to writing rules. I needs lots of helps.

Rule 1 - Introduction

Narvik simulates the historical events surrounding the German invasion of Norway in Aplil, 1940. Narvik is actually two games in one. The historical game faithfully recreates the situation and explores the alternatives open to the opposing field commanders. On the strategic level, Narvik may be combined with the other games in the Europa series. To this end, in addition to the counters provided for the historical game, counters for Norway and Sweden are supplied in strengths compatible with the Europa system.

Rule 2 - Basic Concept

Two sets of rules are provided. This set is complete and covers the historic campaign. The second set, labeled Europa Rules, is a supplementary set to be used when combining the Narvik maps and Europa scale counters with the other games of the series.

A variety of ground, air, and naval units appear in Narvik. For the purposes of the following rules, the word "units" only refers to ground units unless specifically stated otherwise. Air units and naval units are referred to as such.

Rule 3 - General Course of Play

Narvik is a game which may be played solitaire. or with two a more players. There are two opposing groups represented in the game: Norway and allies (Britain, France and Poland) on one side and Germany represents the opposing side. The game is played in sequenced turns during which players move their units and gain geographic objectives. The German player will attempt to occupy Norway. The Allied player will attempt to prevent the occupation and/or extract the highest possible toll from the invaders.

Rule 4 - Game Components

The following game components have been supplied with Narvik:

A. This rules booklet.

B. Two maps (Europa 5C md 10) covering Norway, Sweden, and the immediate area on a ground scale of 16 miles per hex. A hexagonal grid has been superimposed on the maps and is used to regularize the placement and movement of counters. Each hex is numbered to assist initial placement of units and to facilitate postal 2L on- line play.

C. Three counter sheets (Europa Sheets 111L IM JM for a total of 840 counters. Various information essential for the play of the game is printed on the counters; the counter formats are detailed on the unit identification chart.

D. A set of charts consisting of:

    1. One Norwegian Armed Forces Chart
    2. One Norwegian Initial Order of Battle
    3. One Allied Reinforcement Chart
    4. One Allied Unit Composition Chart
    5. One German Initial Order of Battle
    6. One German Reinforcement Chart
    7. One German Unit Composition Chart
    8. One Turn Record Chart
    9. One German Combat Results Table
    10. One Allied Combat Results Table
    11. One Unit Identification Chart

Note that the combat results tables are the same; the Norwegian mobilization table appears on the Allied copy and the sunk in transit table appears on the German copy.

E. One die, used to resolve combat.

Rule 5 - Sequence of Play

Narvik is played in turns, called game turns. Each game turn consists of a German player turn followed by an Allied player turn. The player named in a game turn is the phasing player. Each player turn consists of five identical phases:

A. Reinforcement Phase. The phasing player brings new units into play under the provisions of Rules 15 and 16.

B. Movement Phase. The phasing player may move any or all of his ground units in accordance with the provisions of the movement rules.

C. Air Phase. Both players deploy air units, conduct air combat and return to friendly airbases in accordance with the rules.

D. Combat Phase. The phasing player must attack those enemy units in the same hex(es) as his own units. Combat procedures are contained in Rule 10.

E. Exploitation Phase. The phasing player may move (again) any or all of his units that are fisted as comb at/mo torized on the unit identification chart. These units may move as in the movement phase, except that they may not use rail movement or enter a hex occupied by an enemy ground unit with a defense strength greater than zero.

No activity conducted outside of this sequence is allowed. The above operations are explained in detail in the rules which follow.

Rule 6 - Game Length and Victory Conditions

Each game turn in Narvik represents four days of real time. Narvik lasts fifteen turns (two months). Victory points are totaled at the end of the fifteenth turn to determine the winner, although a running total of victory points should be kept on the victory point chart. This chart gives VP listings and levels.

Rule 7 - Ground Unit Movement

Ground units are moved during the movement and exploitation phases of a player's turn. Movement is calculated in terms of movement points (MPs). A unit's movement rating is the number of MPs that unit may spend in a single phase.

During the applicable phase, the phasing player may move any or all of his units up to the limits of their movement ratings as restricted by terrain. During the exploitation phase, only those units listed as combat/motorized on the unit identification chart may move. Movement in this phase is in addition to that during the movement phase.

Essentially, a unit expends one MP for each clear terrain hex entered. This cost varies with the terrain type of the hex entered or the hexside crossed. Units are moved voluntarily, expending MPs as they trace their path through the hexagonal grid. Units may never pass through a hex containing enemy units, but they may enter such a hex and stop.

During exploitation, units may not use rail or enter a hex occupied by an enemy ground unit with a defense strength greater than zero.

If a unit starts its movement phase in an enemy-occupied hex, it may leave the hex (however, see Rule 10E), as long as the unit does not move directly from one enemy-occupied hex to another. A unit may always move a single hex, even if it does not have sufficient MPs to enter that hex. This is the only movement it may make in the movement phase and may not move onto a hex occupied by an enemy ground unit with a defense strength greater than zero.

A unit may never enter a hex or cross a hexside of terrain that is prohibited to that unit type, as listed on the terrain effects chart.

No enemy movement is allowed during a player's movement and exploitation phase.

A mobilization center, airfield, port, or city belongs to the last player to occupy its hex with a ground unit. If both players have a ground unit occupying such a hex, then it belongs to the last player whose ground unit solely occupied the hex.

In certain instances, units have their movement ratings halved. Whenever this occurs, always retain fractions.

Rule 8 - Stacking.

A. Stacking Limits.

In a single hex, a player may stack up to: any two ground units (regardless of size or type), plus either one artillery battalion or two artillery batteries, plus an unlimited number of supply trucks, tank units (regardless of size), and company-sized units. For the purposes of stacking, artillery is defined as any unit with the artillery, mountain artillery, flak, or antitank symbol (including headquarters with such symbols). British marines may be stacked freely in ports.

Enemy units never apply against these stacking limits.

Stacking limits apply at the end of each movement and exploitation phase and throughout each combat phase.

B. Overstacking.

Occasionally, due to combat, units may be forced to violate stacking limits. Also, a player may voluntarily overstack units in a hex. However, all overstacked units (owning player's choice) are automatically disrupted (see Rule 10D). In addition to being disrupted, overstacked units contribute nothing to the defense of a hex under attack. Overstacked units are affected by all of the adverse effects of combat

C. Headquarters Units.

Headquarters allow greater numbers of units to stack. This is done by the headquarters absorbing certain units. Many headquarters have their own combat strengths, which may be used whether the headquarters has absorbed units or not.

The phasing player determines which units are to be absorbed or detached from HQ during movement and exploitation phases. Units may be absorbed by HQ uit at the beginning of a movement or exploitation phase, be detacched during movement or exploitation, and be reabsorbed at the end of the movement or exploitation phase

A headquarters is not required to absorb any subordinate unit stacked with it; whether a unit is absorbed or not is at the option of the owning player.

1. German and Allied Headquarters.

German, British, French and Polish headquarters represent the headquarters of specific field formations. A number of non-headquarters ground units bear the same historical designation as each headquarters; these are the various units subordinate to that headquarters. Subordinate units may occupy the same hex as their parent headquarters and be absorbed by it. Absorbed units are removed from the map and placed in the appropriate headquarters box on the unit composition chart (UCC). Units on the UCC are not counted against stacking, but they are considered to be in the same hex as the parent headquarters unit for all other purposes. The headquarters themselves do count against stacking, whether or not any subordinate units have been absorbed.

2. Norwegian Headquarters.

Norwegian headquarters do not have specific units subordinated to them; instead, they may absorb any friendly unit within certain limits. A Norwegian headquarters may absorb Norwegian and Allied units; however, it must absorb at least one Norwegian unit before it can absorb any Allied units.

