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USE Playbook 2012-12-23.

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Unconditional Surrender! World War 2 in Europe Playbook


Designer: Salvatore Vasta Developer: Mark Dey Lead Tester: Allen Hill

Poland 1939

Table of Contents
30. General Information ........................................................ 2 30.1. Introduction ................................................................. 2 30.2. Number of Players ...................................................... 2 30.3. General Rules .............................................................. 2 30.4. Reinforcements Entry ................................................. 3 30.5. Set Up Table Terms ................................................. 3 31. Two-Faction Scenarios .................................................... 3 31.1. Poland 1939 .................................................................. 3 31.2. Scandinavia 1940 ......................................................... 4 31.3. France 1940 .................................................................. 5 31.4. Balkans 1941 ................................................................ 6 31.5. Mediterranean 1940-1942 ........................................... 6 31.6. French North Africa 1942-1943 ................................. 8 31.7. France 1944 .................................................................. 9 31.8. USSR 1941 ................................................................. 10 31.9. USSR 1941-1944 ........................................................ 12 31.10. Soviet vs. Western 1945-1946 ................................. 14 32. Three-Faction Scenarios................................................ 16 32.1. Main Event 1939-194? .............................................. 16 32.2. Europe 1941-1945 ......................................................20 32.3. Europe 1942-1945 ......................................................23 32.4. Europe 1943-1945 ......................................................26 32.5. Europe 1944-1945 ......................................................30 32.6. Germany 1945 ............................................................32 33. Examples of Play ............................................................35 34. Play-By-Email Adjustments ..........................................36 35. Solitaire Play Adjustments ............................................36 36. Tactical Tips ...................................................................36 37. Designers Notes .............................................................37 38. Developers Notes ...........................................................39 39. Sal Vastas Laws of Gaming ..........................................39 40. Credits .............................................................................39 41. Quick Reference Rules Summaries and Flowcharts ...40 Operations Phase Flowchart ...............................................43 Sequence of Play Flowchart ................................................44 Something highlighted in yellow is under development.

USE Playbook 2012-12-23.doc 30. General Information 30.1. Introduction


A Two-Faction scenario involves the Axis faction and one Allied faction (except Soviet vs. West 1945-1946). A Three-Faction scenario involves the Axis faction and both Allied factions. Playing time is estimated at 15-60 minutes per turn depending on the scenario and ones familiarity with the game. Therefore, a scenarios playing time will range from about 30 minutes (e.g. Poland 1939) to 50 hours (e.g. Main Event 1939-194?). Players new to the game may find it easier to learn by starting with the following Two-Faction scenarios. Poland 1939 deals with air and ground actions. Norway 1940 adds airdrop and naval actions (and highlights the impact weather can have on operations). France 1940 adds forts (and shows the difficulty one can have with many units operating in a tight space). These scenarios are generally one-sided affairs for the Axis faction. But they give players a chance to learn the mechanics. As was the case historically, a campaign represented by a scenario may not be evenly matched. One side or the other can be significantly stronger that the other. In such cases, the game attempts to compensate via a scenarios Victory Conditions.

30.2. Number of Players


Players will separately control these factions in the game depending on the number of players. 2 players: one Axis, one Allied 3 players: one Axis, one Western, one Soviet 4 players: two Axis, one Western, one Soviet. This is only effective with the larger Three-Faction scenarios. In a 4 player game, The Axis players decide who will be the Axis West Front player and who will be the Axis East Front player. The Axis West Front player controls an Axis unit located in an Axis or Western country. The Axis East Front player controls an Axis unit located in a Soviet country or any country (except Germany) that shares a land border with the USSR. Also, for the first turn of the scenario, the Axis West Front player is also the Axis Home Front player and handles all the decisions regarding the use of an Axis faction event marker or other game mechanic not related to units conducting actions (such as Political Success country selection, supply line traces, replacements, mobilization, etc.). On the next turn, the Axis East Front player becomes the Axis Home Front player. The Axis players continue to alternate control of the Home Front each turn for the scenario. Example: Axis Player One controls the East Front, while Axis Player Two controls the West and Home Fronts. Axis Player One initiates a combat against the Sevastopol fortress and wants to use the Gustav Artillery event marker. To use the marker, Axis Player Two needs permission from Axis Player One. Place your bets! How long before the Axis players turn on each other?

30.3. General Rules


East / West Maps: The East map is the one with the USSR. The West map is the one with the UK. Month / Year Markers: Place the Month / Year turn markers on the Turn Track corresponding with the first turn of the scenario.

Move / DRM Markers: If using the Move or + / - DRM markers, put them on their track. Scenario Ends: Put the Scenario Ends marker (Its other side is the Appsmt or Pact Ends marker.) on the Turn Track corresponding with the last turn of the scenario. Exception: The Main Event scenario requires placing the Appsmt or Pact Ends marker instead. Sequence of Play: Unless stated otherwise, a scenario begins with the Strategy Phase of the first turn and ends when the last turns Victory Check Segment is completed. Example: The Scenario Ends marker is in the May 1945 box. The scenario ends with the Victory Check made in the May 1945 turn. So play out that turn. Victory Check: Unless stated otherwise, victory can occur in any turn, but only in the Victory Check Segment. Not in Effect: If a scenario states a segment, rule, or other item is not in effect or NA (Not Applicable) for that scenario, a rule associated with the referenced item is ignored during play. Example: In the Norway 1940 scenario, Germany conquers Denmark. Because there is no Diplomacy Segment in this scenario, the Axis faction does not put a Pro-Axis marker in the Diplomacy Cup as per Step 2 of the Conquered Country rules. Countries in Play: Only the countries that are listed as active, inactive, or can be activated may be moved through or selected for any reason. Any other land hex is considered prohibited. Factory Count: The value listed is a countrys On-Map Factory Count. It excludes the value of markers on the Extra Factories Track or the value occupied by a Fac Lost marker. If a country has a Factory Count marker, put it in the respective On-Map Factory Count Track box. If NA is listed after a countrys Factory Count, no production is tracked for it during play. That country is considered to have the production points required to pay for all of its expenditures. If Every Turn is listed after a countrys Factory Count, the listed value is that countrys final Factor Count for the entire scenario. It is not modified, even if that country loses control of any of its Factory cities. Note this refers to Factory Count value only, not necessarily the number of production points generated for the turn. In these cases, the Factory Count value represents an estimate of the effort for that campaign, not necessarily a countrys full value. National Will: If NA is listed after a countrys National Will, no Will is tracked for it during play. That country cannot collapse. Units / Markers: The only specific country units or markers used in a scenario are the ones listed in it or belong to a country that can be activated in that scenario. Markers that are not country specific (e.g. Sorties or Moscow Treaty) are kept aside to be used if/when they are needed. If a counter has no Entry-V and Entry-H date listed in its Set Up table, it begins the scenario in the location listed in the Loc column in its Set Up table. If a counter has an Entry-V or Entry-H date listed in its Set Up table, it is a reinforcement counter and is initially set up on the Turn Track. See Reinforcements Entry below. Control Markers: If there are not enough Control markers to put on all cities under enemy control, for a country which has all its cities under enemy control, use one enemy Control marker in that countrys capital to denote all its cities are under its control. Production / Will Markers: Unless stated otherwise, all of a countrys Prod and Will markers are used in a scenario.

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The Start value on the back of the Prod and Will markers is used for the Main Event 1939-194? scenario. For other scenarios, put the markers in the respective boxes as matching the values listed in those scenarios.

30.4. Reinforcements Entry


The month-year a unit or marker enters play in a scenario is the designers estimate of when that unit had an impact in the war. It is not necessarily a strict historical date. As stated in the rules, USE is more about force projection than a detailed case study. Before starting a scenario, the players decide if they will use a variable or historical entry method to determine which turn a reinforcement counter becomes available for use within a scenario. That turn is referred to as the counters Entry Turn. When a counter is removed from its Entry Turn box on the Turn Track, put it in the location listed in the Loc column in its scenario Set Up table. 30.4.1. Historical Entry Ignore the Entry-V column of its Set Up table. A counter is put on the Turn Track in the turn listed in the Entry-H column. That turn is its Entry Turn. 30.4.2. Variable Entry While this rule varies when a unit or marker will enter play, the arrival dates are within historical timeframes. Sorry, Axis player, you will not get Jets in 1940. If the Entry-V value for a counter is NA, put the counter on the Turn Track equal to the Entry-H value. That turn is its Entry Turn. Otherwise, put the counter on the Turn Track in the turn listed in the Entry-V column. That turn is its Entry-V Turn. After all counters are placed on the track, do the following. Step 1) Put the Variable Entry marker on the Turn Track on top of the counters in the earliest Entry-V Turn box containing counters. Example: In the USSR 1941-1944 scenario, the earliest Entry-V Turn box with counters is Sep-41. Step 2) When the Turn Track turn marker is moved into the box containing the Variable Entry marker, set all the counters under Variable Entry marker to the side and put the Variable Entry marker on top of the counters in the next Entry-V Turn box containing counters. Example continued: In the USSR 1941-1944 scenario, the next Entry-V Turn box with counters is Mar-42. Based on the scenario, there may be a few stacks of counters in that box. Arrange them in such a way that it is clear these are all variable entry counters. Step 3) The owning faction selects one of its counters set aside from step 2 and rolls a die. Put that counter a number of turns later on the Turn Track equal to the result. That turn is its Entry Turn. Example continued: The USSR 1 Shock unit is removed from the Sep-41 turn box. The Soviet faction rolls a die and the result is 3. The 1 Shock unit is placed in the Turn Tracks Dec-41 box. This is the 1 Shock units Entry Turn. When removed later in the game, the unit is placed in the Soviet Faction Cards Mobilization box per its scenario Set Up Loc column. Continue doing the above until all counters that were set aside in step 2 have been rolled for and placed.

If the die roll result puts a counter beyond the last turn of the scenario, it is removed from the scenario. Important: On a die roll result of 6, a counter may put in a future Entry-V Turn box containing counters that will be rolled for later in the scenario. If that is the case, do not place that counter under the Variable Entry marker. Instead put that counter somewhere else in that turn box. This avoids accidentally rolling for that unit again along with the other Entry-V counters. Once a reinforcement counter is rolled for, its Entry Turn is within six turns. The USA has a Variable Arrival marker (its other side is the USA Entry marker). It is used in the same way as the Variable Entry marker is used except that it tracks USA reinforcement counters only. Based on when the USA activates, its reinforcement counters may not be in the same Entry-V Turn box as other nationalities.

30.5. Set Up Table Terms


Cd Area: Put the marker in its Faction Cards Ceded Area box. Condtnl: Put the unit or marker in its Faction Cards Conditional box. It becomes available for use in a scenario and placed based on a Conditional Event. Entry-V: If playing with variable Turn Entry, put the unit or marker in that box of the Turn Track. Entry-H: If playing with historical Turn Entry, put the unit or marker in that box of the Turn Track. Events: Put the unit in its Faction Cards Events box. Loc: States the location a counter is placed either at the start of a scenario (if it has no associated Entry-H or -V date listed) or the first time it is removed from the Turn Track (if it has an associated Entry-H or V date). If a set up location is occupied by an enemy unit or Control marker at the time a counter is to be put on the map, the owning faction chooses to put that counter in an adjacent hex, friendly Map Box, or in its Faction Cards Mobilization box. Placement cannot violate stacking limits or movement prohibitions. Mobiliz: Put the unit in its Faction Cards Mobilization box. NA: Not applicable R: This indicates the unit is set up at reduced strength. S: A number indicates the unit is marked with that number of Sorties. An L indicates it is marked with a Low Supply marker Sp Rules: See the scenarios Special Rules for that faction. Sur Att: Surprise Attack. Unit-Mrkr: The unit or marker to be set up. If a #x (e.g. 2x) appears before a name, it indicates the number of counters. Upgrade: Put the unit in its Faction Cards Upgrade box the first time it is removed from the Turn Track.

31. Two-Faction Scenarios 31.1. Poland 1939


This covers the German invasion of Poland. 31.1.1. Basics Factions: Axis, Western Scenario Length: 1 turn. Sep 1939. Maps Used: Both

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Victory Conditions: The Axis faction wins if Poland is conquered. Otherwise, the Western faction wins. Policies: NA Conditional Events: Only Country Collapse and Conquered Country may occur. All others are NA. Control Markers: NA Diplomacy Markers: NA Pro-Faction Markers: NA Special Rules/Notes: There is no Declare War, Strategic Warfare, Strategic Movement, or Diplomacy Segment. The only countries that have been, or can be, activated, are Germany and Poland. 31.1.2. Axis Faction Active Countries: Germany: National Will= NA. Factory Count= NA Special Rules/Notes: NA Set Up:
Country Germany Germany Germany Germany Germany Germany Germany Germany Germany Loc 2430 2731 2932 3032 2434 2331 2831 2334 2932 Unit-Mrkr 4 8 10 14 16 1P 2P 1 Luf 4 Luf Entry-V Entry-H R S

31.2.1. Basics Factions: Axis, Western Scenario Length: 2 turns. Apr 1940 to May 1940. Maps Used: West Victory Conditions: The Axis faction wins if Denmark and Norway are conquered by the last turn. Otherwise, the Western faction wins. Policies: NA Conditional Events: Only Country Collapse and Conquered Country can occur. All others are NA. Control Markers: NA Diplomacy Markers: NA Pro-Faction Markers: NA Special Rules/Notes: There is no Declare War, Economy, Strategic Warfare, Strategic Movement, or Diplomacy Segment. The only countries that have been, or can be, activated, are Denmark, Germany, and Norway. Weather has a big impact on play balance in this scenario. If playing the Western faction, pray for rain. 31.2.2. Axis Faction Active Countries: Germany: National Will= NA. Factory Count= NA Special Rules/Notes: The Surprise Attack marker can only be placed in a land hex or Sea Zone 12. Set Up:
Country Germany Germany Germany Germany Germany Germany Germany Loc 2322 2323 2323 2323 Events Events Events Unit-Mrkr 18 Nor 5 Luf 1 Convoy Airdrop Naval Action Surprise Attack Entry-V Entry-H R S

31.1.3. Western Faction Active Countries: Poland: National Will= 12. Factory Count= NA Special Rules/Notes: NA Set Up: Poland unit may be set up as the Western faction chooses. Below is the historical set up.
Country Poland Poland Poland Poland Poland Poland Poland Poland Western Loc 2937 2934 2832 2535 2436 2432 2631 2734 Events Unit-Mrkr Karpaty Krakow Lodz Modlin Narew Pomrz Poznon Prusy 2x Ground Support Entry-V Entry-H R S

31.2.3. Western Faction Active Countries: Denmark: National Will = NA. Factory Count = NA Norway: National Will = NA. Factory Count = NA Special Rules/Notes: National Will markers are not used. Denmark is conquered if one of its cities is under Axis control. Norway is conquered if its capital or any two of its cities are under Axis control. Set Up:
Country Denmark Norway Loc 2122 1623 Unit-Mrkr 1 1 Entry-V Entry-H R S

31.1.4. Soviet Faction NA

31.2. Scandinavia 1940


This covers the German invasion of Denmark and Norway.

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Norway Western 1523 Events 2 2x Ground Support Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany 3020 2921 2819 2719 3121 2720 2820 2920 2619 2818 2919 2719 2818 1 2 4 6 7 9 12 16 18 1P 2P 2 Luf 3 Luf

31.2.4. Soviet Faction NA

31.3. France 1940


This covers the German invasion of the Low Countries, France, and possibly Great Britain. 31.3.1. Basics Factions: Axis, Western Scenario Length: 5 turns. May 1940 to Sep 1940. Maps Used: West Victory Conditions: The Axis faction wins if by the last turn, Belgium and Netherlands are conquered and either France is conquered or the UK has collapsed. Otherwise, the Western faction wins. Policies: The International Cooperation and Nazi-Soviet Pact policies are in effect. Conditional Events: East Invaded, USA Entry, USSR Northern Border, and USSR Southern border cannot occur. All else can. Control Markers: NA Diplomacy Markers: NA Pro-Faction Markers: Put a Pro-Axis marker in 4025. Special Rules/Notes: There is no Diplomacy Segment. For Strategic Warfare, there is an Axis air unit is in Sea Zone 3. The only countries that have been, or can be, activated, are Belgium, France, Germany, Netherlands, and UK. If France is conquered, French North Africa, Syria, and Vichy can be created, but not activated. Also, the Axis faction does not perform a Political Success event. 31.3.2. Axis Faction Active Countries: Germany: National Will= 35. Factory Count= 14 Special Rules/Notes: In the first turns Operations Phase, the Axis faction must perform an action that triggers the West Invaded Conditional event. Set Up:
Country Axis Germany Germany Germany Germany Germany Germany Loc Events Cd Area Condtnl Events Events Events Events Unit-Mrkr Strategic Move Polish Corridor Fac Lost Naval Action Wolf Packs Airdrop Surprise Attack Entry-V Entry-H R S

31.3.3. Western Faction Active Countries: Belgium: National Will= 3. Factory Count= 1. France: National Will= 20 (30-10 due to the Nazi-Soviet Pact policy). Factory Count= 8. Netherlands: National Will= 3. Factory Count= 1. UK: National Will= 20. Factory Count= 9. Special Rules/Notes: At the start of the scenario, a France ground unit located in the same hex as a fort sets up occupying it. Set Up:
Country Belgium France France France France France France France France France France France France France France France France France Loc 2717 Events 2815 2917 3017 3018 3019 3117 2714 3120 2916 3014 3116 3017 3018 3019 3120 3817 3817 2617 UnitMrkr Belgian Tanks 1 2 3 4 5 6 7 8 9 10 1 Air Maginot Line Maginot Line Maginot Line Maginot Line 1 Flt 1 Convoy Dutch Entry-V Entry-H R S

NA NA

Aug-40 Aug-40

France Netherlands

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UK UK UK UK UK UK UK UK UK UK Western Western Condtnl Events Events 2814 2611 2611 2910 2910 Mobiliz Events Events Events Fac Lost Nav Evac Tanks BEF Home Ftr Cmd Home Flt 1 Convoy 1 RAF Surprise Attack 2x Ground Support Strategic Move

6
Loc Events 3837 Cd Area Events 3329 4038 4037 3536 3333 3432 3527 4134 4233 4133 Unit-Mrkr 2x Ground Support 5 Polish Corridor Airdrop 2 12 1P 2P 4 Luf 3 2 9 11 2 Convoy Entry-V Entry-H R S

Set Up:
Country Axis Bulgaria Germany Germany Germany Germany Germany Germany Germany Hungary Italy Italy Italy Italy

NA NA

Jun-40 Jul-40

31.3.4. Soviet Faction NA

31.4. Balkans 1941


This covers the Axis invasion of Yugoslavia and Greece. 31.4.1. Basics Factions: Axis, Western, Maps Used: Both Scenario Length: 2 turns. Apr 1941 to May 1941. Victory Conditions: The Axis faction wins if Greece and Yugoslavia are conquered by the last turn. Otherwise, the Western faction wins. Policies: The International Cooperation policy is in effect. Conditional Events: East Invaded, USA Entry, USSR Northern Border, and USSR Southern Border cannot occur. All else can. Control Markers: NA Diplomacy Markers: NA Pro-Faction Markers: NA Special Rules/Notes: There is no Declare War Segment, Strategic Warfare or Diplomacy Segment. The only countries that have been, or can be, activated, are Bulgaria, Germany, Hungary, Italy, Greece, UK, and Yugoslavia. 31.4.2. Axis Faction Active Countries: Bulgaria: National Will= 4. Factory Count= 1. Germany: National Will= NA. Factory Count= NA Hungary: National Will= NA. Factory Count= NA. Italy: National Will= NA. Factory Count= NA Romania: National Will= NA. Factory Count= NA Special Rules/Notes: There are no Romanian units in play. Only a Germany unit can move into Romania.

31.4.3. Western Faction Active Countries: Greece: National Will= 4. Factory Count= 1. UK: National Will= NA. Factory Count= NA Yugoslavia: National Will= 6. Factory Count= 2. Special Rules/Notes: A Western unit cannot move into an Axis country. Set Up:
Country Greece Greece UK UK UK Yugoslavia Yugoslavia Yugoslavia Yugoslavia Yugoslavia Yugoslavia Western Loc 4234 4138 4236 5445 4538 3532 3629 3832 3429 3835 3634 Events Unit-Mrkr 1 2 BEF Med Flt 2 Convoy 1 2 3 4 5 6 2x Ground Support Entry-V Entry-H R S

31.4.4. Soviet Faction NA

31.5. Mediterranean 1940-1942


This covers Mediterranean campaign from Italys entry until the end of 1942. It excludes the French North Africa campaign. 31.5.1. Basics Factions: Axis, Western Maps Used: Both Scenario Length: 29 turns. Jul-40 to Dec-42

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Victory Conditions: The Axis faction wins if in any Victory Segment, it controls Alexandria and Cairo. The Western faction wins if in any Victory Segment, the Axis faction only controls cities in Mainland Italy. Policies: The International Cooperation policy is in effect. Conditional Events: Mediterranean Crisis and West Invaded have occurred. East Invaded, USA Entry, USSR Northern Border, and USSR Southern Border cannot occur. All else can. Control Markers: NA Diplomacy Markers: NA Pro-Faction Markers: NA Special Rules/Notes: There is no Declare War or Diplomacy Segment. For Strategic Warfare, the following applies. There is an Axis air unit in Sea Zone 3 and an Axis port in Sea Zone 2. At the end of Nov-41 turn, the USA becomes a Western country. It has no units in this scenario. Apply Strategic Combat results that affect only the UK. Germany strategic warfare losses are considered to affect the Eastern Front. Hexes north of the weather mild zone green line are prohibited except for 2607. Hex 2607 may be used as a UK supply source and mobilization location. Remember, the Western Indian Ocean box can also be used for unit mobilization purposes. If Axis friendly, hexes 3520 and 3525 are used as a Germany Unlimited Supply Source and Mobilization location. They are still Italy city hexes. Albania is part of Italy, but its hexes are prohibited. The only countries that have been, or can be, activated, are Germany, Iraq, Italy, Syria, and the UK. 31.5.2. Axis Faction Active Countries: Germany: National Will= NA. Factory Count= NA There are no Germany units until Oct 1940 (at the earliest). Italy: National Will= 12. Factory Count= 6. Special Rules/Notes: In the Sep-40 Strategic Movement Segment, the Axis faction removes one Italy convoy unit. It went to Albania to support the invasion of Greece. In the May-41 Strategic Movement Segment, the Axis faction puts that convoy in any friendly port in Italy. It has 2 Sorties. It came back from Albania. Starting with Jun-42 or on any later turn, the Axis faction may make one Amphibious Invasion in a Sea Zone containing an Axis ground unit stacked with a convoy unit. It may only make one attempt during the whole scenario. Set Up:
Country Loc Unit-Mrkr Entry-V Entry-H R S Axis Germany Germany Germany Germany Germany Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Events Events Events Mobiliz Mobiliz Events Events 3621 3527 3520 5226 4628 4025 4231 5339 4526 5334 5334 4231 Strategic Move Wolf Packs Tanks Afrika 2 Luf Wolf Packs Tanks 1 2 4 5 6 7 8 10 1 Air 1 Flt 1 Convoy 2 Convoy

Sep-40 Sep-40 Sep-41 Mar-42

Jan-41 Jan-41 Dec-41 Jun-42

31.5.3. Western Faction Active Countries: UK: National Will= NA. Factory Count= 9. Special Rules/Notes: In the Mar-41 Strategic Movement Segment, one UK motorized unit is removed. It went to Greece. In the Jun-41 Strategic Movement Segment, put that unit in any friendly port (reduced side up). It came back from Greece. In the Sep-42 Strategic Movement Segment, one UK motorized unit is removed from the scenario. It left to prepare for Operation Torch and upgrading to the 1 Army. The UK 8 ground unit can upgrade a UK motorized unit. Set Up:
Country UK UK Loc Extra Factories 3 On-Map Fac Count 1 Unit-Mrkr ComWealth Trade Fac Lost 2x Lend Lease to UK Nav Evac Surprise Attack Tanks Gib Malta Malta Fort 9 10 WDF Force H Entry-V Entry-H R S

UK UK UK UK UK UK UK UK UK UK UK

Turn Track Events Events Events 4706 4827 4827 5250 5547 5445 4706

NA

May-41

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UK UK UK UK UK UK UK UK UK UK Western Western Western Western Western Western 5445 2807 5250 5445 5647 2807 Mobiliz Mobiliz Events Upgrade Events Events Events Events Events Events Med Flt 1 Convoy 2 Convoy 3 Convoy 4 Convoy 1 RAF BEF 2 RAF Tanks 8 Strategic Move 2x Ground Support Free Forces Partisans ULTRA ULTRA

4 Sep-40 Sep-41 Sep-41 Mar-42 Nov-40 Nov-41 Nov-41 Sep-42

Before setting up units, roll a die. If the result is 1-3, French North Africa is an active Axis country and its counters are set up as normal. Exception: It cannot set up in hex 4622. If the result is 4-6, French North counters are not used in the scenario. Negotiations convince FNA forces to not resist. French North Africa is considered conquered by the Western faction, but all its start under Axis control. 31.6.2. Axis Faction Active Countries: Germany: National Will= NA. Factory Count= NA. If French North Africa is an active Axis country. French North Africa: National Will= 5. Factory Count= 2. Italy: National Will= NA. Factory Count= NA. Special Rules/Notes:

NA NA Mar-41 Mar-42

Dec-40 Dec-41 Jul-41 Jul-42

The Germany 5P unit cannot be activated on the first turn. Historically, it moved into Tunis in November. The Germany Afrika unit cannot be activated on the turn it is placed. An Axis unit cannot move or attack east of hexes 5226 and 5326. The Italy 1 unit enters play by activating it during an Axis Operations Phase. It may be placed in a friendly Tripoli; or if French North Africa is conquered, it can also be placed in a friendly; Gabes or Tunis. Placement cannot violate stacking limits. If it cannot be placed or the Axis faction chooses to not place it, its placement is delayed (as often as needed) until the following turn. It cannot move on the turn it is placed. If an Axis ground unit is eliminated, it is removed from the scenario. To represent air support from a Germany fighter unit, Germany receives two free fighter Air Support actions per turn. The hex of origin is hex 4526. If a UK air unit is also committed to the same ground combat, fight an air/naval combat, but do not keep track of Sorties for the Germany unit. In the Supply Segment, an Axis unit checks its supply state by tracing a supply line to a friendly: Gabes or Tunis. If it can trace a line, roll one die. If the die result is 1-3, that unit is in Full Supply. If it cannot trace a line or the die result was 4-6, that units supply state is reduced as per the rules. A unit can only make one supply roll per turn. Set Up:
Country Axis Axis Germany Germany Germany Fr.N.Africa Loc Events Events Events 5226 4622 Sp Rules Unit-Mrkr Ground Support Strategic Move Tanks Afrika 5P 1 Entry-V Entry-H R S

31.5.4. Soviet Faction NA

31.6. French North Africa 1942-1943


This covers the Allied invasion of French North Africa. 31.6.1. Basics Factions: Axis, Western Maps Used: West Scenario Length: 7 turns. Nov-42 to May-43 Victory Conditions: The Axis faction wins in any Victory Segment if there is no Allied ground unit in French North Africa. Otherwise, it wins if the Western faction does not win by the last turn. The Western faction wins if all cities within French North Africa are under Western control by the last turn. Policies: The International Cooperation policy is in effect. Conditional Events: Mediterranean Crisis, USA Entry and West Invaded have occurred. East Invaded, USSR Northern Border, and USSR Southern Border cannot occur. All else can. Control Markers: NA Diplomacy Markers: NA Pro-Faction Markers: NA Special Rules/Notes: There is no Declare War, Strategic Warfare, or Diplomacy Segment. Hexes outside of French North Africa and Libya are prohibited. The Eastern North America Box is used by UK and USA units for mobilization purposes. More than one UK unit may be mobilized in the Eastern North America in a turn. The only countries that have been, or can be, activated, are Germany, French North Africa, Italy, UK, and USA. To ease play, certain game mechanics (e.g. naval actions) are handled abstractly in the faction special rules below.