A Norwegian group headquarters may absorb friendly units up to the normal stacking limits: that is, two ground units plus either one artillery battalion or two artillery batteries. It may never absorb a headquarters unit.

A Norwegian brigade headquarters may absorb friendly units up to the normal stacking limits. It may absorb Norwegian group headquarters, but no other headquarters. Each group headquarters counts as one ground unit, whether or not the group headquarters itself has absorbed any units.

Example: A Norwegian brigade HeadQuarters may absorb an artillery battalion. or two artillery batteries plus two group HeadQuarters, both of which have absorbed other units. A further example is in the Norwegian/Allied UCC.

Non-mountain division headquarters may not enter mountain hexes or cross mountain hexsides. Mountain division and all non- motorized brigade, group and regimental headquarters may enter mountain hexes and cross mountain hexsides.

HeadQuarters that have absorbed units have their movement rating reduced to that of the slowest unit absorbed by that HQ.

Rule 9 - Transportation Lines

There are two types of transportation lines on the map: roads and railroads. Transportation lines facilitate the ability of units to move. Units so move by tracing a path through hexes containing connected transportation lines, and , in aft cases, they may use the transportation line only when moving from one hex containing a line directly to another hex containing that line, with the line itself passing through the hexside shared by the two lines.

Units may not benefit from a transportation line until they are on a hex containing the line. They must use regular ground movement when moving from a non-transportation line hex to one containing a line; they must use regular ground movement when crossing a hexside not crossed by a transportation line.

Every rail line printed on the map may also be used as a road. Cities connected to railroads are considered to have both roads and rails for purpose of movement. Cities connected only to roads are considered to have roads for purpose of movement.

A. Rail Lines.

To use a railroad, a unit must entrain. Non-motorized units expend 1 MP to entrain. Motorized units expend two MPs to entrain. Unit must be on a rail line to entrain. After expending the Entraining MPs, units move along the rail line at 1/4MP per hex. Other terrain in the hex does not add to movement cost.

Rail movement never passes through an enemy-occupied hex if the enemy unit has a defense strength greater than zero. 0-defense strength units do not block rail movement (see Rule 10G). Units using rail may enter a hex holding an enemy unit with adefense strength of greater than zero, but must immediately stop and then attack during the combat phase. Units may not use rail to leave a hex if the occupied by an enemy unit with a defense strength greater than zero.

Rail movement may only be used during the movement phase, never during the exploitation phase.

B. Roads.

A unit moving along a road spends one MP to enter each road hex, regardless of terrain. There is no entraining cost to use a road. A unit moving along a road may enter an enemy occupied hex. Roads may be used in both the movement and exploitation phases.

C. The Railhead.

[Consult A.E. Goodwin re: this change]

A railhead marker is placed in hex X:X [Map 10B] at the start of the game. This signifies that the rail line in and north of that hex is treated only as a road for all game purposes. This rail line was built after the campaign and is printed on the map for use in Grand Europa.

Rule 10 - Ground Combat

During the combat phase, the phasing player's units which occupy the same hex as enemy units must attack those units. All enemy units in the hex must be attacked, and all friendly units in the hex must attack. Disruption and overstacking affect this general rule.

A. Procedure.

1. Total the attack strengths of the attacking units. Disrupted and overstacked units' attack strengths are excluded from the attack as they contribute nothing.

2. Total the defense strengths of all defending units in the hex under attack. Disrupted units are halved on defense, with fractions retained. Overstacked units defense strengths are not added to the total.

3. Express the strength totals as a ratio in the form attacker-defender. Convert this to a ratio corresponding to one on the combat results table (CRT), rounding down in favor of the defender. For example, 19 strength points attacking 5 defending strength points would be expressed as 3:1. Fractions retained by the defender cause the defending strength adjust up to the next number.

Example: Unit with a defense strength of 7 that is disrupted has its strength halved to 3.5; defending strength is treated as 4 when expressed as part of overall ratio...19 strength points attacking 3.5 would be 19:4; i.e. 4:1 on CRT.

4. Roll the die and modify the die roll as required by subsequent rules (terrain, etc.). Cross-index the adjusted die roll with the odds column and implement the result.

B. General Restrictions on Combat.

1. No unit may attack for be attacked more than once in a single combat phase.

2. Units defending in a hex must be attacked as if they were a single unit, with their defense strengths combined.

3. A unit may only attack into the hex it occupies; it may not attack into any other hex.

4. Note that phasing units in an enemy occupied hex during the combat phase must attack those enemy units. If all phasing units in a hex are unable to attack due to disruption or lack of attack supply (see Rule 11A), then these units are retreated one hex (owning player's discretion) and become disrupted. Note that disrupted units retreated in this manner suffer additional disruption .

5. In all cases where units must retreat, the owning player decides the path of retreat. Units may not retreat across prohibited hexes or across prohibited hexsides. Retreating units may overstack, but if so, suffer additional diruption. If the hex they retreat into in under attack, they do not add any factors into the combat strength and are subject to all results suffered by units under attack.

C. Combat Results.

The following results appear on the combat results table (CRT) and explanations are on the tables. Overstacked units are affected by combat results in the same manner other units with which they are stacked. Example: If the defenders retreat, all overstacked units stacked with the defenders also retreat.

    AE: Attacker Eliminated. All attacking units are eliminated.

    AH: Attacker Half Eliminated. Units equal at least half of the printed attack strength of the attacking units are eliminated. All remaining attacking units must retreat one hex.

    AD: Attacker Disrupted. All attacking units are disrupted and must retreat one hex.

    AR: Attacker Retreats. All attacking units must retreat one hex.

    HX: Half Exchange. The player with the fewest printed strength points, or, if both are equal, the defender, is eliminated. The opposing player must then eliminate combating units whose printed strength equals at least one half of the total printed strength of the eliminated enemy units.

    EX: Exchange. The player with the fewest printed strength points, or, if both are equal, the defender, is eliminated. The opposing player must then eliminate combating units whose printed strength equals at least the total printed strength of the eliminated enemy units.

    RP: Repulsed. The attack was repulsed and no further effect takes place. The attacker remains in the hex.

    DR: Defender Retreats. All defending units must retreat one hex.

    DD: Defender Disrupted. All defending units are disrupted and retreat one hex.

    DH: Defender Half Eliminated. Units equal to at least half of the printed defense strength of the defending units are eliminated. All remaining defending units are disrupted and retreat one hex.

    DE: Defender Eliminated. All defending units are eliminated.

D. Definitions

1. Losses. All losses are based on the printed values of the units involved, unmodified by terrain, disruption, or supply effects. When only a portion of a force is eliminated, the appropriate strength points in the hex are calculated in terms of the units that actually did the attacking or defending; the strength points of units that were present but did not contribute anything to the attack or defense are not used in the calculation. For example, if three infantry battalions were present in a hex, then one of them is overstacked and contributes nothing to combat; the overstacked unit thus would not be included in partial loss calculations. Similarly, overstacked units never have their strength points counted for exchange purposes.

Example: Three 3-4 infantry battalions in a hex are attacked by enemy units totaling seven attack strength points. Since one of the defending battalions is overstacked, it contributes nothing to the defense. Thus, the odds are 7:6, or 1: 1. A 6 is rolled, (result on CRT: HX). Since the overstacked unit cannot count for loss calculations, the defenders are the smaller force 6 defense strength as opposed to 7 attack strength points and all defending units are eliminated. Finally, the attackers would have to lose only three attack strength points, as the strength points of the overstacked battalion are not included in the exchange calculation.