NA

Jan-43

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Fr.N.Africa Fr.N.Africa Italy Italy Sp Rules Sp Rules Events Sp Rules 2 3 Tanks 1 NA Feb-43

31.6.3. Western Faction Active Countries: UK: National Will= NA. Factory Count= NA. USA: National Will= NA. Factory Count= NA. Special Rules/Notes: Before setting up Western units, roll one die each for the Free Forces and ULTRA markers. Put that marker later on the Turn Track equal to its result. No convoys are used in this scenario. The following convoy actions are allowed and cannot be intercepted. A UK or USA air or ground unit can use naval transport if it is in a port. A UK or USA unit is in Full Supply if it can trace a supply line to a friendly port or hex 5328. A UK or USA unit can be mobilized in the Eastern North America box. Ignore the one UK unit limit. The Western factions first two actions of the scenario are to activate the UK 1 Canada and USE Tsk Frc units. It puts one each in Casablanca, Oran, or Algiers (Western factions choice no more than one per port). The amphibious invasions are automatically successful. If there is no Axis ground unit in the hex, the placed unit may then be moved into an adjacent hex. Once done, the Western units activation ends. If there is an Axis ground unit in the hex, roll a die. If the result is 1-3, apply the ground combat DD result to the Axis ground unit. If the result is 4-6, apply the ground combat DR result to it. The Western unit remains in its placement hex and its activation ends. The UK 8 and 1 RAF units cannot be activated on the turn they are placed. Set Up:
Country UK UK UK UK USA Western Western Western Loc Events 5328 E.N.Amer 5327 E.N.Amer Events Sp Rules Sp Rules Unit-Mrkr Nav Evac 1 RAF 1 Canada 8 Tsk Frc Strategic Move Free Forces ULTRA NA Feb-43 Entry-V NA Entry-H Feb-43 R S 4

This covers the Allied invasion of France. 31.7.1. Basics Factions: Axis, Western Scenario Length: 4 turns. Jun 1944 to Sep 1944. Maps Used: West Victory Conditions: The Western faction wins if the Axis faction controls a total of four or less cities in Belgium, Occupied France, and Vichy. Otherwise, if the Western faction does not win, the Axis faction wins. Policies: The International Cooperation policy is in effect. Conditional Events: Mediterranean Crisis, USA Entry and West Invaded have occurred. East Invaded, USSR Northern Border, and USSR Southern Border cannot occur. All else can. Control Markers: All cities in Belgium, Occupied France, and Vichy (except Ajaccio) are Axis controlled. All cities in French North Africa and Ajaccio are Western controlled. Diplomacy Markers: NA Pro-Faction Markers: NA Special Rules/Notes: There is no Declare War or Diplomacy Segment. For the Strategic Warfare, the Axis faction rolls a die. The result is the number of Germany production points spent. This represents strategic warfare and a variable impact due to the war on the Eastern and Italian fronts. The only countries that have been, or can be, activated, are Belgium, Occupied France, French North Africa, Germany, UK, USA, and Vichy. The only hexes in Germany in which a unit/marker may move, or be placed, in are the ones adjacent to a border hexside with Belgium, Netherlands, Occupied France, or Vichy. 31.7.2. Axis Faction Active Countries: Germany: National Will= NA. Factory Count= 6 Every Turn Special Rules/Notes: NA Antwerp is considered an Unlimited Supply source for Germany. This represents the supply line running through Netherlands back to Germany. The Axis faction cannot use Strategic Movement. Set Up:
Country Germany Germany Germany Germany Germany Loc Cd Area Events Events Events Events Unit-Mrkr AlsaceLorraine Jets Naval Action Tanks 2x Wolf Packs Entry-V Entry-H R S

31.6.4. Soviet Faction NA

31.7. France 1944

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Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany 3610 3209 2716 3817 3014 3017 2813 2912 2910 3107 1 7 15 19 5P 3 Luf 2 Gar 3 Gar 4 Gar 5 Gar USA USA USA USA USA USA USA Western Western Western Western E.N.Amer 2607 4021 2807 2807 4021 2607 Events Events Events Turn Track FTAF 4 Flt 8 Flt 12 Flt 1 Convoy 2 Convoy 3 Convoy Partisans Strategic Move ULTRA ULTRA NA Aug-44

10
2

31.7.3. Western Faction Active Countries: UK: National Will= NA. Factory Count= 12 Every Turn USA: National Will= NA. Factory Count= NA. Special Rules/Notes: To represent air support from bomber units, the UK and USA each receive one free bomber Air Support per turn. The hex of origin is any hex within Britain that contains a Transport Line and does not contain an air unit. In the same Operations Phase, the UK and USA bomber Air Support cannot originate from the same hex. If a Germany air unit is also committed to the same ground combat, the bomber Air Support is treated as a bomber unit for purposes of the air/naval combat. Set Up:
Country UK UK UK UK UK UK UK UK UK UK UK UK UK or USA USA USA USA USA USA USA USA Loc Events Events 2611 2710 2411 2611 2710 2611 2710 2611 2710 4622 Events Events 3921 2807 2607 4021 Mobiliz 2807 UnitMrkr Naval Evac Surprise Attack 1 Canada 2 Home Ftr Cmd RAF2 Home Flt Force H 1 Convoy 2 Convoy 4 Convoy Airdrop Surprise Attack 1 French 1 3 7 9 9 AAF Entry-V Entry-H R S

31.7.4. Soviet Faction NA

31.8. USSR 1941


This covers the Axis invasion of the USSR up to the 1941-1942 Soviet winter offensive. 31.8.1. Basics Factions: Axis, Soviet Maps Used: East Scenario Length: 8 turns. Jun 1941 to Jan 1942. Victory Conditions: The Axis faction wins if the USSRs National Will is less than 30. Otherwise, the Soviet faction wins. Policies: The Appeasement and Nazi-Soviet Pact policies are not in effect. The International Cooperation policy is in effect. The Home Defense policy is in effect for Hungary, Romania, and the USSR. Conditional Events: Mediterranean Crisis, USA Entry and West Invaded have occurred. East Invaded has been triggered and its actions have been incorporated into the scenario setup/rules. All other events can occur. Special Rules/Notes: There is no Declare War, Diplomacy Segment, or Strategic Warfare Segment. The only countries that have been, or can be, activated, are Germany, Finland, Hungary, Romania, and USSR. Control Markers: All cities in Poland are Axis controlled. Diplomacy Markers: NA Pro-Faction Markers: NA 31.8.2. Axis Faction Active Countries: Germany: National Will= NA. 1941: Factory Count= 12 Every Turn 1942: Factory Count= 10 Every Turn The Germany Factory Count listed above is different from the USSR 1941-1944 scenario to account for Strategic Warfare. Hungary: National Will= 4. Factory Count= 1 Every Turn Romania: National Will= 6. Factory Count= 1

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Special Rules/Notes: Axis Political Success: At the end of the Jun-41 Axis Operations Phase, the Axis faction may activate Finland as an Axis country. If it does this, the USSR Northern Border Conditional Event is triggered. In Dec-41 Strategic Movement Segment, the Axis faction must remove one German air unit from the scenario. It may come from a hex, a Track, or Faction Card. Luftflotte 2 went to the Mediterranean. In addition to standard supply sources, a Transport Line hex on the west edge of the map serves as an Unlimited Supply Source for an Axis unit. Thats Axis, not just Germany. In addition to standard Mobilization Locations, a Transport Line on the west edge of the map serves as a Mobilization Location for a Germany unit. Unlike supply above, its Germany only. A Hungarian unit mobilizes in hex 3234. Set Up:
Country Axis Axis Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Hungary Romania Romania Romania Loc Events Events Cd Area Events Events 2634 2738 2837 2537 3442 2337 3037 2235 2937 2637 2436 2236 2236 2637 2937 3138 3241 3240 3544 Unit-Mrkr Strategic Move 2x Ground Support Polish Corridor Naval Action Surprise Attack 2 4 6 9 11 16 17 18 1P 2P 3P 4P 1 Luf 2 Luf 4 Luf 1 1 3 4 Entry-V Entry-H R S

11

At the start of the scenario, a USSR ground unit located in the same hex as a fort sets up occupying it. Emergency Mobilization: At the end of the Jun-41 Axis Operations Phase (after the Axis faction activates Finland, if it chose to do so), the Soviet faction may take up to five USSR ground units in its Faction Cards Conditional box and put them in friendly USSR city hexes. Placement cannot violate stacking restrictions. The units are at full strength and supply. Set Up:
Country Soviet Soviet USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR Loc Events Events On-Map Fac Count 1 Events Events Cd Area Cd Area Cd Area Cd Area Cd Area Cd Area Turn Track Weather Track Turn Track Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl 2338 2638 2739 2838 2136 3444 2437 2237 3139 2442 3141 3038 1546 3649 Unit-Mrkr Partisans Strategic Move Fac Lost Naval Action 2x Tanks Bessarabia E. Poland Estonia Karelia Latvia Lithuania 2x Lend Lease Russian Winter 2x Urals Factories 7 14 23 30 44 45 46 51 62 3 4 5 6 8 9 10 11 12 13 21 26 27 37 NA NA NA Dec-41 Dec-41 Jul-41 Entry-V NA Entry-H Dec-41 R S

31.8.3. Western Faction NA 31.8.4. Soviet Faction Active Countries: USSR: National Will= 95. Factory Count= 15. Special Rules/Notes:

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USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR 3343 2439 2942 1546 2154 3649 3649 Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz 38 1 Air 2 Air Leningrad Fort Moscow Fort Sevastopol Fort 1 Convoy 1 Shock 2 Shock 3 Shock 4 Shock 3 Air

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Control Markers: All cities in Poland are Axis controlled. Diplomacy Markers: NA Pro-Faction Markers: NA 31.9.2. Axis Faction Active Countries: Germany: National Will= 48 1941: Factory Count= 13 Every Turn 1942: Factory Count= 11 Every Turn 1943-44: Factory Count= 9 Every Turn The Germany Factory Count above is reduced by the value of the Germany Fac Lost marker. Hungary: National Will= 4. Factory Count= 1 Every Turn Italy: National Will= 4. Factory Count= 1 Every Turn Romania: National Will= 6. Factory Count= 1 Special Rules/Notes: Axis Political Success: At the end of the Jun-41 Axis Operations Phase, the Axis faction may activate Finland as an Axis country. If it does this, the USSR Northern Border Conditional Event is triggered. In Dec-41 Strategic Movement Segment, the Axis faction must remove one German air unit from the scenario. It may come from a hex, a Track, or Faction Card. Luftflotte 2 went to the Mediterranean. In addition to standard supply sources, a Transport Line hex on the west edge of the map serves as an Unlimited Supply Source for an Axis unit. Thats Axis, not just Germany. In addition to standard Mobilization Locations, a Transport Line on the west edge of the map serves as a Mobilization Location for a Germany unit. Unlike supply above, its Germany only. A Hungarian unit mobilizes in hex 3234. If the Italian unit is eliminated, put it two turns later on the Turn Track. It mobilizes in a Transport Line hex in Poland on the west edge of the map. The Italian unit is removed from the scenario in Jul-43. Italy collapsed in July 1943. If Italy collapses, its unit is removed from the scenario. Set Up:
Country Axis Axis Germany Germany Germany Germany Germany Germany Loc Events Events On-Map Fac Count 1 Cd Area Events Events 2634 2738 Unit-Mrkr 2x Ground Support Strategic Move Fac Lost Polish Corridor Naval Action Surprise Attack 2 4 Entry-V Entry-H R S

Sep-41 Sep-41 Sep-41 Sep-41 Sep-41

Oct-41 Oct-41 Nov-41 Nov-41 Nov-41

31.9. USSR 1941-1944


This covers the USSR campaign from the Axis invasion in 1941 until the end of 1944. 31.9.1. Basics Factions: Axis, Soviet Maps Used: East Scenario Length: 42 turns. Jun 1941 to Dec 1944. Victory Conditions: The Axis faction immediately wins if the USSR collapses or if the Soviet faction does not win. The Soviet faction wins if there are less than four German ground units in the USSR. Policies: The Appeasement and Nazi-Soviet Pact policies are not in effect. The International Cooperation policy is in effect. The Home Defense policy is in effect for Hungary, Romania, and the USSR. Conditional Events: Mediterranean Crisis, USA Entry and West Invaded have occurred. East Invaded has been triggered and its actions have been incorporated into the scenario setup/rules. All other events can occur. Special Rules/Notes: There is no Declare War or Diplomacy Segment. For Strategic Warfare, Before resolving a strategic combat against the Soviet faction, the Axis faction rolls a die. If the result is less than the last digit of the turns year, increase the Germany Fac Lost marker value by one. If the result is equal to or greater than the last digit of the turns year, decrease the Germany Fac Lost marker value by one. Example: The current turn is Dec-42. The last digit of the year is two. If the die roll result is 1, the Germany Fac Lost marker value is increased by one. If the result is 2-6, the marker value is decreased by one. This represents the impact of Strategic Warfare against the Western faction. There are eight conquered Allied countries and an Axis air unit in Sea Zone 3. This is always in effect. The only countries that have been, or can be, activated, are Germany, Finland, Hungary, Romania, and USSR.

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Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Hungary Hungary Italy Romania Romania Romania 2837 2537 3442 2337 3037 2235 2235 2235 2235 2937 2637 2436 2236 2234 2236 2637 2937 Mobiliz Events Events 3138 Mobiliz 2931 3241 3240 3544 6 9 11 16 17 18 20 8 Gar 12 1P 2P 3P 4P 1 Convoy 1 Luf 2 Luf 4 Luf 6 Luf Gustav Artillery Wolf Packs 1 2 8 1 3 4 Soviet Soviet Soviet Mar-42 Sep-43 Sep-43 Jun-42 Nov-43 Jan-44 USSR USSR USSR USSR USSR USSR USSR USSR USSR 2 NA Mar-42 Mar-42 Sep-41 Mar-42 Jan-42 Jun-42 Jun-42 Feb-42 Apr-42 USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR R S USSR USSR Events Events Events On-Map Fac Count 1 Events Events Cd Area Cd Area Cd Area Cd Area Cd Area Cd Area Turn Track Weather Track Turn Track Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl 2338 2638 2739 2838 2136 3444 2437 2237 3139 2442 3141 3038 1546 3649 3343 2439 2942 1546 2154 3649 Strategic Move Partisans Partisans Fac Lost Naval Action 2x Tanks Bessarabia E. Poland Estonia Karelia Latvia Lithuania 2x Lend Lease Russian Winter 2x Urals Factories 7 14 23 30 44 45 46 51 62 3 4 5 6 8 9 10 11 12 13 21 26 27 37 38 1 Air 2 Air Leningrad Fort Moscow Fort Sevastopol Fort NA NA NA Dec-41 Dec-41 Jul-41 NA NA Dec-41 Dec-42

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31.9.3. Western Faction NA 31.9.4. Soviet Faction Active Countries: USSR: National Will= 95. Factory Count= 15. Special Rules/Notes: At the start of the scenario, a USSR ground unit located in the same hex as a fort sets up occupying it. Emergency Mobilization: At the end of the Jun-41 Axis Operations Phase (after the Axis faction activates Finland, if it chose to do so), the Soviet faction may take up to five USSR ground units in its Faction Cards Conditional box and put them in friendly USSR city hexes. Placement cannot violate stacking restrictions. The units are at full strength and supply. When upgrading a unit, the numeric designation of the units involved may be ignored. Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army. A USSR Gd motorized unit can upgrade a USSR infantry unit (except Shock). A USSR Gd Tk unit can upgrade a USSR tank unit. Set Up:
Country Soviet Loc Events Unit-Mrkr 2x Ground Support Entry-V Entry-H

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USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR 3649 Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Upgrade Upgrade Mobiliz Upgrade Mobiliz Events Mobiliz Upgrade Mobiliz Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Events Events Mobiliz Events Upgrade Upgrade 1 Convoy 1 Shock 2 Shock 3 Shock 4 Shock 3 Air 1 Tank 3 Tank 5 Tank 4 Tank 1 Gd 2 Gd 4 Air 3 Gd 5 Shock Russian Artillery 2 Tank 1 Gd Tk 5 Air 4 Gd 5 Gd 6 Gd 7 Gd 8 Gd 10 Gd 11 Gd 3 Gd Tk 5 Gd Tk 4 Gd Tk Russian Artillery Russian Artillery 6 Tank Surprise Attack 6 Gd Tk 2 Gd Tk Sep-41 Sep-41 Sep-41 Sep-41 Sep-41 Mar-42 Mar-42 Mar-42 Mar-42 Mar-42 Mar-42 Mar-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Sep-43 Sep-43 Sep-43 Mar-44 Sep-44 Oct-41 Oct-41 Nov-41 Nov-41 Nov-41 Jun-42 Jun-42 Jun-42 Jul-42 Aug-42 Aug-42 Aug-42 Nov-42 Nov-42 Nov-42 Jan-43 Jan-43 Jan-43 Feb-43 Jan-43 Feb-43 Feb-43 Apr-43 Apr-43 Apr-43 May-43 May-43 Jul-43 Aug-43 Dec-43 Dec-43 Jan-44 Sep-44 Oct-44

14

The Soviet faction wins if either the Western factions National Will is zero. If both of the above occurs in the same Victory Check Segment, or neither is achieved by the last Victory Check Segment, it is a draw. And the Iron Curtain descends on Europe. Policies: No policy is in effect. Conditional Events: Only Country Collapse and Conquered Country can occur. All others are NA. Control Markers: The following cities in Germany are Soviet controlled: Berlin, Breslau, Dresden, Konigsberg, Prague, Stettin, and Vienna. Diplomacy Markers: NA Pro-Faction Markers: NA Special Rules/Notes: There is no Declare War or Diplomacy Segment. The Western faction rolls for Weather Conditions. For the Jul-45 turn, There is no Strategic Warfare Segment. The Western faction skips its Actions Sub-Phase, for its Supply Check Sub-Phase, no Supply Line is traced and all Western units are considered in Full Supply. The Soviet attack is a surprise, so no Western pre-emptive actions. For Strategic Warfare, the Soviet faction rolls a die. If the result is 1-2, increase the USSR Fac Lost value by one and decrease the UK Fac Lost value by one. If the result is 3-4, decrease the UK and USSR Fac Lost values by one each. If the result is 5-6, decrease the USSR Fac Lost value by one and increase the UK Fac Lost value by one. ULTRA and Partisans markers cannot be used for Strategic Warfare. Each faction uses one Faction Will value rather than a National Will for each country. To track its Faction Will, the Western faction uses the USAs Will markers and the Soviet faction uses the USSRs Will markers. The National Will Effects table is replaced with the following. Faction Will Effects -1 To a faction, each time one of its field ground units is eliminated while defending in combat (including nuclear attacks). -2 To a faction, each time a friendly city becomes enemy controlled. +2 To a faction, each time an enemy city becomes friendly controlled. A Western or Soviet Partisans marker can be placed in any country. This represents local civilian aide, spetsnaz, commandos, etc. The Alsace-Lorraine Disputed Area is part of France and the Polish Corridor Disputed Area is part of Poland. All USSR Disputed Areas are part of the USSR. The UK, USA, and USSR are active. Belgium, France (Mainland area only), Germany, Netherlands,

31.10. Soviet vs. Western 1945-1946


This covers a hypothetical war between the Soviet and Western factions soon after Germany surrendered. The action is mainly limited to central Europe. This is meant to be a fun scenario. Dont take it too seriously. 31.10.1. Basics Factions: Western and Soviet Maps Used: East and West Scenario Length: 18 turns. Jul 1945 to Dec 1946. Victory Conditions: The Western faction wins if the Soviet factions National Will is zero.

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and Italy (Mainland area only) are active Western countries, but have no units. Hungary, Poland, Romania, and Yugoslavia are active Soviet countries, but have no units. All other countries or Overseas areas are prohibited. 31.10.2. Axis Faction NA 31.10.3. Western Faction Active Countries: UK: National Will= NA. Factory Count= 15 Every Turn USA: National Will= NA Factory Count= NA. Faction Will= 20 Special Rules/Notes: The Western faction cannot move or attack into the USSR. Exception: A nuclear attack is allowed in the USSR. In addition, it cannot attempt an Amphibious Invasion in Sea Zones 13 or 14. This is to reduce the number of counters needed for the scenario. It also would have been very unlikely to be seriously considered as an option. Sorry Patton fans. A bomber unit cannot perform the Bombing Run action. If USA Tsk Frc unit is involved in a ground combat, the Western faction may use a UK Tanks marker to support it. The Tsk Frc, BEF, and WDF units represent reserve formations. A Western faction Amphibious Invasion attempt cannot be intercepted and automatically receives the Naval Support combat DRM (per Weather Conditions). In a Strategic Warfare Segment, if the USA Surprise Attack marker is in its Faction Cards Events box and the Western Faction Will is less than or equal to ten, the Western faction may resolve up to two nuclear attacks in that segment. The Western faction can wait to see the result of one attack before deciding to resolve another. As long as the above criteria are met, there is no limit to the number of nuclear attacks in the scenario. More than one nuclear attack can be resolved against the same hex. Nuclear Attack Resolution Sequence Step 1) The Western faction selects a hex under Soviet control and/or containing a USSR ground unit and puts two Bombed markers in it. This is an exception to one Bombed marker per hex. The placement cannot be interdicted. Step 2) If there is a Soviet Control marker in the hex remove it. If there is a reduced Soviet ground unit is in the hex, it is eliminated. If it is at full-strength, the ground unit is reduced. If there is an air unit in the hex, its Sorties are removed and it is placed on the next turn on the Turn Track. Step 3) The Western faction rolls a die. Soviet Faction Will is reduced by an amount equal to the result and Western Faction Will is reduced by half that amount (round up). European allies would eventually demand a halt to nuclear attacks. Once the nuclear attacks in a segment have been resolved, the USA Surprise Attack marker is put in the Surprise Attack Marker Holding Box.

15

Nuked Hex: While a hex contains two or more Bombed markers, the following applies. It has rough terrain and contains no city/port or Factory. For movement purpose only, it contains no Transport Line. Every time a ground unit attacks, moves, or retreats into the hex; its faction immediately rolls a die for that unit. If the result is 1-3, nothing happens. If it is 4-6, that unit is reduced. Radiation detection devices and protection gear fail. Nuke Removal: Bombed Markers are removed in the Strategic Movement Segment of the turn after they were placed. Set Up:
Country UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK or USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA Western Western Loc On-Map Fac Count 1 Events Events Events 4231 2716 2912 2422 3525 2422 2816 2323 2524 3426 2622 2521 Events Events 4127 2910 3209 3817 3124 2726 2927 3326 3126 2624 2925 3017 2925 3124 Turn Track Events Unit-Mrkr Fac Lost Naval Evac Surprise Attack 2x Tanks 1 Convoy 2 Convoy 3 Convoy 4 Convoy 1 RAF 2 RAF Bm Cmd 1 Canada 2 8 BEF WDF Airdrop Surprise Attack 1 Convoy 2 Convoy 3 Convoy 4 Convoy 1 French 1 3 5 7 9 Tsk Frc 8 AAF 9 AAF 12 AAF Partisans Strategic Move NA Aug-45 NA Oct-45 Entry-V Entry-H R S

NA

Oct-45

Western Western

Turn Track Turn Track

ULTRA ULTRA

NA NA

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Sep-45

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32.1. Main Event 1939-194?


This covers the whole war from fall 1939 until the end. 32.1.1. Basics Factions: Axis, Western, Soviet Maps Used: East and West Scenario Length: Sep 1939 to Jul 1944, 1945, or 1946. The last turn of the scenario is dependent on when both the Appeasement and Nazi-Soviet Pact policies end. Therefore, the Scenario Ends marker is eventually placed as follows. At the start of the scenario, put the Appsmt or Pact Ends marker (its other side is Scenario Ends) in the Turn Tracks Jun-42 box. When both the Appeasement and the Nazi-Soviet Pact policies have ended, flip the Appsmt or Pact Ends marker over to its Scenario Ends side and put it on the Turn Track as follows. In the Jul-44 box, if current turn is Jul-40 or earlier. In the Jul-45 box, if current turn is from Aug-40 to Jul-41. In the Jul-46 box, if current turn is Aug-41 or later. Example: The Appeasement policy has already ended and in Sep-40 the Axis faction declares war on the Soviet faction, immediately ending the Nazi-Soviet Pact. The Appsmt or Pact Ends marker is removed from the Jun-42 box; flipped over to its Scenario Ends side; and is put in the Jul-45 box. Victory Conditions: The Allied factions win if Germany is conquered. If Germany is not conquered by the end of the game, the Allied factions win if France was never conquered and the USSR was never collapsed. The Axis faction wins if the Allied factions do not win. So Germany has to avoid being conquered and the Axis must have taken down at least France or the USSR. Reminder: If the Turn and Scenario Ends markers occupy the same Turn Track box, play out that turn. Policies: All Policies (except Moscow Treaty) are in effect. Reminder: If a policy is in effect, all its rules apply. When a policy ends, all its associated rules are immediately no longer in effect. Example: If Appeasement ends, the USSRs National Will is immediately increased by 40. Conditional Events: All events can occur. Control Markers: NA Diplomacy Markers: Put the following markers in the Diplomacy Cup: six No Event, three Political Success, one Political Failure, and two Area Seized. Pro-Faction Markers: NA Special Rules/Notes: All countries except Germany, France, UK, and USSR are neutral. Setting the Stage: Before the start of the scenario, players decide if they want a Wide-Open, Variable, East-First, or WestFirst opening. West-First is the historical opening.

31.10.4. Soviet Faction Active Countries: USSR: National Will= NA. Factory Count= 20 Every Turn As a reminder, put the USSR Factory Count marker in the OnMap Factory Count Tracks 15 box and the Urals Factories marker in the Extra Factories Tracks 5 box. Faction Will= 20 Special Rules/Notes: NA Set Up:
Country Soviet Soviet Soviet USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR Loc Events Events Events On-Map Fac Count 1 Events Events Events Events Events 3430 2427 2928 2727 2526 3129 2324 2525 2626 3329 2526 2928 2827 3228 2929 3128 2625 2627 2727 3130 2424 3027 Turn Track Unit-Mrkr Partisans Partisans Strategic Move Fac Lost Russian Artillery Russian Artillery Russian Artillery Surprise Attack 2x Tanks 4 21 2 Air 3 Air 4 Air 5 Air 2 Shock 3 Shock 5 Shock 1 Gd 3 Gd 4 Gd 5 Gd 7 Gd 8 Gd 9 Gd 1 Gd Tk 2 Gd Tk 3 Gd Tk 4 Gd Tk 5 Gd Tk 6 Gd Tk Surprise Attack Entry-V Entry-H Aug-45 R S