2. Retreats.

Units are retreated by the owing player to any adjacent hex or hexes not occupied by an enemy ground unit with a defense strength greater than zero. A unit may never retreat into a hex or through a hexside which it could not enter or cross using the normal movement rules. A unit may not retreat through interdicted hexsides (see below). If a unit can not retreat without violating these rules, it is eliminated instead. When a player must retreat from a hex, all of his ground units in the hex must retreat, not just those that participated in the combat.

3. Disruption.

Disrupted units are marked with a disrupted/hit marker. Disrupted units may not attack and defend at half strength (retain fractions). Their movement ability is unaffected. Units remain disrupted until the end of the next complete player turn, at which time the disruption marker is removed and the units may function normally. Units may become disrupted more than once per turn. Each additional disruption result extends the period of disruption by one more complete player turn.

If, at the end of each combat phase, all friendly units in an enemy occupied hex are disrupted, these units are automatically eliminated.

E. Interdiction of Hexsldes.

The phasing player may interdict hexsides to block lines of retreat of enemy ground units. Interdiction occurs during the regular movement phase. Interdiction cannot occur during any other phase.

When entering a hex containing enemy units, the phasing player may interdict up to four sides of that hex. To interdict a hexside, at least one unit must cross that hexside when entering the hex, and the unit must attack the defenders of the hex.

Enemy units may not retreat through interdicted hexsides. An interdicted hexside also blocks enemy movement; if units of both sides survive the combat and remain in the hex, then the enemy player's units in that hex may not move from the hex by crossing the interdicted hexsides during their movement phase. The hexside remains interdicted until the end of the next combat phase.

If, after combat, both players have units remaining in the hex, but the attacker has fewer units remaining than interdicted hexsides, sufficient interdiction markers must be removed so that there are no more interdicted hexsides than there are surviving attacking units. Removal of individual markers is up to the owning player's discretion.

F. Norwegian Retreat Before Combat.

At the start of the German combat phase, before any combat is resolved, Norwegian units are allowed a limited option to retreat before combat. If Norwegian ground units are the only friendly units in a hex under attack, then they may attempt to retreat before combat. Roll 1 die for each unit attempting to retreat. On a roll of 1 or 2, the unit may retreat to an adjacent hex, using the rules of retreat (i.e., not through an interdicted hexside, not into an enemy occupied. hex, not through prohibited terrain hexsid or into a prohibited hex etc.) On a 3 - 6, the unit may not retreat, and combat is conducted normally.

The Allied player must make separate die rolls for each unit, and he must choose to retreat a unit that makes its roll before he checks any other units. Example: There are two Norwegian battalions in a hex attacked by German units. The Allied player wants both battalions to retreat before combat. He rolls a 1 on the first battalion and it may retreat. He must immediately retreat the battalion before he rolls the die for another unit. Once a unit rolls to retreat, it must retreat and may not stay in the hex.

Norwegian headquarters that have absorbed units and units absorbed by headquarters may not retreat before combat; they must stand and fight. Norwegian headquarters that have not absorbed any units may retreat before combat, but only on a die roll of 1. Disrupted Norwegian units may retreat before combat but only on a die roll of 1.

The Norwegian Guards battalion (HMKG) may always retreat before combat, even if it is disrupted or if it has been absorbed by a headquarters.

G. Zero Defense Strength Units.

A zero defense strength unit is automatically eliminated and removed from play if an enemy unit with a strength greater than zero enters its hex and it isn't stacked with another unit with a strength greater than zero.

Zero strength Norwegian and British headquarters that have not absorbed any non-zero strength units and are not stacked with non-zero strength units are automatically eliminated when an enemy ground unit enters their hex. The enemy unit does not have to stop or spend additional movement points to eliminate such units -- it may continue moving.

If all German units in a hex are reduced to a zero defense strength due to lack of supply, they are automatically eliminated if attacked during the combat phase. Note that in this case the enemy ground units must stop in the hex containing the zero-strength defense strength German Units and attack them in the combat phase.

Rule 11 - Supply

Units must be supplied in order to conduct operations at full effectiveness. Unsupplied units suffer penalties in movement and/or combat. Different rules apply to the different nationalities in determining supply status.

A. Supply Lines and States.

Units trace supply to determine their supply state. This supply line is traced from the supply source to the unit in question. The supply line may not cross through a hex containing an enemy unit. It may trace supply into a hex containing an enemy unit if a friendly unit is present in that hex. The length and source of the supply line is determined by the nationality of the unit being supplied

The supply line is traced using movement points (MPs). The rate of MPs used is the same as the kind of unit beingsupplied.

Example: A mountain battalion uses the movement rate pf 1 MP hex through mountain hexes south of the "A" weather line as shown in the movement rate of that unit on the terrain effects chart (TEC). A combat/motorized unit may not trace its supply path through a mountain hex or hexside since its movement through such hexes and hexsides is prohibited as shown on the TEC. Supply paths may be traced using road and railroad movement as applicable (see Rule 9).

There are three supply states: Attack supply, general supply. and unsupplied.

    1. Attack Supply. A unit must be in attack supply at the instant of combat to conduct combat. If a unit moves into an enemy occupied hex with the expectation of being in attack supply at the instant of combat, but the supply line can't be traced to a suppy source for any reason, the would-be attacker retreats one hex (according to the retreat rules) and becomes disrupted at the moment it would have attacked the enemy unit.

    2. General Supply A unit must be in general supply to maintain full movement and defense capabilities. A unit out of general supply suffers effects below.

    3. Unsupplied

    a. During the first unsupplied turn, it suffers no effect.

    b. AT the beginning of the second turn, its attack strength is 0, defense and movement strengths are halved, retaining fractions.

      Example: A German 2-1-4 artillery battalion during the second unsupplied turn would be 0 - 1/2 - 2 (attack strength = zero, defense strength = 1/2, and movement =2).

    c. Effects on a unit during subsequent unsupplied turns depends upon the nationality of the unit. Allied units remain at 0 attack strength, and 1/2 defense strength and movement rate. German units have attack and defense combat strengths reduced to 0 and movement rates halved, retaining fractions.

To determine the length of time a unit is unsupplied, count the first unsupplied turn at the beginning of the player turn that the unit became unsupplied. Example: a British unit becomes unsupplied during German turn 5. It's first unsupplied turn (i.e. no effects) would be Allied Player turn 5 and the German player turn 6. The second turn out of supply would be Allied player turn 6 and German player turn 7. The third and subsequent unsupplied turn would be Allied Player turn 7 and the German player turn 8.

B. National Restrictions

1. Germans. All German ground units are supplied through supply counters.

a. A unit is in general supply if a supply line of 6 MPs or less can be traced from the supply counter to the unit. When used for general supply, the supply counter is not expended; it may provide general supply to all German ground units that can trace a supply line to the supply counter for an indefinite number of turns. General supply is judged at the beginning of each movement phase and at the end of the German air phase. Example: German ground units traced supply from a supply counter at the beginning of the movement phase, turn 5. During the combat phase the supply counter is expended. At the begining of the German movement phase turn 6, there is no supply counter available for ground units.During the air phase, the german player airdrops sufficient supply counters to supply the ground units. At the end of the air phase, all units are in general supply.

German units than cannot trace a supply line at the beginning of their movement phase count that turn as the first turn out of supply. If they are supplied during any point of the turn, they are considered in supply.

b. A unit is in attack supply if, at the instant of combat, a supply line of 6 MPs or less can be traced from the supply counter to the attacking unit. A supply counter may supply all attacking units that it traces supply to. Once a supply counter is used for attack, it is expended and removed from play at the end of the combat phase.

c. The German player has an unlimited number of supply counters available each turn. These must be transported to Norway as described in Rules 12 and 17.

d. German units may carry cupply counters. Each bttn can carry 1 supply counter. A German Regt. may carry as many supply counters as there are bttns in the unit.

Example: German 14-4 artillery regt has 4 bttns, and so may carry 4 supply counters. A German 9-4 infantry regt has 3 bttns, and so may carry 3 supply counters. Units may pick up or drop supply counters during any part of the movement.

    [Discussion: We trace supply from the supply counter to a unit; well, if a supply counter is in a mountain hex, adjacent to a clear hex with a c/m unit one hex further away it could be supplied by the supply counter, but if we traced from that unit to the supply counter, it could not, since the c/m unit can not move in the mountains. An extreme example, but there may be variations on this that might not be as extreme. Should we then have the unit trace to the supply counter instead of the other way around? Something for consideration and playtest; note for future reference. --WH]

2. Norwegians. All Norwegian units are always in general and attack supply.

3. Allies. British, French, and Polish units receive bases from which they draw supplies. These Allied bases appear when the units land in Norway. The Allied player receives one base for each Allied headquarters unit Bases are not numbered and do not correspond with individual headquarters.

As Allied units land at a Norwegian port, the player places a supply base on the port. Note: Allies may not make landings at ports with enemy units and may not place bases at enemy-occupied ports. Only one base per port is allowed.

Once placed, a base may not be moved. An Allied unit is in general supply and attack supply if a supply line of 10 MPs or less can be traced to the unit from any base. If no supply line can be traced, Allied units are unsupplied. Allied bases are never expended and provide continuous supply.

C. Capturing Supplies.

If a Norwegian or Allied ground unit is in a hex containing a German supply counter but no German ground unit that supply counter is immediately destroyed and removed from play. If a German ground unit is in a hex that contains an Allied supply base but no other Norwegian or Allied ground units, the base is captured by the German player. Remove the base from play and replace with three German supply counters. For each bombing hit the base has sustained, reduce the number of captured supply counters received by one. Captured supplies may be use to provide general supply, but never attack supply.

On game turn two the German receives a special supply counter in Sweden. The supply counter is received during the German reinforcement phase and is placed on any road or rail hex in Sweden; it may enter Norway. A special supply counter is provided in the counter mix representing this special case. Unlike normal supply counters, it may move independently. It has a movement rating of 4 and moves like an infantry unit. If captured, it is immediateky destroyed and removed from play. The German player may move the counter in the movemen phase he receives it.

Rule 12 - Air Units

Each air unit represents a squadron of about twelve aircraft of the type printed on the counter. The capabilities of each unit is described on the unit identification chart.

A. Sequencing.

During the air phase the following sequence of play occurs.

    1. Air Movement: The phasing player moves his air units, assigning them to various missions,

    2. Interception: The non-phasing player moves his fighters that are flying interceptor missions.

    3. Air-to-Air Combat; All air-to-air combat is resolved.

    4. Anti-aircraft Fire- Phasing air units receive antiaircraft fire, then complete the air missions.

    5. Air Unit Return: The phasing player returns his air units to my friendly airbases.

    6. Interception Return: The non-phasing player returns his interceptors to any friendly airbases.

All air activity must be conducted within this sequence.

B. Air Movement.

Air units take-off from and land at airbases (see Rule 13) or aircraft carriers (see Rule 18). An air unit moves from its airbase to any hex within range in order to execute its mission. After executing its mission, it may return to any friendly airbase within range. Terrain, supply and enemy units do not affect the movement of air units.

C. Missions.

During the air phase an air unit may fly one of the following missions:

    1. Interception. Ouly the non-phasing player may fly interception missions. Interception may be flown only by fighters: any F, NF, or FB type air units. Fighters on an interception mission fly to a target hex occupied by enemy air units that have ended their air movement in the hex and attack all enemy air units flying in the hex (see Rule 12E).

    Air units that fly an interception mission may fly other missions during the next air phase. Example: A fighter-bomber flies to a hex containing enemy bombers to perform an interception mission during the enemy player's air phase and returns to base. During the next air phase, the FB may fly a bomber mission.

    2. Escort Only units designated as fighters (as defined above) may fly escort. Escorts fly to the target hex of air units performing other missions to protect friendly units from interception.

    3. Bombing. Air units with a tactical or strategic bombing strength may fly bombing missions. The air units fly to the target hex, undergo air-to-air combat and/or interceptors, if any, undergo anti-aircraft fire from the target hex and then execute bombing (bomb targets). Seven specific target types may be attacked. Missions in a hex must be announced when the air units arrive in the target hex. Once announced, these missions canot be changed.

      a. Ground Units. Any ground unit (excluding headquarters and supply counters may be bombed. Units absorbed by a headquarters may be bombed, though the headquarters itself may not. Enemy units in hexes occupied by friendly units may be bombed. All air units bombing a specific ground unit must total their tactical bombing strengths; they may not bomb separately. Roll one die and cross-index the result with the correct column on the bombing table. A result of M (miss) has no effect; a result of H (hit) disrupts the ground unit. For the effects of disruption see Rule 10.

      b. Rail Lines. Air units may bomb a rail line in a hex in the same manner as bombing a ground unit. A result of M has no effect; a result of H neutralizes the rail line. Place a hit marker on the neutralized rail line hex. A neutralized rail line may not be used for any rail movement during the next complete player turn. The rail line in the hex that has been neutralized. It may be used as a road hex. The rail line is restored at the next complete player turn and the marker is removed.

      c. Allied Supply Bases. German air units bomb Allied supply bases using their strategic bombing strengths. Air units may bomb individually or by groups, combining their strengths to increase their probability of achieving a hit upon the base. The German player rolls one die and cross-references the number rolled with the correct column on the bombing table. A result of M means the bombing attack "missed" the target, an "H" means the bombing attack hit the target. For each "H" result, a hit marker is placed on the Allied supply base. Hits on Allied supply bases are cumulative. Once a hit marker is placed on a supply base, it may not be removed. When three hits are recorded on a Allied supply base, it is destroyed and removed from play. In addition to destroying the supply base, the port is rendered incapable of supporting other supply bases. The Allied player may not place a base on that port.

      d. Ports. Ports may be bombed by the German player to prevent Allies from placing a supply base. at that port. The procedure for bombing a port is exactly the same as bombing a supply base. Bombers use their strategic strength individually or in groups. Roll 1 die and cross-reference the bombing strngeth with the correct column. When a port sustains 3 hits, it is rendered incapable of supporting an Allied supply base and no bases may be placed at the port. If the port sustains 1 or 2 hits, and an Allied supply base is put in the port, the base is considered to have sustained the same number of hits.

      e. Allied Units at Sea. German air units may bomb British fleet units at sea. Either individual ships (carriers or CLAs) or naval interdiction counters may be attacked. German air units allocated to attack fleet units in a full sea hex must first find their targets. One die is rolled for each air unit; on a roll of 1, 2, or 3, the air unit does not find its target and returns to base; on a roll of 4, 5, or 6, the air unit does find its target and may attack the naval unit after receiving antiaircraft fire.

      More than one attack may be made on a naval target, but no attack may consist of more than five air units. Each attacking wave of five or fewer air units must undergo antiaircraft fire. Surviving air units of one wave may not combine with air units of another wave to execute their attacks.

      The naval targets are attacked using air units tactical bombing strengths. All surviving air units in a wave must attack as one combined total. One die is rolled, and the bombing table is consulted for a result. A "M" results means the bombers "missed" the target. An "H" means they hit the target. A hit has differing effects depending on the type of naval target. One hit sinks a CLA or the Furious. Two hits sink the Glorious or the Ark Royal. Naval interdiction counters represent a group of ships and cannot be sunk, but the German player received 1 VP per hit. Air units on a carrier may not be bombed, however, when a carrier is sunk, all air units on board at the time are eliminated. These eliminated air units count as Allied units destroyed for VP purposes.

      f. Airbases. After all air-to-air combat and antiaircraft fire, air units may bomb a specific airbase. Air units use strategic bombing strengths to bomb the airbase. A "M" results means the bombers "missed" the target. An "H" means they hit the target. An airbase is "neutralized" when it receives two or more hits. Air units may not take-off or land from neutralized airbases.