Aug-45 Sep-45

Oct-45

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Once decided, in faction order, counters are set up per the tables below. A faction may choose to set up a unit in a different location. However, it must remain in the same Mainland or Overseas area in which it is historically listed. In addition, the final placement of all units cannot violate stacking limits or policy effects. Example: The Western faction cannot put the France 1 unit in French North Africa because it is in hex 2815, which is in Mainland France. But it could put it in Paris instead. Exception: A ground unit listed in the same hex as a fort must set up in that hex. Wide-Open: The Axis faction does not have to declare war on the first (or any) turn. If/when it does declare war; it may choose to do so against any faction or country. Play Tip: The Axis player is not likely to win the game by never declaring war. Eventually the Appeasement and Nazi-Soviet Pact policies will end and youll have some very annoyed gamers waiting for you. Variable: In the first turns Declare War Segment, the Axis faction rolls a die. On a result of 1-3, it declares war on the Soviet faction; on 4-6, it declares war on the Western faction. Once determined, the Axis faction declares war on Poland (which joins the determined Allied faction). The Axis may then declare war on other countries. East-First: In the first turns Declare War Segment, the Axis faction declares war on the Soviet faction and then Poland (which activates as a Soviet country). The Axis may then declare war on other countries. West-First: In the first turns Declare War Segment, the Axis faction declares war on the Western faction and then on Poland (which activates as a Western country). The Axis may then declare war on other countries. This is Polands historical setup. You do not have to use it.
Country Poland Poland Poland Poland Poland Poland Poland Poland Loc 2937 2934 2832 2535 2436 2432 2631 2734 Unit-Mrkr Karpaty Krakow Lodz Modlin Narew Pomrz Poznon Prusy Entry-V Entry-H R S Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Events 2920 2430 3121 2731 2932 3032 2434 2919 2331 2831 2334 2719 2818 2932 2422 Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Events Events Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Events Mobiliz Mobiliz Condtnl Events Events Mobiliz Wolf Packs 1 4 7 8 10 14 16 18 1P 2P 1 Luf 2 Luf 3 Luf 4 Luf 1 Convoy 1 Gar 2 Gar 3 Gar 4 Gar 5 Gar 6 Gar 7 Gar Polish Corridor AlsaceLorrain Fac Lost 2 6 9 12 Nor 5 Luf Airdrop Surprise Attack 11 15 17 3P 4P Afrika Tanks 6 Luf 20 2x Economic Reforms Gustav Artillery Wolf Packs 5P

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Sep-39 Sep-39 Sep-39 Sep-39 Sep-39 Sep-39 Sep-39 Sep-39 Sep-40 Sep-40 Sep-40 Sep-40 Sep-40 Sep-40 Sep-40 Sep-41 Mar-42 NA Mar-42 Mar-42 Sep-42

Feb-40 Oct-39 Dec-39 Oct-39 Jan-40 Jan-40 Nov-39 Jan-40 Oct-40 Jan-41 Dec-40 Nov-40 Feb-41 Jan-41 Jan-41 Jan-42 Jun-42 Jun-42 Jun-42 Jun-42 Oct-42

32.1.2. Axis Faction Active Countries: Germany: National Will= 30. Factory Count= 13. Special Rules/Notes: See Setting the Stage above for possible setup variations. Set Up:
Country Axis Axis Germany Loc Events Events Events Unit-Mrkr 2x Ground Support Strategic Move Naval Action Entry-V Entry-H R S

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Germany Germany Germany Germany Germany Germany Germany Germany Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Events Mobiliz Mobiliz 19 8 Gar 9 Gar Luf Re 1 Para Jets 6 SS 11 SS Mar-43 Mar-43 Mar-43 Sep-43 Mar-44 Mar-44 Mar-44 Sep-44 Aug-43 Apr-43 Jun-43 Dec-43 May-44 Apr-44 Sep-44 Nov-44 France France France France France France UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK or USA Western Western Western Western Western Western Condtnl Upgrade Mobiliz Events Upgrade Mobiliz Events Events 2710 2611 2611 4706 2710 5445 5445 4706 4706 4827 4827 2710 4706 5445 5647 Condtnl Condtnl Condtnl Condtnl Condtnl Mobiliz Events Mobiliz Events Mobiliz Mobiliz Upgrade Upgrade Events Events Condtnl Condtnl Events Events Events 3 N.Afr 1 Gd 2 Air Tanks 2 Gd 1 Tank Nav Evac Tanks BEF Ftr Cmd Home Force H Home Flt Med Flt WDF Gib Gibraltar Fort Malta Malta Fort 1 Convoy 2 Convoy 3 Convoy 4 Convoy 9 10 2x Lend Lease ComWealth Trade Fac Lost 1 RAF Surprise Attack 2 RAF Tanks Bm Cmd 1 Canada 8 2 Airdrop 2x Ground Support Free Forces Partisans Strategic Move ULTRA ULTRA Sep-40 Sep-40 Sep-40 Sep-40 Mar-41 Nov-40 Nov-40 Jan-41 Feb-41 May-41

18

32.1.3. Western Faction Active Countries: France: National Will= 20 (30-10 due to the Nazi-Soviet Pact policy). Factory Count= 8. UK: National Will= 20. Factory Count= 9. Special Rules/Notes: See Setting the Stage above for possible setup variations. At the start of the scenario, a France or UK ground unit located in the same hex as a fort sets up occupying it. The France 1 Tank unit can upgrade the France 1 motorized unit. A France Gd motorized unit can upgrade a France infantry unit. The UK 2 or 8 tank unit can upgrade a UK motorized unit. The USA 5 tank unit can upgrade the USA Tsk Frc unit. Set Up:
Country France France France France France France France France France France France France France France France France France France France France France France Loc Events 2815 2917 3017 3018 3019 2814 2714 3120 2916 3014 3116 3017 3018 3019 3120 3619 3817 3817 Condtnl Condtnl Condtnl Unit-Mrkr Tanks 1 2 3 4 5 6 7 8 9 10 1 Air Maginot Line Fort Maginot Line Fort Maginot Line Fort Maginot Line Fort Alps 1 Flt 1 Convoy Syria 1 N.Afr 2 N.Afr Entry-V Entry-H R S

Mar-40 Mar-40 Sep-41 Sep-41 Mar-42 Mar-42 Mar-42 Mar-43 Mar-43

Jun-40 Jul-40 Nov-41 Nov-41 Apr-42 Jul-42 Sep-42 Jun-43 Jul-43

Mar-41 Mar-42

Jul-41 Jul-42

USA Activation:

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The USA activates as a Western country when the USA Entry marker is removed from the Turn Track. The USA National Will is 10. Its remaining counters are set up per below based on Reinforcements Entry method is being used. Entry-H: The values are valid if the USA activates in Dec-41. If it activates in a different turn, modify the entry date accordingly based on the difference, or use the Entry-V method instead. Example: If the USA activates in Nov-41, all Entry-H dates are reduced by one, e.g. Mar-42 becomes Feb-42. Entry-V: The +# value indicates how many months after the USA activates that counter is placed on the Turn Track. Example: The USA activates in Dec-41. The 9 AAF unit has an Entry value of +6. The unit is put in the Jun-42 box on the Turn Track. The Turn Track boxes the counters are put into represent the Entry-V dates for those USA counters. After placing the USA counters on the Turn Track, put the USA Variable Arrival marker on top of the USA counters in the earliest Entry-V turn box containing them. The USA Variable Arrival marker works just like the Variable Entry marker. An Entry-V value of +0 means immediately roll a die for that unit. Put it a number of turns later on the Turn Track equal to the result.
Country USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA Loc E.N.Amer E.N.Amer Mobiliz Mobiliz Events Mobiliz Mobiliz Upgrade Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Unit-Mrkr 1 Convoy 4 Fleet 2 Convoy 8 Fleet Surprise Attack Tsk Frc 9 AAF 5 7 8 AAF 12 AAF 3 Convoy 12 Fleet 1 French 1 3 15 AAF 4 Convoy 9 FTAF Entry-V NA NA +0 +0 +6 +6 +6 +12 +12 +12 +12 +12 +18 +18 +18 +18 +18 +18 +24 +24 Entry-H Dec-41 Dec-41 Jan-42 Mar-42 Oct-42 Jul-42 Aug-42 Jun-43 Apr-43 Mar-43 May-43 Jan-43 Jul-43 Dec-43 Sep-43 Dec-43 Nov-43 Dec-43 May-44 Apr-44 R S

19

When upgrading a unit, the numeric designation of the units involved may be ignored. Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army. A USSR Gd motorized unit can upgrade a USSR infantry unit (except Shock). A USSR Gd Tk unit can upgrade a USSR tank unit. Set Up:
Country Soviet Soviet Soviet USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR Loc Events Condtnl Events Events Events 2143 2442 2842 2043 2343 2242 2942 1546 3649 2442 2942 3649 1546 2154 3649 Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Unit-Mrkr 2x Ground Support 2x Partisans Strategic Move Naval Action 2x Tanks 3 4 5 6 10 11 12 27 37 1 Air 2 Air 1 Convoy Leningrad Fort Moscow Fort Sevastopol Fort 7 8 9 13 14 21 23 26 30 38 44 45 46 51 62 Bessarabia Poland Estonia Karelia Latvia Entry-V Entry-H R S

32.1.4. Soviet Faction Active Countries: USSR: National Will= 45 (85-40 due to the Appeasement policy). Factory Count= 9. Special Rules/Notes: See Setting the Stage above for possible setup variations. At the start of the scenario, a USSR ground unit located in the same hex as a fort sets up occupying it.

USE Playbook 2012-12-23.doc


USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR Condtnl Condtnl Condtnl Condtnl Condtnl Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Upgrade Upgrade Mobiliz Upgrade Mobiliz Events Mobiliz Upgrade Mobiliz Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Events Events Mobiliz Events Upgrade Upgrade Upgrade Events Lithuania Fac Lost 2x Lend Lease Russian Winter 2x Urals Factories 1 Shock 2 Shock 3 Shock 4 Shock 3 Air 1 Tank 3 Tank 5 Tank 4 Tank 1 Gd 2 Gd 4 Air 3 Gd 5 Shock Russian Artillery 2 Tank 1 Gd Tk 5 Air 4 Gd 5 Gd 6 Gd 7 Gd 8 Gd 10 Gd 11 Gd 3 Gd Tk 5 Gd Tk 4 Gd Tk Russian Artillery Russian Artillery 6 Tank Surprise Attack 6 Gd Tk 2 Gd Tk 9 Gd Surprise Attack

20

Sep-41 Sep-41 Sep-41 Sep-41 Sep-41 Mar-42 Mar-42 Mar-42 Mar-42 Mar-42 Mar-42 Mar-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Sep-43 Sep-43 Sep-43 Mar-44 Sep-44 Sep-44 Sep-44

Oct-41 Oct-41 Nov-41 Nov-41 Nov-41 Jun-42 Jun-42 Jun-42 Jul-42 Aug-42 Aug-42 Aug-42 Nov-42 Nov-42 Nov-42 Jan-43 Jan-43 Jan-43 Feb-43 Jan-43 Feb-43 Feb-43 Apr-43 Apr-43 Apr-43 May-43 May-43 Jul-43 Aug-43 Dec-43 Dec-43 Jan-44 Sep-44 Oct-44 Jan-45 Jan-45

Maps Used: East and West Scenario Length: 50 turns. Jun 1941 to Aug 1945. Victory Conditions: The Allied factions win if Germany is conquered. The Axis faction wins if the Allied factions do not win. Policies: The Home Defense and International Cooperation policies are in effect. Conditional Events: Mediterranean Crisis, USA Entry and West Invaded have occurred. East Invaded has been triggered and its actions have been incorporated into the scenario setup/rules. All other events can occur. Control Markers: All cities in Belgium, Denmark, France (but not Vichy, French North Africa, or Syria as they are neutral countries), Netherlands, Greece (including Crete), Norway, Poland, and Yugoslavia are Axis controlled. Hex 5339 (Tobruk) is Western controlled. Diplomacy Markers: Diplomacy Cup: 1x Pro-Axis, 2x No Event, 1x Political Failure Diplomacy Cup Marker Holding Box: 4x No Event, 3x Political Success Pro-Faction Markers: Put a Pro-Axis marker in hex 1540. Special Rules/Notes: There is no Declare War Segment in the Jun-41 turn. The Diplomacy Segment is skipped unless the Moscow Treaty policy goes into effect. All countries that are not active or conquered are neutral and can be activated. Poland, Belgium, Netherlands, Denmark, Norway, France, Yugoslavia, and Greece have been conquered by the Axis. Put a National Will marker from each of these countries in the Conquered Allied Countries box. 32.2.2. Axis Faction Active Countries: Bulgaria: National Will= 4. Factory Count= 1. Germany: National Will= 48. Factory Count= 15. Hungary: National Will= 4. Factory Count= 1. Italy: National Will= 9. Factory Count= 6. Romania: National Will= 6. Factory Count= 1. Special Rules/Notes: NA At the end of the Jun-41 Axis Operations Phase, the Axis faction may activate Finland as an Axis country. Activation triggers the USSR Northern Border Conditional Event. Set Up:
Country Axis Axis Bulgaria Bulgaria Loc Events Events 3938 3842 Unit-Mrkr 2x Ground Support Strategic Move 1 5 Entry-V Entry-H R S

32.2. Europe 1941-1945


This covers the whole war from summer 1941 until the end. 32.2.1. Basics Factions: Axis, Western, Soviet

USE Playbook 2012-12-23.doc


Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany On-Map Fac Count 1 Cd Area Cd Area Events Events Events Events 3610 2634 2738 2837 3209 2517 2537 2422 3442 4538 4231 2716 2337 3037 2235 5438 1623 2125 2813 2912 2910 3107 2616 3014 2937 2637 2436 2236 2236 2637 2813 2937 1718 1623 Mobiliz Mobiliz Events Events Fac Lost Polish Corridor AlsaceLorraine Naval Action Surprise Attack Tanks Wolf Packs 1 2 4 6 7 8 9 10 11 12 14 15 16 17 18 Afrika Nor 1 Gar 2 Gar 3 Gar 4 Gar 5 Gar 6 Gar 7 Gar 1P 2P 3P 4P 1 Luf 2 Luf 3 Luf 4 Luf 5 Luf 1 Convoy 6 Luf 20 2x Economic Reforms Gustav Artillery Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Hungary Hungary Hungary Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Romania Romania Romania Events Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Events Mobiliz Mobiliz 3138 3234 3634 Events 3621 3429 5226 5237 4025 4230 4628 4133 5338 4138 4628 5226 4628 5226 3241 3240 3544 Wolf Packs 5P 19 8 Gar 9 Gar Luf Re 1 Para Jets 6 SS 11 SS 1 2 3 Tanks 1 2 4 5 6 7 8 9 10 11 1 Air 1 Convoy 2 Convoy 1 Fleet 1 3 4 Mar-42 Sep-42 Mar-43 Mar-43 Mar-43 Sep-43 Mar-44 Mar-44 Mar-44 Sep-44 Jun-42 Oct-42 Aug-43 Apr-43 Jun-43 Dec-43 May-44 Apr-44 Sep-44 Nov-44