      An airbase has one hit removed per each complete player turn. An airbase that received two hits would be neutralized for one complete player turn. At the end of the next turn, one hit would be removed and the airbase would become operational. Airbases that received more than two hits would remain neutralized until the hits were reduced to one.

      Examples: An airbase with 3 hits needs 2 complete turns to become operational. A base with 4 hits needs 3 turns to become operational.

      g. Enemy Air Units on the Ground. After all air-to-air combat and all Anti-aircraft fire, air units may bomb specific air units. Air units use their tactical factor to bomb air units. A "M" results means the bombers "missed" the target. An "H" means they hit the target. The bombing player may only make as many attacks as there are enemy air units on the ground. For example, if there are three air units at an airbase, then bombing air units may make only three bombing attacks against them. Each hit destroys one air unit; the bombing player chooses which is destroyed. Air units aboard aircraft carriers may not be bombed.

    4. Air Transport. Transport air units (type T) may transport ground units or supply counters from a friendly controlled airbase to another friendly controlled airbase. A transport may either 1) fly up to its printed range, undergo any air-to-air combat from enemy interceptors, land, disembark cargo, load cargo, if any, and then fly to another airbase within range during the air return seguence, or 2) fly up to twice its printed range, undergo any air-to-air combat from enemy interceptors, land, disembark cargo and remain at that airbase. In either case, if the transport is destroyed during air-to-air combat, then its cargo is also destroyed. If the transport is aborted, then the cargo returns to base with the transport.

    Each transport may carry one company sized unit. Battalions are considered to be equivalent to three companies; thus three transports must be used to carry one battalion. If a battalion is being transported and one of the transports is eliminated, then the entire battalion is eliminated even though the surviving transports return to base. If one or more transports are aborted, the entire bttn and all transports are aborted.

    Only the following types of non-motorized units may be transported by air: infantry, mountain infantry, parachute, headquarters, mountain artillery, flak, and supply counters. No combat/motorized units of any type, including motorized infantry HQ, may be transported by air. Headquarters and supply counters are considered to be battalion sized for air transport purposes.

    A unit or supply counter must start the air phase on an airbase in order to be air transported. Units transported by air may disembark from transports, but must remain in the hex where they diembark. No other movement is allowed.

    5. Air Drop. Supply counters and parachute units may make air drops. All transports may airdrop supply counters, but only JU-52 transports may airdrop parachute units.

    Transports fly to the target hex within their printed range, undergo any air-to-air combat by enemy interceptors and then drop units or supply counters in the hex. Transports return to a friendly airbase during the return sequence. Eliminated or aborted transports affect their cargo in the same manner described in air transport above.

    Parachute units may only be dropped in a clear or rough terrain hexes. This hex may contain an airfield, reference city, dot city, Norwegian mobilization center or Norwegian artillery stores. If a German parachute unit lands on an enemy airfield, they capture the airfield and German air units may land on that airfield in the same air phase.

    Example: German parachute onto [NAME OF AIRFIELD HERE] airfield adjacent to Kristiansand. Three transports carrying a German infanry battalion land and disembark cargo following the parachute drop during the same air phase.

    Parachute units may not drop into a hex containing an enemy ground unit with a defense strength greater than zero.

    Parachute units may move immediately after dropping during the air phase. They may enter a hex containing enemy units, but must stop and attack as any other ground unit.

    Parachute units are affected by weather. After the parachute units have been flown to their target hex(es) and have undergone any air-to-air combat in the hex, the German player rolls one die for each parachute unit attempting to land in the hex. One a 1 or 2: the parachute unit makes a successful drop. On a 3-6, adverse weather aborts the mission and the parachute unit and transport return to an airbase within its printed range. Air drop missions flying from airbases in Norway are not required to roll for weather.

    Supply counters may be airdropped into any non-prohibited terrain type. Supply counters are not affected by weather. A supply counter may be dropped into a hex containing both friendly and enemy ground units if the hex was last controlled by friendly ground units.

    6. Transfer. An air unit may transfer from one airbase to another, flying up to twice its printed range. It flies to the base, undergoes any air-to-air combat from interceptors and lands. It may conduct any other mission in conjunction with the transfer, as long as the airbase to which the air unit is transferring is also the target hex of the other mission.

D. Special Air Rules.

1. Fighters. Fighter air units (type F and NF) may fly any bombing mission making use of their bombing strengths. When doing so, a fighter has both its air attack and defense strengths reduced by 2. Strengths reduced below 1 are treated as 1. At any time, the player may elect to have a fighter jettison its bomb load and revert to its printed air combat strengths. If this is done, then the fighter may not bgmh.

2. Fighter-Bombers. Fighter-Bomber air units (type FB) may fly bombing and fighter missions, without penalty to their air combat strengths.

3. Night Bombing. A player may, at his option, declare any bombing missions using strategic bombing strengths to be night bombing missions. Such missions may only be intercepted by night fighters (NF). Each bomber on a night bombing mission has its strategic bombing strength halved (retain fractions) unless the bomber is a night bomber unit (NB). NB units' strategic bombing strengths are unaffected by night bombing missions.

4. Extended Range. A player may, at his option, fly certain air units at twice their printed range. Only air units flying bombing or transport missions may fly at extended range. Air units flying at extended range have their bombing strengths reduced to one third of their printed strengths (retain fractions). Bombing missions flown at night at extended range reduce bombing strength to "1" unless a NB unit. NB flying missions at extended range have bombing strengths reduced to 1/3 printed strength (retain fractions).

Transport missions flown at extended range require twice as many transport units. Example, instead of 3 air transport units to sly a supply counter, 6 air transport units would be needed tofly the supply counter at extended range.

5. Suicide Missions. It is possible to have an air unit fly to a target hex from which it is unable to return to a friendly airbase. This is permissible, and the air unit is eliminated at the end of the air phase. Its loss counts for victory calculations.

E. Air-to-Air Combat.

Combat occurs when interceptors fly to a a hex containing enemy air units taht end movement in that hex. Within a hex, use the following procedures:

    1. Deployment. To facilitate resolution of air-to-air combat, temporarily remove all air units from the hex they occupy and place them on the air-to-air combat chart for resolution. Air units deployed to a hex that are conducting different missions within that hex must participate in the air-to-air combat with the interceptors, but do so as separate groups. Escorting fighters assigned to a specific group are kept with that group.

    Example: Interceptors fly to a target hex to intercept German bombers performing two sepgrate bombing missions and transports peforming an air drop mission in the target hex. The German player assigns two escorts to one bombing mission and one escort fighter to the air transport mission. The German player removes the three missions from the hex and places them with their escorts on the air-to-air combat chart.

    Air units performing the same type mission in a target hex are treated as one combined group. Example: Three Ju-87 bombers with no escorts are bombing a ground unit in a target hex. two Ju-88 bombers with two escorts are bombing another group unit in the same target hex. The German player removes these bombers and combines them into one group, keeping the two escorts with the combined group.

    Within each group, divide the air units into waves of five units or less. The owning player then places his waves in a line, in the order that he wishes them to engage in air-to-air combat with the interceptors. Escort waves must be placed first in line. Interceptors are divided into waves of five or less and placed in a line in the order that owning player wishes them to engage in air-to-air combat with the enemy escort waves.

    2. Sequence. For purposes of this rule, the following definitions are used: any wave composed of intercepting fighters is an interceptor wave; any wave composed only of escorts is called an escort wave; and any other wave is called a mixed wave. The sequence followed is: a) interceptor waves fight escort waves, b) surviving interceptor waves fight mixed waves. After all interceptor waves have conducted air-to-air combat, surviving interceptors reform into waves of five or fewer interceptors, in any order, to conduct air-to-air combat against all mixed waves. The combat sequence is repeated exactly as the sequence between interceptors and escorts.

    3. Resolution. Air-to-air combat between two waves is simultaneous, but divided into the following steps for convenience. The intercepting player totals all air attack strengths of his wave and compares that number to the total air defense strengths of the enemy wave. This is converted into an odds ratio corresponding to one on the air-to-air combat results table, rounding down in favor of the defender. A die is rolled and the result is noted. Before the result is implemented, the air units being attacked by the interceptors fire back. The procedure is exactly the same.

    At this point, the results from the combat are implemented against each wave. Results are expressed in terms of air units destroyed and/or aborted. Destroyed air units are removed from play. Aborted units immediately return to base; they may not participate in further air-to-air combat or execute any mission. The owning player chooses which units are to be destroyed and which aborted. If there are insufficient air units in a wave to meet all required losses and aborts, the result is implemented in the order listed on the air-to-air CRT to the extent possible.

    After losses have been extracted in each combat resolution, either player may voluntarily abort any of his air units.

Rule 13 - Airbases

Air units take off from and land at airbases. There are five types of airbases.

A. Airfield Counters

Several airfield counters are set-up in the initial deployment. These counters represent pre-existed airbases.

Up to six air units may end each turn on one of these airfields. If an enemy ground unit, during movement, combat or exploitation phase enters a hex containing such an airfield and there are enemy air units present, the units may attempt to escape. Roll a die for each air unit: on a roll of 1, 2, or 3, the unit may fly to any other friendly airbase within its printed range. If no friendly airbase is available within range, the air unit is eliminated. Air units eliminated in this manner do not count for victory points on the VP chart. On a roll of 4, 5, or 6, the air unit is eliminated. Air units eliminated in this fashion do count for victory points on the VP chart.

If a ground unit enters an airfield hex containing friendly ground units, the air units may elect not to attempt escape in anticipation of a successful defense of the airfield by the friendly ground units in the hex. If all friendly ground units are eliminated or retreated from the hex, the air units are automatically eliminated.

B. Off-Map Airbases

There are several off-map airbases which the players may use (displayed on XXXX chart) Around the edge of the map are the initials of the airbases (D: Danish, G: Luftwaffe fields around Hamburg, BC: Bomber Command fields around London, HF: Hatston Field in the Orkneys, & S Sylt and a number. Six air units may use the Danish off-map airbase and X? number of air units may use the other off-map airbases. Air units flying from or returning to these off-map airbases must spend movement points from their range equal to the printed number to use that field, in addition to any movement made on the map. Off-map airbases may not be attacked by enemy air units.

Only Allied air units may use Hatston Field and Bomber Command airbases. Only German air units may use the Hamburg, Sylt, and Danish airbases. German air units may not start the game on Danish airbases. German air units may land on Danish airbases during the return portion of turn 1 and use the airbases thereafter.

C. Aircraft Carriers.

Only carrier aircraft may use aircraft carriers; carrier aircraft are marked with a C or an asterisk at the bottom of their counters. If marked with an asterisk, the air unit may take off from or land on a carrier in an air phase, but not both. If marked with a C, the air unit may both take off from and land on a carrier in a single air phase.

D. Frozen Lakes.

Each player has the capability of clearing frozen lakes and using them as airbases. This is done by placing a lake airfield counter on a hex. The German player receives one lake airfield counter with a capacity of three air units. The Allied player receives three lake airfield counters with a capacity of one air unit each. A lake airfield counter may be placed in any hex which a friendly ground unit occupies or has passed through in that player turn and which is either adjacent to a lake hexside or within two hexes of a partial sea hex. Once placed, it may not be moved. Unlike regular air bases, one strategic bombing hit destroys the airfield permanently. Air units on a lake airfield that is captured by enemy ground units may attempt to escape as described in Rule 13A. Air units on a lake airfield that is destroyed by bombing may attempt to escape in the same manner. Lake airfields may be captured and used by the opposing player.

E. Ports.

Certain German air units are printed in Kriegsmarine colors. These units are floatplanes. Floatplanes may not land at normal airbases except for the German off-map airbases at Hamburg and Sylt. They may, however, use friendly ports as airbases. Any number of floatplanes may land at one port. Interdiction of a port does not affect the ability of floatplanes to use the port as an airbase. Ports are defined in Rule 17. Floatplanes in a port captured by enemy units may attempt to escape as described in Rule 13A.

Rule 14 - Antiaircraft Fire

Only naval and antiaircraft (flak) units have antiaircraft capabilities. Naval units have their antiaircraft strengths printed on the counter. Antiaircraft units have an antiaircraft strength equal to twice their combat (attack) strengths.

Antiaircraft fire may only be executed against enemy air units in the hex those units occupy. Furthermore, antiaircraft fire may be executed only against mixed waves, never escort or interceptor waves. After all air-to-air combat has been resolved, antiaircraft fire may be executed. Naval units may only fire against air units bombing ships, ports or Allied supply bases. Antiaircraft units may fire against any mixed wave except one that is bombing naval units. Antiaircraft may be fired against all appropriate waves; for example, if two waves were bombing an Allied gypply base, then an antiaircraft unit Ln that hex could fire against both waves. Total the strengths firing, and resolve the attack on the air-to-air CRT, using the antiaircraft strengths as air attack strengths.

Rule 15 - Norwegian and Allied Reinforcements

Norwegian and Allied reinforcements appear per the Allied reinforcement chart. Norwegian reinforcements appear on the map at the appropriate locations. Allied units are transported to Norway on or after the turn of their appearance. Norwegian turn I reinforcements may appear in any hex adjacent to their hex of appearance should that hex be enemy controlled. On turn 2 and thereafter, Norwegian reinforcements are immediately eliminated if their hex of appearance is occupied by an enemy ground unit.

Allied Bomber Command air units appear at the Bomber Command airbase and may never use any other airbase. Whenever a Bomber Command air unit is eliminated, it is automatically replaced during the next Allied reinforcement phase, reappearing at the Bomber Command airbase. While Bomber Command losses are always replaceable, each loss does affect victory calculations. All other Allied air units appear at Hatston Field.

A. Norwegian Mobilization.

In addition to the scheduled reinforcements, the Allied player receives newly mobilized Norwegian units. Starting on turn 2 and on every following game turn, the Allied player may mobilized one battalion from each of the several numbered Norwegian regiments. The sixteen numbered mobilization centers that represent the sixteen field regiments of the Norwegian Army listed in the OOB. Counters (one side German and one side Norwegian) representing each center are provided in the countermix. Each mobilization center is placed in the hex indicated in the OOB. Whichever player controls the hex at the beginning of the turn controls the mobilization center. Norwegian battalions mobilized when the center is under German occupation are immediately eliminated. Norwegian battalions mobilized when the center is under Allied control are immediately available for use.

In order to mobilize battalions from these regiments, the following procedure is used. To facilitate comprehension, refer to the Norwegian mobilization chart.

    1. Read down the left margin of the chart to the row corresponding to the number of the game turn in progress.

    2. Roll one die and locate the column corresponding to the die roll.

    3. Locate the intersection of the row and column. This will be a number, corresponding to one of the sixteen mobilization centers.

    4. Roll 1 die again. The number of battalions mobilized is equal to the second roll plus 1.

    5. The first battalion will be from the regiment named at the intersection of row and column. Further battalions will be taken from the regiments named in the column extending immediately below the first named regiment. If the bottom of the column is reached and there are still more battalions to be mobilized, they are taken from regiments listed at the top of that column.