21

L L

4 2 4

32.2.3. Western Faction Active Countries: UK: National Will= 19. Factory Count= 9. Special Rules/Notes: At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it. The USA activates as a Western country when the USA Entry marker is removed from the Turn Track. When activated, put the USA 1 Convoy and 4 Fleet units in the Eastern North America box and put its other counters on the Turn Track in their respective Entry-H or Entry-V turn box. The UK 2 or 8 tank unit can upgrade a UK motorized unit. The USA 5 tank unit can upgrade the USA Tsk Frc unit. Set Up:
Country UK UK Loc Extra Factories 3 On-Map Fac Count 7 Unit-Mrkr ComWealth Trade Fac Lost Entry-V Entry-H R S

Sep-41 Mar-42 NA Mar-42

Jan-42 Jun-42 Jun-42 Jun-42

USE Playbook 2012-12-23.doc


UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK or USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA Extra Factories 3 Turn Track Events Events Events 5445 5250 5440 2611 5339 5339 4706 4706 4827 4827 2611 4827 5445 5339 2611 5445 4827 2611 4827 Mobiliz Events Mobiliz Mobiliz Upgrade Upgrade Events Sp Rules E.N.Amer E.N.Amer Mobiliz Mobiliz Events Mobiliz Mobiliz Upgrade Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Lend Lease to UK Lend Lease to UK Naval Evac Surprise Attack Tanks 9 10 BEF Home WDF Tobruk Fort Gib Gibraltar Fort Malta Malta Fort Home Flt Force H Med Flt 1 Convoy 2 Convoy 3 Convoy 4 Convoy Ftr Cmd 1 RAF 2 RAF Tanks Bm Cmd 1 Canada 8 2 Airdrop USA Entry 1 Convoy 4 Fleet 2 Convoy 8 Fleet Surprise Attack Tsk Frc 9 AAF 5 7 8 AAF 12 AAF 3 Convoy 12 Fleet 1 French 1 USA USA USA USA USA Western L L Western Western Western Western Western Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Events Events Events Events Events Events 3 15 AAF 4 Convoy 9 FTAF 2x Ground Support Free Forces Partisans Strategic Move ULTRA ULTRA Jun-43 Jun-43 Jun-43 Dec-43 Dec-43 Dec-43 Nov-43 Dec-43 May-44 Apr-44

22

NA

Nov-41

NA

Dec-41

NA Mar-42

Jul-41 Jul-42

32.2.4. Soviet Faction Active Countries: USSR: National Will= 95. Factory Count= 15. Special Rules/Notes:
4 2 2

At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it. At the end of the Jun-41 Axis Operations Phase, the Soviet faction may take up to five USSR ground units in its Faction Cards Conditional box and put them in friendly USSR city hexes. Placement cannot violate stacking restrictions. The units are at full strength and supply. When upgrading a unit, the numeric designation of the units involved may be ignored. Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army. A USSR Gd motorized unit can upgrade a USSR infantry unit (except Shock). A USSR Gd Tk unit can upgrade a USSR tank unit. Set Up:
Country Soviet Soviet Soviet Soviet USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR Loc Events Events Events Events On-Map Fac Count 1 Events Events Cd Area Cd Area Cd Area Cd Area Cd Area Cd Area Turn Track Unit-Mrkr 2x Ground Support Partisans Partisans Strategic Move Fac Lost Naval Action 2x Tanks Bessarabia E. Poland Estonia Karelia Latvia Lithuania 2x Lend Lease NA NA Dec-41 Dec-42 Entry-V Entry-H R S

2 4 Sep-41 Sep-41 Mar-42 Mar-42 Mar-42 Mar-43 Mar-43 NA NA NA Dec-41 Dec-41 Jun-42 Jun-42 Jun-42 Dec-42 Dec-42 Dec-42 Dec-42 Dec-42 Jun-43 Jun-43 Jun-43 Nov-41 Nov-41 Apr-42 Jul-42 Sep-42 Jun-43 Jul-43 Dec-41 Dec-41 Dec-41 Jan-42 Mar-42 Oct-42 Jul-42 Aug-42 Jun-43 Apr-43 Mar-43 May-43 Jan-43 Jul-43 Dec-43 Sep-43

NA

Dec-41

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USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR Weather Track Turn Track Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl Condtnl 2338 2638 2739 2838 2136 3444 2437 2237 3139 2442 3141 3038 1546 3649 3343 2439 2942 1546 2154 3649 3649 Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Upgrade Upgrade Mobiliz Upgrade Mobiliz Events Russian Winter 2x Urals Factories 7 14 23 30 44 45 46 51 62 3 4 5 6 8 9 10 11 12 13 21 26 27 37 38 1 Air 2 Air Leningrad Fortress Moscow Fortress Sevastopol Fortress 1 Convoy 1 Shock 2 Shock 3 Shock 4 Shock 3 Air 1 Tank 3 Tank 5 Tank 4 Tank 1 Gd 2 Gd 4 Air 3 Gd 5 Shock Russian Artillery NA NA Dec-41 Jul-41 USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR Mobiliz Upgrade Mobiliz Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Events Events Mobiliz Events Upgrade Upgrade Upgrade Events 2 Tank 1 Gd Tk 5 Air 4 Gd 5 Gd 6 Gd 7 Gd 8 Gd 10 Gd 11 Gd 3 Gd Tk 5 Gd Tk 4 Gd Tk Russian Artillery Russian Artillery 6 Tank Surprise Attack 6 Gd Tk 2 Gd Tk 9 Gd Surprise Attack Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Sep-43 Sep-43 Sep-43 Mar-44 Sep-44 Sep-44 Sep-44 Jan-43 Jan-43 Jan-43 Feb-43 Jan-43 Feb-43 Feb-43 Apr-43 Apr-43 Apr-43 May-43 May-43 Jul-43 Aug-43 Dec-43 Dec-43 Jan-44 Sep-44 Oct-44 Jan-45 Jan-45

23

32.3. Europe 1942-1945


This covers the whole war from summer 1942 until the end. 32.3.1. Basics Factions: Axis, Western, Soviet Maps Used: East and West Scenario Length: 37 turns. Jul 1942 to Aug 1945. Victory Conditions: The Allied factions win if Germany is conquered. The Axis faction wins if the Allied factions do not win. Policies: The Home Defense and International Cooperation policies are in effect. Conditional Events: East Invaded, Mediterranean Crisis, USA Entry, USSR Northern Border, and West Invaded have occurred. All other events can occur. Control Markers: All cities in Belgium, Denmark, France (but not Vichy or French North Africa as they are neutral countries), Netherlands, Greece (including Crete), Norway, Poland, and Yugoslavia are Axis controlled. The following cities in the USSR are Axis controlled. Brest, Bryansk, Chernauti, Depropetovsk, Kaunas, Kharkov, Kiev, Kishinev, Kursk, Lvov, Minsk, Odessa, Orel, Smolensk, Riga, Sevastopol, Talinin, Velikiye Luki, Vilnius, and Wyborg All cities in Syria are Western controlled. Diplomacy Markers:

Sep-41 Sep-41 Sep-41 Sep-41 Sep-41 Mar-42 Mar-42 Mar-42 Mar-42 Mar-42 Mar-42 Mar-42 Sep-42 Sep-42 Sep-42

Oct-41 Oct-41 Nov-41 Nov-41 Nov-41 Jun-42 Jun-42 Jun-42 Jul-42 Aug-42 Aug-42 Aug-42 Nov-42 Nov-42 Nov-42

USE Playbook 2012-12-23.doc


Diplomacy Cup: 1x Pro-Axis, 1x Pro-Western, 2x No Event, 1x Political Failure Diplomacy Cup Marker Holding Box: 4x No Event, 3x Political Success Pro-Faction Markers: NA Special Rules/Notes: The Diplomacy Segment is skipped unless the Moscow Treaty policy goes into effect. All countries that are not active or conquered are neutral and can be activated. Poland, Belgium, Netherlands, Denmark, Norway, France, Yugoslavia, and Greece have been conquered by the Axis. Put a National Will marker from each of these countries in the Conquered Allied Countries box. 32.3.2. Axis Faction Active Countries: Bulgaria: National Will= 4. Factory Count= 1. Finland: National Will= 4. Factory Count= 1. Germany: National Will= 46. Factory Count= 15. Hungary: National Will= 4. Factory Count= 1. Italy: National Will= 10. Factory Count= 6. Romania: National Will= 6. Factory Count= 1. Special Rules/Notes: NA Set Up:
Country Axis Axis Bulgaria Bulgaria Finland Finland Finland Finland Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Loc Events Events 3938 3842 1545 1247 1042 0645 Extra Factories 1 Turn Track On-Map Fac Count 1 Cd Area Cd Area Turn Track Events Events Sur Att Holding Box Events Unit-Mrkr 2x Ground Support Strategic Move 1 5 Isthmus Talvela W.Fin N.Fin Economic Reforms Economic Reforms Fac Lost Polish Corridor AlsaceLorraine Gustav Artillery Naval Action 2x Wolf Packs Surprise Attack Tanks Entry-V Entry-H R S Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Hungary Hungary Hungary Italy Italy Italy Italy 3610 2552 2350 2952 3209 2517 2047 2422 3649 4538 4231 2716 1846 3154 1645 2234 5543 1623 2125 2813 2912 2910 3107 2616 3014 3053 2451 2149 2752 2046 4526 2813 3153 1718 2449 2234 Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Events Mobiliz Mobiliz 3138 2850 3634 Events 3621 3525 5226 1 2 4 6 7 8 9 10 11 12 14 15 16 17 18 20 Afrika Nor 1Gar 2Gar 3Gar 4Gar 5Gar 6Gar 7Gar 1P 2P 3P 4P 1 Luf 2 Luf 3 Luf 4 Luf 5 Luf 6 Luf 1 Convoy 5P 19 8 Gar 9 Gar Luf Re 1 Para Jets 6 SS 11 SS 1 2 3 Tanks 1 2 4

24

R L

2 3 2 L 2 Sep-42 Mar-43 Mar-43 Mar-43 Sep-43 Mar-44 Mar-44 Mar-44 Sep-44 Oct-42 Aug-43 Apr-43 Jun-43 Dec-43 May-44 Apr-44 Sep-44 Nov-44

NA

Dec-42

NA

Oct-42

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Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Romania Romania Romania 5339 4025 4628 3050 4133 5443 4138 4628 5226 4628 5226 3643 3252 3552 5 6 7 8 9 10 11 1 Air 1 Convoy 2 Convoy 1 Fleet 1 3 4 UK UK UK UK UK UK UK UK UK UK UK or USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA Western Western Western Western Western 5647 2807 5445 5447 2611 5447 2807 2611 Upgrade Upgrade Events E.N.Amer E.N.Amer E.N.Amer E.N.Amer Mobiliz Events Mobiliz Upgrade Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Events Events Events Events Events 1 Convoy 2 Convoy 3 Convoy 4 Convoy Ftr Cmd 1 RAF 2 RAF Bm Cmd 8 2 Airdrop 1 Convoy 2 Convoy 4 Fleet 8 Fleet Tsk Frc Surprise Attack 9 AAF 5 7 8 AAF 12 AAF 3 Convoy 12 Fleet 1 French 1 3 15 AAF 4 Convoy 9 FTAF 2x Ground Support Free Forces Partisans Strategic Move 2x ULTRA

25
2

4 4

4 2 2

NA Mar-43 Mar-43

Sep-42 Jun-43 Jul-43

32.3.3. Western Faction Active Countries: UK: National Will= 18. Factory Count= 9. USA: National Will= 10. Factory Count= NA. Special Rules/Notes: At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it. The UK 2 or 8 tank unit can upgrade a UK motorized unit. The USA 5 tank unit can upgrade the USA Tsk Frc unit. Set Up:
Country UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK Loc Extra Factories 3 On-Map Fac Count 4 Extra Factories 5 Turn Track Events Events Events Mobiliz 5445 5646 5544 2611 2807 4706 4706 4827 4827 2807 4827 5445 Unit-Mrkr ComWealth Trade Fac Lost Lend Lease to UK Lend Lease to UK Naval Evac Surprise Attack 2x Tanks 1 Canada 9 10 BEF Home WDF Gib Gibraltar Fort Malta Malta Fort Home Flt Force H Med Flt Entry-V Entry-H R S

NA NA Dec-42 Dec-42 Dec-42 Dec-42 Dec-42 Jun-43 Jun-43 Jun-43 Jun-43 Jun-43 Jun-43 Dec-43 Dec-43

Oct-42 Aug-42 Jun-43 Apr-43 Mar-43 May-43 Jan-43 Jul-43 Dec-43 Sep-43 Dec-43 Nov-43 Dec-43 May-44 Apr-44

NA

Nov-42

NA NA

Oct-42 Nov-42

32.3.4. Soviet Faction Active Countries: USSR: National Will= 36. Factory Count= 6. Special Rules/Notes: At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it. When upgrading a unit, the numeric designation of the units involved may be ignored. Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army. A USSR Gd motorized unit can upgrade a USSR infantry unit (except Shock).

USE Playbook 2012-12-23.doc


A USSR Gd Tk unit can upgrade a USSR tank unit. Set Up:
Country Soviet Soviet Soviet Soviet USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR Loc Events Events Events Events On-Map Fac Count 1 Events Events Cd Area Cd Area Cd Area Cd Area Cd Area Cd Area Extra Factories 2 Turn Track Extra Factories 9 Condtnl Condtnl 2352 3553 2049 2953 0646 1750 2954 2354 1747 3155 2452 1248 2753 2051 2351 1546 2048 3054 Mobiliz 2652 3254 Mobiliz 1750 Unit-Mrkr 2x Ground Support Partisans Partisans Strategic Move Fac Lost Naval Action 2x Tanks Bessarabia E. Poland Estonia Karelia Latvia Lithuania Lend Lease to USSR Lend Lease to USSR Urals Factories 45 46 3 4 5 6 7 8 9 10 11 12 13 14 21 23 26 27 30 37 38 44 51 62 1 Air 4 Entry-V Entry-H R S USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR 2154 3156 1546 2154 3653 2150 1646 1847 1948 3060 2154 Mobiliz 2655 Upgrade Upgrade Mobiliz Upgrade Mobiliz Events Mobiliz Upgrade Mobiliz Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Upgrade Events Events Mobiliz Events Upgrade Upgrade Upgrade Events 2 Air 3 Air Leningrad Fortress Moscow Fortress 1 Convoy 1 Shock 2 Shock 3 Shock 4 Shock 1 Tank 3 Tank 4 Tank 5 Tank 1 Gd 2 Gd 4 Air 3 Gd 5 Shock Russian Artillery 2 Tank 1 Gd Tk 5 Air 4 Gd 5 Gd 6 Gd 7 Gd 8 Gd 10 Gd 11 Gd 3 Gd Tk 5 Gd Tk 4 Gd Tk Russian Artillery Russian Artillery 6 Tank Surprise Attack 6 Gd Tk 2 Gd Tk 9 Gd Surprise Attack

26
4 4

NA NA

Sep-42 Dec-42

R R R NA NA NA Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Sep-42 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Mar-43 Sep-43 Sep-43 Sep-43 Mar-44 Sep-44 Sep-44 Sep-44 Aug-42 Aug-42 Aug-42 Nov-42 Nov-42 Nov-42 Jan-43 Jan-43 Jan-43 Feb-43 Jan-43 Feb-43 Feb-43 Apr-43 Apr-43 Apr-43 May-43 May-43 Jul-43 Aug-43 Dec-43 Dec-43 Jan-43 Sep-44 Oct-44 Jan-45 Jan-45

NA

Dec-42

Condtnl Condtnl

Condtnl Condtnl

R R

32.4. Europe 1943-1945


This covers the whole war from summer 1943 until the end. 32.4.1. Basics Factions: Axis, Western, Soviet Maps Used: East and West

USE Playbook 2012-12-23.doc


Scenario Length: 25 turns. Jul 1943 to Aug 1945. Victory Conditions: The Allied factions win if Germany is conquered. The Axis faction wins if the Allied factions do not win. Policies: The Home Defense and International Cooperation policies are in effect. Conditional Events: Only Country Activation, Country Collapse and Conquered Country may occur. All others have occurred. Bombed Markers: Each of these cities contains one Bombed marker: Aachen, Bremen, Dsseldorf, and Hamburg Control Markers: All cities in Belgium, Denmark, France (but not Vichy), Netherlands, Greece (including Crete), Norway, Poland, and Yugoslavia are Axis controlled. The following cities in the USSR are Axis controlled. Brest, Bryansk, Chernauti, Depropetovsk, Kaunas, Kharkov, Kiev, Kishinev, Lvov, Minsk, Novorossiysk, Odessa, Orel, Sevastopol, Smolensk, Riga, Sevastopol, Talinin, Velikiye Luki, Vilnius, and Wyborg All cities in French North Africa, Libya, and Syria are Western controlled. Diplomacy Markers: Diplomacy Cup: 1x Pro-Axis, 2x Pro-Western, 2x No Event, 1x Political Failure Diplomacy Cup Marker Holding Box: 4x No Event, 3x Political Success Pro-Faction Markers: NA Special Rules/Notes: The Diplomacy Segment is skipped unless the Moscow Treaty policy goes into effect. All countries that are not active or conquered are neutral and can be activated. Poland, Belgium, Netherlands, Denmark, Norway, France, Yugoslavia, and Greece have been conquered by the Axis faction. Put a National Will marker from each of these countries in the Conquered Allied Countries box. 32.4.2. Axis Faction Active Countries: Bulgaria: National Will= 4. Factory Count= 1. Finland: National Will= 4. Factory Count= 1. Germany: National Will= 42. Factory Count= 15. Hungary: National Will= 3. Factory Count= 1. Italy: National Will= 3. Factory Count= 5. Romania: National Will= 4. Factory Count= 1. Special Rules/Notes: NA Set Up:
Country Axis Loc Events Unit-Mrkr 2x Ground Support Entry-V Entry-H R S Axis Bulgaria Bulgaria Finland Finland Finland Finland Germany Germany Germany Events 3938 3842 1545 1247 1042 0643 Events Events Events Sur Att Holding Box Events Cd Area Cd Area Extra Factories 3 Turn Track On-Map Fac Count 1 3610 2750 2248 3253 3209 2517 2552 4025 2631 4538 4230 2716 1846 3554 1645 0646 2422 1623 2125 2813 2912 2910 3107 3522 4628 3424 3124 Strategic Move 1 5 Isthmus Talvela W.Fin N.Fin Gustav Artillery Naval Action 2x Wolf Packs Surprise Attack Tanks Polish Corridor AlsaceLorraine Economic Reforms Economic Reforms Fac Lost 1 2 4 6 7 8 9 10 11 12 14 15 16 17 18 20 Afrika Nor 1 Gar 2 Gar 3 Gar 4 Gar 5 Gar 6 Gar 7 Gar 8 Gar 9 Gar

27

Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany

NA

Dec-43

R L

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Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Hungary Hungary Hungary Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Italy Romania Romania Romania 3052 2350 2047 2952 3018 2046 4127 2813 3150 1718 2449 1137 Mobiliz Mobiliz Mobiliz Events Mobiliz Mobiliz 3138 2648 3730 Events 3624 3527 4231 3426 4526 3525 4127 4133 3621 4138 4628 4127 4231 4231 3643 3649 3346 1P 2P 3P 4P 5P 1 Luf 2 Luf 3 Luf 4 Luf 5 Luf 6 Luf 1 Convoy 19 Luf Re 1 Para Jets 6 SS 11 SS 1 2 3 Tanks 1 2 4 5 6 7 8 9 10 11 1 Air 1 Convoy 2 Convoy 1 Fleet 1 3 4 UK UK R 4 4 4 4 L 4 2 NA Sep-43 Mar-44 Mar-44 Mar-44 Sep-44 Aug-43 Dec-43 May-44 Apr-44 Sep-44 Nov-44 UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK or USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA Events Events Extra Factories 3 On-Map Fac Count 1 Extra Factories 7 Turn Track 2611 2807 5022 5445 5226 2411 4706 4706 4827 4827 2807 4827 5022 5647 2807 5022 5445 2611 5022 2807 2611 Events Events 4715 4622 2710 4622 E.N.Amer E.N.Amer 4622 4715 2210 4622 Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Mobiliz Surprise Attack 2x Tanks ComWealth Trade Fac Lost Lend Lease to UK Lend Lease to UK 1 Canada 2 8 9 10 Home Gib Gibraltar Fort Malta Malta Fort Home Flt Force H Med Flt 1 Convoy 2 Convoy 3 Convoy 4 Convoy Ftr Cmd 1 RAF 2 RAF Bm Cmd Airdrop Surprise Attack 5 7 8 AAF 9 AAF 12 AAF 1 Convoy 2 Convoy 3 Convoy 4 Fleet 8 Fleet 12 Fleet 1 French 1 3 15 AAF 4 Convoy 9

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NA

Nov-43

4 2

2 2 4 4

4 2 2

4 2 2

32.4.3. Western Faction Active Countries: UK: National Will= 16. Factory Count= 9. USA: National Will= 10. Factory Count= NA. Special Rules/Notes: At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it. Set Up:
Country UK Loc Events Unit-Mrkr Naval Evac Entry-V Entry-H R S

NA NA NA NA NA Dec-43

Dec-43 Sep-43 Dec-43 Nov-43 Dec-43 May-44

USE Playbook 2012-12-23.doc


USA Western Western Western Western Western Western Mobiliz Events Events Events Events Events Events FTAF 2x Ground Support Free Forces Partisans Strategic Move ULTRA ULTRA Dec-43 Apr-44 USSR USSR USSR NA NA Oct-43 Nov-43 USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR NA Dec-43 USSR USSR USSR USSR USSR 1548 1248 2351 1546 2150 3454 4058 3555 3254 Mobiliz 1750 2051 3156 2655 2354 4058 1847 1646 1948 2048 3154 2652 2954 3156 3054 2453 2852 2752 2953 2955 2152 2250 2751 2452 2252 2754 1546 2154 Events Events Mobiliz Events Upgrade Upgrade Upgrade Events 11 14 23 27 30 44 45 46 51 62 1 Air 2 Air 3 Air 4 Air 5 Air 1 Convoy 1 Shock 2 Shock 3 Shock 4 Shock 5 Shock 2 Tank 1 Gd 2 Gd 3 Gd 4 Gd 5 Gd 6 Gd 7 Gd 8 Gd 10 Gd 11 Gd 1 Gd Tk 3 Gd Tk 4 Gd Tk 5 Gd Tk Leningrad Fortress Moscow Fortress Russian Artillery Russian Artillery 6 Tank Surprise Attack 6 Gd Tk 2 Gd Tk 9 Gd Surprise Attack

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NA

Oct-43

32.4.4. Soviet Faction Active Countries: USSR: National Will= 20. Factory Count= 6. Special Rules/Notes: At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it. When upgrading a unit, the numeric designation of the units involved may be ignored. Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army. A USSR Gd motorized unit can upgrade a USSR infantry unit (except Shock). A USSR Gd Tk unit can upgrade a USSR tank unit. Set Up:
Country Soviet Soviet Soviet Soviet USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR Loc Events Events Events Events Events Events Events Cd Area Cd Area Cd Area Cd Area Cd Area Cd Area On-Map Fac Count 1 Extra Factories 4 Turn Track Extra Factories 9 Mobiliz 2553 0647 2149 Unit-Mrkr 2x Ground Support Partisans Partisans Strategic Move Naval Action Russian Artillery 2x Tanks Bessarabia E. Poland Estonia Karelia Latvia Lithuania Fac Lost Lend Lease to USSR Lend Lease to USSR Urals Factories 3 4 7 9 Entry-V Entry-H R S

4 2 4 2 4 2

NA

Sep-43

NA Sep-43 Sep-43 Sep-43 Mar-44 Sep-44 Sep-44 Sep-44

Aug-43 Dec-43 Dec-43 Jan-44 Sep-44 Oct-44 Jan-45 Jan-45

USE Playbook 2012-12-23.doc 32.5. Europe 1944-1945


This covers the whole war from summer 1944 until the end. 32.5.1. Basics Factions: Axis, Western, Soviet Maps Used: East and West Scenario Length: 15 turns. Jun 1944 to Aug 1945. Victory Conditions: The Allied factions win if Germany is conquered. The Axis faction wins if the Allied factions do not win. Policies: The Home Defense and International Cooperation policies are in effect. Conditional Events: Only Country Activation, Country Collapse and Conquered Country may occur. All others have occurred. Bombed Markers: Each of these cities contains one Bombed marker: Aachen, Berlin, Bremen, Dresden, Dsseldorf, Frankfurt, Hanover, and Munich Control Markers: The following cities are Axis controlled. All cities in Belgium, Denmark, France, Netherlands, Greece (including Crete), Norway, Poland, and Yugoslavia. USSR: Brest, Kaunas, Kishinev, Lvov, Minsk, Riga, Talinin, Vilnius, and Wyborg The following cities are Western controlled. Italy: Brindisi, Catania, Naples, Palermo, Taranto All cities in French North Africa, Libya, Sardinia, Sicily, and Syria. Diplomacy Markers: NA Pro-Faction Markers: NA Special Rules/Notes: There is no Diplomacy Segment. All countries that are not active or conquered are neutral and can be activated. Vichy is an active Axis country, but its units and Prod markers are removed from the scenario. Poland, Belgium, Netherlands, Denmark, Norway, France, Yugoslavia, and Greece have been conquered by the Axis faction. Put a National Will marker from each of these countries in the Conquered Allied Countries box. French North Africa, Italy, and Syria have been conquered by the Western faction. 32.5.2. Axis Faction Active Countries: Bulgaria: National Will= 4. Factory Count= 1. Finland: National Will= 4. Factory Count= 1. Germany: National Will= 35. Factory Count= 15. Hungary: National Will= 2. Factory Count= 1. Romania: National Will= 2. Factory Count= 1. Vichy: National Will= 6. Factory Count= NA. Special Rules/Notes: NA Set Up:
Country Axis Axis Bulgaria Bulgaria Finland Finland Finland Finland Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Loc Events Events 3938 3842 1545 1247 1441 0643 Events Events Events Events Sur Att Holding Box Events Cd Area Cd Area Extra Factories 5 Turn Track On-Map Fac Count 8 3610 2442 2345 3344 3209 3140 2544 3927 2234 2638 3926 2716 1943 Mobiliz 1642 3817 0647 2616 1623 2719 2125 Unit-Mrkr 2x Ground Support Strategic Move 1 5 Isthmus Talvela W.Fin N.Fin Gustav Artillery Jets Naval Action 2x Wolf Packs Surprise Attack Tanks Polish Corridor AlsaceLorraine Economic Reforms Economic Reforms Fac Lost 1 2 4 6 7 8 9 10 11 12 14 15 16 17 18 19 20 Afrika Nor 1 Para 1 Gar Entry-V Entry-H

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NA

Dec-44

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Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Hungary Hungary Hungary Romania Romania Romania 2813 2912 2910 3107 3621 3622 2041 3525 2941 Mobiliz 2144 2742 3014 2041 3525 3017 2939 1718 2442 2622 1623 Mobiliz Mobiliz 2939 3138 3234 3643 3445 3241 2 Gar 3 Gar 4 Gar 5 Gar 6 Gar 7 Gar 8 Gar 9 Gar 1P 2P 3P 4P 5P 1 Luf 2 Luf 3 Luf 4 Luf 5 Luf 6 Luf Luf Re 1 Convoy 6 SS 11 SS 1 2 3 1 3 4 UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK UK or USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA USA Western Western Western Western Western Western 5445 5226 2411 4706 4706 4827 4827 2611 2710 4231 2611 2710 4231 4622 2611 4028 2710 2611 Events Events 4622 2807 2607 4026 4526 Mobiliz 2710 2807 4127 E.N.Amer 2807 4526 2607 4127 2607 4526 2807 4127 Events Events Events Events Events Turn Track 9 10 Home Gib Gibraltar Fort Malta Malta Fort Home Flt Force H Med Flt 1 Convoy 2 Convoy 3 Convoy 4 Convoy Ftr Cmd 1 RAF 2 RAF Bm Cmd Airdrop Surprise Attack 1 French 1 3 5 7 9 8 AAF 9 AAF 12 AAF FTAF 1 Convoy 2 Convoy 3 Convoy 4 Convoy 4 Fleet 8 Fleet 12 Fleet 15 AAF 2x Ground Support Free Forces Partisans Strategic Move ULTRA ULTRA