    Example: On turn 8, the Allied player reads down the margin until he locates the line labeled "Turns 8 and 9". His first roll is a "3." he locates the intersection of column 3 with row "rurns 8 and 9"; the number 2 is located at this intersection. He rolls the die again, adding 1 to the result. If he rolled a 5, he would mobilize six battalions. In this case, he would mobilize a battalion from the 2nd, 9th, 15th, 10th, 11th, and 5th Norwegian Regiments.

When more than one battalion of a regiment is available for mobilization, the Allied player may choose which battalion to mobilize. However, no more than one battalion from any one regiment may be mobilized in a turn. If the mobilization procedure calls for a battalion to be mobilized from a regiment that has no battalions left, then none are received.

Rule 16 - German Reinforcements

German reinforcements appear per the German reinforcement chart. German ground units appear in Germany and are kept on the reinforcement chart to signify this. They may be transported to Norway by either air (see Rule 12) or sea (see Rule 17). German air units appear at the Hamburg off-map airbase.

The order of appearance specifies when certain German units must be withdrawn from play. These units must be withdrawn from play by the end of the scheduled turn. If not withdrawn by this time, there is a victory point penalty to the German player. If one of these units is eliminated prior to or during its withdrawal, then the German player receives the victory point penalties for both its loss and its failure to withdraw.

Rule 17 - Naval Transport

Both players may transport units by sea. For purposes of this rule, a port is defined as any Norwegian city in a partial sea hex, with two exceptions. Elvegaardsmoen (X:X) is not a port. Horten )X:X) is a port.

A. German. Naval transport of German ground units and supplies occurs during the German movement phase, in the following manner:

1. Units in the staging box of the reinforcement chart may be placed in any port or on their original box on the German reinforcement chart.

2. Units in ports or on the reinforcement chart may be moved into the vacated staging box.

The German player has a limited naval transport capability, expressed in a number of battalion equivalents that can be staged in a turn. A headquarters, supply counter, or battalion each equals one battalion equivalent. A company equals one third of a battalion equivalent. A regiment may be equal to two, three, or four battalions (see Rule 23). At the end of each German movement phase, there may be no more battalion equivalents in the staging box than allowed for that turn. The specific turn limits are printed on the staging box. After landing at a port, a unit may move up to half it movement rating (retain fractions). Supply counters may not be moved during a phase that they land at a port. Supply counters may be moved in the exploitation phase if units capable of exploitatiuon carry them.

Units transported to or from ports on or north of the A weather line count double against German naval transport capability. That is, each battalion equivalent counts as two battalion equivalents when transported to these ports.

At the start of the game, the German player may choose to substitute 6-8 regiments for the 9-8 regiments of the 3rd Mountain Division. The two regiments not chosen may never enter play. The 6-8 regiments are units stripped of all excess personnel and equipment to facilitate their transport to the Arctic in light warships. Accordingly, each battalion of these 6-8 regiments counts as only one battalion equivalent when transported on or north of the A weather line, not two equivalents as is normally the case.

Due to the presence of British air and naval units, each German unit transported by sea runs the risk of being sunk in transit. The German player must roll the die once for each unit that leaves the staging box, whether the unit is landing in Norway or Germany. The sunk in transit table is consulted to determine if the unit lands or is sunk. To use this table, find the line containing the port to where the unit is going (or where it is coming, if the unit is returning to Germany); this line has one or more numbers. If one of these numbers is rolled, the unit in question is sunk in transit.

Units may not use naval transport to a port interdicted by the Royal Navy (see Rule 18).

German units may make opposed landings. If German units land at a port solely occupied by enemy units, this is an opposed landing. German artillery units may not make opposed landings unless accompanied by a non-artillery unit. The German units must attack during the combat phase, subtracting 2 from the die roll in addition to all other combat effects. Results are implemented as normal, with any retreating German units being placed on the reinforcement chart. Furthermore, if any enemy unit remains in the hex after results are implemented, all surviving German units must be returned to the reinforcement chart (not the staging box). If both German and enemy units occupy a port, the landing of additional German units does not constitute an opposed landing.

B. Norwegian.

One Norwegian unit may be transported per turn. Transport may only occur between ports that are controlled by the Allied player and are unoccupied by German units. Transport may only occur between adjacent ports; i.e., there may be no other ports between the two. To be transported, the unit must start its movement phase on the port. During movement, the Allied player moves his unit to an adjacent port and ends that unit's movement at that port. The unit may make no other movement that phase.

C. Allied. All Allied (British, French, and Polish) reinforcements may be transported to Norway on their turn of appearance or on any subsequent turn. The units are transported to ports. Allied (non- Norwegian) units on the map may be transported from port to port, or to England (off-map). If transported off map, the units may not return to play. A unit must start its movement phase in a port (or off map, if it is a reinforcement) to be transported and may make no other movement that phase. The units may only be transported from and to ports that are not occupied by a German ground unit.

The British landing craft counter may transport one battalion equivalent plus one company to any partial sea hex within ten hexes of an Allied base. The landing craft and the units to be transported must begin the movement phase stacked together at that base. The units may move up to half their movement rating after landing. The landing craft counter serves as a supply base as long as it is within ten hexes of a base. A landing craft counter may not be bombed, captured, or eliminated. It is unaffected when in a partial sea hex containing enemy units. The landing craft may move by sea as a regular Allied unit when it is not transporting any unit itself. Allied units may make opposed landings when using landing craft. Allied opposed landings are conducted exactly as German opposed landings. Other than this, the Allied player may not make opposed landings.

D. The North Sea. The North Sea is the body of water between Norway and the west edge of the map. Its eastern boundary is the row of hexes running southwest from X:X, between Norway and Denmark. Due to German air and naval activity, the straits between Norway and Denmark are closed. The Allied player may use Norwegian and Allied naval transport, and landing craft only in the North Sea.

Rule 18 - Naval Units

Narvik contains advanced naval rules incorporating both the Kriegsmarine and the Royal Navy in great detail. These rules are found un the "Advanced Rules" section at the end of the basic rules. In the basic game, only Allied naval units are deployed, consisting of elements of the British Royal Navy. Naval units are placed during the movement phase of their turn of appearance in any full or partial sea hex of the North Sea (as defined in Rule 17). Each Allied movement phase, these units may be moved to any full or partial sea hex in the North Sea. There are no stacking limits for naval units.

There are three different types of naval units: Antiaircraft cruisers (CLAs), aircraft carriers, and interdiction squadrons (cruisers and destroyers).

    A. CLAs. The Allied player receives five CLA counters on turn 1. Their sole use is to provide antiaircraft defense in the hex(es) they occupy.

    B. Aircraft Carriem Carriers appear and are withdrawn according to the Allied reinforcement chart. When scheduled to be withdrawn, carriers are withdrawn during the Allied exploitation phase of the turn.

    On the turn that a carrier appears, any carrier air units (see Rule 12) at Hatston Field may be placed on board the carrier, up to the limits of the carrier. The limits of the carriers are printed on the Allied unit composition chart, each box on that chart corresponding to one air unit. Carrier air units may fly missions from the carrier on the turn they are placed aboard the carrier and on all subsequent turns. When a carrier is withdrawn, all air units presently on board are placed on Hatston Field. If a carrier is sunk, all air units presently on board are eliminated. A carrier that is sunk can not return to play and all future scheduled appearances of it on the Allied reinforcement chart are ignored.

    C. Interdiction Squadrons. The German player may not transport any unit by sea into a port that has a naval interdiction counter adjacent to or at the port.

Rule 19 - First Turn Invasion

The first turn of the game is a special invasion turn during which the following rules apply:

A. Naval Transport

The German player has an increased naval transport capability and may transport units directly from the reinforcement chart to Norway. The German units may be transported in two waves: an assault wave and afollow-up wave. Both waves come directly from the reinforcement chart and do not affect the status of units moved into the staging box on the first turn. In other words, units to be landed in Norway on turn 2 must be placed in the staging box on turn 1, in accordance with Rule 17.

Units of the assault wave follow the normal landing rules of Rule 17 (land during the movement phase, may move up to half movement rating, may make opposed landings, etc.). The assault wave may consist of up to fifteen battalion equivalents, but these may be only infantry, mountain infantry, and/or headquarters units. Units of this wave, for purposes of sunk in transit, are sunk only 2a a die roll of 6, regardless of the port in which they land.

Units of the follow-up wave land during the German exploitation phase, may not otherwise move that phase, and may not make opposed landings. The follow-up wave may consist of up to fourteen battalion equivalents of any type. The sunk in transit table, unmodified, must be used for units of the follow-up wave.

B. Supply

German units are in both general and attack supply throughout the first game turn. They neither need nor expend supply counters to conduct operations.

C. Opposed Landings

When making an opposed landing, the opposed landing die roll modification is not used throughout the first game turn.

D. Air Landings

On the first turn, and only on the first turn, German air units may attempt to land at enemy controlled airbases. Any German air unit may make this attempt. This is not considered a mission; thus, an air unit may fly a mission and then attempt such a landing. This attempt must be conducted during the air return phase of the German turn. To attempt an airlanding, there may be no enemy ground units present on the airbase.

The procedure is as follows. The air units to land at the enemy controlled airbases are placed in those hexes. At each enemy airbase gLe German player selects one air unit to attempt landing lt the enemy air bbase. Only one landing attempt may be made on a enemy airbase. On a die roll of 1, 2, or 3. the landing is successful: the airbase is now German controlled and other German air units in the hex may land at the airbase. On a roll of 4, 5, or 6, the landing is unsuccessful: the air unit attempting to land is destroyed, no other attempt may be made at the airbase, and other German air units in the hex must return to a friendly airbase with their range. If air units that are flying a double range or extended range mission can not land at a friendly airbase dudn the return air phase because Lhey are out of range, then these units run out of fuel and are eliminated, not aborted. All such air units and their cargo count as victory points for the Allied player as specified by the victory pghLt chart.

E. Invasion Movement

Parachute units which are airdropped and any unit which is transported by air to Norway may move in a manner not normally allowed. These units may move one hex during the air phase, immediately prior to the combat phase.

If units of the assault wave land in a hex occupied by Norwegian units which retreat before combat, then these German units may move one hex during the exploitation phase and may enter an enemy occupied hex.

F. Mandatory Retreat Before Combat

During the first player turn, Norwegian units (other than the Guards) must roll for retreat before combat. On a roll of 1 or 2, the unit has the option to retreat or stand; on any other roll, the unit must retreat before combat. Headquarters and disrupted units follow this same procedure. If a headquarters retreats, then all units absorbed by it must retreat If a unit can not retreat (e.g., due to the presence of enemy units in adjacent hexes), it remains in its hex and undergoes combat. Each unit is rolled for separately as described in Rule 10. The Norwegian Guards, as ever, have the option of standing or retreating.

Rule 20 - German Naval Troops

If the Germans invade and capture a port north of the A weather line and the Allied player interdicts the port on turn 1, the German destroyers involved in this operation are sunk. In game terms, the Allied player receives 5 victory points for doing this. As a consolation, the Germans may arm the now-stranded crews of the destroyers, receiving the naval regiment headquarters and its three battalions in the interdicted port. If more than one German captured port north of the A weather line is interdicted, then the naval troops may appear in any of these interdicted ports or be split among them. These units appear during the German reinforcement phase of turn 2, but they may not move in that player turn. If at the start of turn 2 all ports where these units may appear are Allied controlled, then the units are eliminated.

The port in which the naval regiment headquarters appears receives a 2-strength antiaircraft capability (antiaircraft guns salvaged from the destroyers). This capability can not be moved from the port. A German unit must occupy the port in order for the German player to use this capability. If the Allied player ever gains control of the port, this capability is permanently lost.

Rule 21 - Trucks

Trucks are non-combat units and belong to whichever player has ground units in the hex they occupy (if both players have units in a hex, then the player who controlled the trucks immediately beforehand retains control). Trucks are affected by combat results somewhat differently than other units. If all friendly (i.e., currently controlling) units are eliminated, then the trucks are eliminated as well. However, trucks never retreat. Thus if the currently controlling units retreat, the trucks are left behind and are captured by the other player. A truck counter may transport one battalion equivalent. (Note that a German battalion carrying a supply unit would require two truck counters). To be transported, the unit must start and end its movement with the truck. Units transported by trucks may move in the exploitation phase. A truck counter is equivalent to one battalion for naval transport purposes.

Rule 22 - Norwegian Artillery Stores

Initially, the Norwegians have three artillery stores counters (numbered 1, 2, and 3) on the map. At the start of game turn 2, before either player turn, these are converted to artillery battalions. If the Allied player controls such a counter, it is replaced with the correctly numbered Norwegian artillery battalion. If the German player controls such a counter, then it is replaced by a "captured" artillery battalion counter. For each artillery stores counter captured by the Germans, the Allied player receives one correctly numbered artillery/infantry battalion within three hexes of the captured artillery stores counter. This unit represents the personnel of the artillery battalion organized as an ad hoc infantry unit; this unit is treated in all respects as an infantry unit.

Rule 23 - Unit Breakdowns

Certain German and Norwegian units may break down into smaller-sized units. When a unit breaks down, place the unit face down on the appropriate reinforcement or armed forces chart, placing the breakdown units in the unit's hex. A broken down unit may be reassembled by stacking all of the unit's breakdowns in a hex, removing them from play, and placing the original unit in the hex. If any of the breakdowns has been eliminated, then the original unit may not be returned to play. A unit may break down or be reassembled only during a friendly reinforcement or movement phase; there is no movement point cost to break down or reassemble.

A. Norwegians

A Norwegian artillery battalion may break down into 3 one strength point batteries. Sufficient batteries are provided to break down two artillery battalions; only two artillery battalions may be broken down at one time. Since these batteries are not numbered, any three battalions stacked together may be used to reassemble a broken down artillery battalion.

B. Germans

German regiments may break down into battalions. Sufficient breakdowns are provided to break down all the regiments of the mountain divisions and infantry divisions. German artillery regiments may break down into all of the artillery battalions provided in their respective divisions (3 or 4). All regimental breakdowns are printed below the heavy black line on the German reinforcement chart, with their respective parent formations.

Any one German mountain artillery battalion may break down into 3 one strength point mountain artillery batteries. Each German "captured" artillery battalion may break down into 3 one strength point artillery batteries, up to the limits of the countermix.

Rule 24 - Neutrals

Sweden and Finland are neutrals. With one exception, units of either player may not enter a hex of a neutral. If a unit is forced to do so (e.g., through retreat), it is interned, removed from the map, and considered eliminated for all game purposes. Units eliminated in this fashion count as VPs as specified on the VP chart.

The exception is the special supply counter the German player receives in Sweden on turn 2 (see Rule 11C). Air units of either player may not overfly any neutral hex.

Rule 25 - Preparing for Play

Both players prepare for play by placing their units on their respective armed forces, initial order of battle, and reinforcement charts. Care must be taken to place the units with regards to correct strengths, symbols, and unit designations. Following this, the Allied player places the units on his initial order of battle chart on the map and places a railhead counter in hex 2U. After this, the German player begins game turn 1 by selecting the units to form the assault wave.

Rule 26 - Alta

Although it is not apparent due to the edge of the map, Alta (X.X) is in a partial sea hex. Thus, Alta is a port (Rule 17) and is treated as such for all game purposes.


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