31
L L

4 4 4 4 4 4 4 NA Sep-44 Sep-44 Nov-44

2 2 4 4

32.5.3. Western Faction Active Countries: UK: National Will= 16. Factory Count= 9. USA: National Will= 10. Factory Count= NA. Special Rules/Notes: At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it. Set Up:
Country UK UK UK UK UK UK UK UK UK Loc Events Events Events Extra Factories 3 On-Map Fac Count 1 Extra Factories 9 2611 2710 4027 Unit-Mrkr Naval Evac Surprise Attack 2x Tanks ComWealth Trade Fac Lost Lend Lease to UK 1 Canada 2 8 Entry-V Entry-H R S

NA

Aug-44

32.5.4. Soviet Faction Active Countries:

USE Playbook 2012-12-23.doc


USSR: National Will= 46. Factory Count= 9. Special Rules/Notes: At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it. When upgrading a unit, the numeric designation of the units involved may be ignored. Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army. A USSR Gd motorized unit can upgrade a USSR infantry unit (except Shock). A USSR Gd Tk unit can upgrade a USSR tank unit. Set Up:
Country Soviet Soviet Soviet Soviet USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR Loc Events Events Events Events Events Events Events Events Events Cd Area Cd Area Cd Area Cd Area Cd Area Cd Area On-Map Fac Count 1 Extra Factories 6 Turn Track Extra Factories 9 2648 Mobiliz 0548 2047 0748 1248 2348 1546 3350 Mobiliz Mobiliz 3346 Unit-Mrkr 2x Ground Support Partisans Partisans Strategic Move Naval Action 2x Russian Artillery Russian Artillery Surprise Attack 2x Tanks Bessarabia E. Poland Estonia Karelia Latvia Lithuania Fac Lost Lend Lease to USSR Lend Lease to USSR Urals Factories 3 4 7 9 11 14 23 27 30 44 45 46 Entry-V Entry-H R S USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR NA Dec-44 USSR 2848 1647 1746 2047 3149 2845 2648 3649 1945 1645 1844 2045 3345 2546 3243 3141 3649 2842 3244 2845 2545 3142 2644 1745 2346 2942 2844 3041 2245 1546 2154 Upgrade Upgrade Upgrade Events 51 62 1 Air 2 Air 3 Air 4 Air 5 Air 1 Convoy 1 Shock 2 Shock 3 Shock 4 Shock 5 Shock 2 Tank 6 Tank 1 Gd 2 Gd 3 Gd 4 Gd 5 Gd 6 Gd 7 Gd 8 Gd 10 Gd 11 Gd 1 Gd Tk 3 Gd Tk 4 Gd Tk 5 Gd Tk Leningrad Fortress Moscow Fortress 6 Gd Tk 2 Gd Tk 9 Gd Surprise Attack

32

4 2 3 4 4 3

NA

Jul-44

NA

Aug-44

NA Sep-44 Sep-44 Sep-44

Sep-44 Oct-44 Jan-45 Jan-45

32.6. Germany 1945


This covers the invasion of Germany. 32.6.1. Basics Factions: Axis, Western, Soviet Maps Used: East and West Scenario Length: 8 turns. Jan 1945 to Aug 1945. Victory Conditions: The Allied factions win if Germany is conquered. Otherwise, the Axis faction wins. Policies: The International Cooperation policy is in effect. Conditional Events: Only Country Collapse and Conquered Country may occur. All others have occurred. Bombed Markers:

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Each of these cities contains one Bombed marker: Berlin, Bremen, Frankfurt, Hanover, Leipzig, and Munich Control Markers: The following cities are Axis controlled. Amsterdam, Budapest, Lodz, Krakow, Rotterdam, Sarajevo, Split, Warsaw, and Zagreb. The following cities are Western controlled. Aachen, Metz, Strasbourg, and all cities in Belgium, Occupied France, and Vichy. The following cities are Soviet controlled. Belgrade, Debrecen, Nis, and all cities in Bulgaria and Romania. Pro-Faction Markers: NA Special Rules/Notes: There is no Declare War or Diplomacy Segment. For Strategic Warfare, There are eight conquered Allied countries and there is no Axis air unit in Sea Zone 3, 4, or 5. This is always in effect. The only Fac Lost marker in play belongs to Germany. It is moved as per Strategic Combat results. Ignore any reference to moving an Allied Fac Lost marker. ULTRA and Partisans markers cannot be used for Strategic Warfare. No faction can attempt an Amphibious Invasion. The only countries that are active are Germany, UK, USA, and USSR. In addition, the only other countries which are in play are Belgium, Bulgaria, Netherlands, Hungary, Occupied France, Poland, Romania, Vichy (except Corsica), and Yugoslavia. All other countries or Overseas areas are prohibited. Exception: For tracing a supply line, the Axis faction can use the Transport line in Italy that runs from hex 3424 to 3527. 32.6.2. Axis Faction Active Countries: Germany: National Will= 30. Factory Count= 13. Special Rules/Notes: After determining Germanys production points for the turn, reduce the amount by five. This represents production sent to the Italian Front. Set Up:
Country Axis Germany Germany Germany Germany Germany Germany Germany Loc Events Events Events Sur Att Holding Box Events Cd Area Cd Area Extra Factories 6 Unit-Mrkr Strategic Move Gustav Artillery Jets Surprise Attack Tanks Polish Corridor AlsaceLorraine Economic Reforms Entry-V Entry-H R S Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Turn Track On-Map Fac Count 8 3020 2535 2336 3232 2920 3032 2635 Mobiliz 2617 2719 1937 2934 2035 3121 2616 2718 Mobiliz 3130 2521 Mobiliz Mobiliz 2830 3532 2235 2835 2819 Mobiliz 2631 2234 2921 2934 2521 2634 2622 Economic Reforms Fac Lost 1 2 4 6 7 8 9 11 12 15 16 17 18 19 Afrika 1 Para 2 Gar 3 Gar 4 Gar 5 Gar 8 Gar 1P 2P 3P 4P 5P 6 SS 11 SS 1 Luf 3 Luf 4 Luf 5 Luf 6 Luf Luf Re NA Jun-45

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R R

R R

R 4 4 4 4 4 6

32.6.3. Western Faction Active Countries: UK: National Will= NA. Factory Count= NA USA: National Will= NA. Factory Count= NA Special Rules/Notes: No naval units are used in this scenario and the following every turn. A UK or USA air or ground unit can use naval transport if it starts its activation in a port. A UK or USA unit is in Full Supply if it can trace a supply line to a friendly port. At any point during its Actions Sub-Phase, the Western faction may place up to two Bombed markers in Axis friendly Factory

USE Playbook 2012-12-23.doc


hexes in Germany (one per hex, per standard rules). This placement cannot be interdicted. This represents bombing runs from the USA 15 AAF in Italy. Set Up:
Country UK UK UK UK UK UK UK UK or USA USA USA USA USA USA USA USA USA USA Western Western Western Western Western Loc Events Turn Track 2716 2717 2716 2816 2611 Events Events 3120 2817 2919 3019 2818 2710 3018 3120 Events Events Events Events Events Unit-Mrkr Naval Evac Surprise Attack 1 Canada 2 Ftr Cmd 2 RAF Bm Cmd Airdrop Surprise Attack 1 French 1 3 7 9 8 AAF 9 AAF FTAF Free Forces Partisans Strategic Move ULTRA ULTRA Entry-V Entry-H R S USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR USSR NA Feb-45 Events Events Events Events Cd Area Cd Area Cd Area Cd Area Cd Area Cd Area Mobiliz 3533 Mobiliz Mobiliz 3333 3632 1941 2438 3234 3638 2938 1938 2436 2438 2037 2536 3034 2236 2836 3432 2936 2036 3233 2736 1939 2136 2636 2638 2938 2935 2337 3133 Upgrade Events Russian Artillery Surprise Attack Surprise Attack 2x Tanks Bessarabia E. Poland Estonia Karelia Latvia Lithuania 4 9 44 45 46 51 1 Air 2 Air 3 Air 4 Air 5 Air 1 Shock 2 Shock 3 Shock 4 Shock 5 Shock 1 Gd 2 Gd 3 Gd 4 Gd 5 Gd 6 Gd 7 Gd 8 Gd 10 Gd 11 Gd 1 Gd Tk 2 Gd Tk 3 Gd Tk 4 Gd Tk 5 Gd Tk 6 Gd Tk 9 Gd Surprise Attack NA Feb-45

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NA

Apr-45

NA

Feb-45

2 4 4 NA NA Feb-45 Mar-45

2 4 4 2 4

4 4 2

NA

Mar-45

32.6.4. Soviet Faction Active Countries: USSR: National Will= NA. Factory Count= 25 Every Turn As a reminder, put the USSR Factory Count marker in the OnMap Factory Count Tracks 15 box and Urals Factories marker in the On-Map Factory Count Tracks 10 box. Special Rules/Notes: When upgrading a unit, the numeric designation of the units involved may be ignored. Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army. A USSR Gd motorized unit can upgrade a USSR infantry unit (except Shock). Set Up:
Country Soviet Soviet Soviet USSR Loc Events Events Events Events Unit-Mrkr Partisans Partisans Strategic Move 2x Russian Artillery Entry-V Entry-H R S

USE Playbook 2012-12-23.doc 33. Examples of Play 33.1. Air/Naval Combat Escorted Unit
A France convoy unit being escorted by a UK carrier unit with 2 Sorties is tracing a supply line for a France ground unit. During its trace, it is intercepted by an Italy fighter unit. First, the Italy fighter unit (the attacker) and the UK carrier unit (the escort and defender) resolve a combat. The France convoy is ignored. The combat result is DR+2. The Italy fighter unit adds one Sortie (bringing its total to 1) and UK carrier unit adds two Sorties (bringing its total to 4). In addition, the escort failed. Because the escort failed, the Italy fighter unit now attacks the France convoy. The UK carrier is ignored. This combat result is DD+3. The Italy fighter unit adds one Sortie (bringing its total to 2) and France convoy unit adds three Sorties (bringing its total to 3). In addition, the supply line trace was interdicted.

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33.2. Amphibious Invasion


A Germany fighter unit is in Taranto and another is in Palermo. An Italy fighter unit, surface unit, and infantry unit are in Catania. A UK tank unit, convoy unit, and surface unit are in Tunis. A UK infantry unit, convoy unit, and carrier unit are in Malta. The Axis air and naval units have a high number of Sorties on them, but the UK units have none. The Western faction places the UK Surprise Attack marker in Sea Zone 22, which is within two Sea Zones of Tunis. It then activates the tank, convoy, and surface units and declares it is attempting an Amphibious Invasion. It does not state the target hex at this time The Western faction first traces a naval movement path into Sea Zone 19. At this point the Axis faction declares an interception with the Germany fighter in Palermo as it is within Sea Zone 19. If the UK surface unit escort fails, the Western faction could abandon the invasion at that time (in order to avoid having to fight with its convoy) or it could continue, at which point the convoy would fight. The UK surface escort was successful and so the Axis faction then intercepts in Sea Zone 19 with the Italy surface unit from two Sea Zones away in Sea Zone 22. Note the UK carrier unit cannot intercept the Italy surface unit as it traces through Sea Zone 22 or 19 because interception of another unit performing interception is not allowed. The UK surface escort is successful again. Since no more interceptions can occur in Sea Zone 19, the Western faction continues it movement path trace into Sea Zone 22 and declares it is invading hex 4528 (adjacent to the port of Catania). It must declare the invaded hex before any interceptions are attempted. Now the Axis faction can choose to intercept in Sea Zone 22 and/or in the hex 4528. In Sea Zone 22, the Axis can use the Italy fighter or surface units or the Germany fighter in Palermo. The Germany fighter in Taranto cannot intercept in Sea Zone 22 because it is in a different Sea Zone. In hex 4528, it can intercept with any of the Germany or Italy fighter units as all are within five hexes of 4528. However, because this is an Amphibious Invasion attempt, the Axis faction is limited to one air interception and one naval interception within a Sea Zone (including the invaded hex). Therefore, despite have three air units available, only one of them can intercept. The Axis faction chooses to intercept first in the Sea Zone using the Italy surface unit. It is fails and so the Axis faction intercepts

in hex 4528 with a Germany fighter. The UK escort fails this time and the Western faction does not abandon the invasion. So the Germany fighter attacks again hitting the UK convoy. However, the Germany fighter fails to interdict the convoy so the Amphibious Invasion lands. The troops hit the beaches! Since the invaded hex does not contain an enemy ground unit, the Western faction takes the UK tank unit out of Tunis and puts it into hex 4528. Because it is now in the EZOC of the Italy infantry unit in Catania, the Western faction must choose to either end the tank units activation or attack the Italy ground unit. The UK tank unit attacks and successfully gets a DR result The Italy infantry unit retreats; and the UK tank unit captures Catania. This causes the Italy fighter and surface units to move out of Catania due to Enemy Incursion. The UK tank units activation ends. The Western faction finishes the Amphibious Invasion by taking the UK convoy and surface out of Tunis and putting them in Catania (the port just taken in the invasion) and ending their activation. The Western faction could have chosen to leave the naval units in Tunis instead. However, without a Western convoy unit in Sicily, the UK tank unit would not be able to trace supply in the upcoming Supply Check SubPhase. Note a different convoy unit could be moved there instead. The UK tank unit attacks and successfully gets a DR result The Italy infantry unit retreats; and the UK tank unit captures Catania. This causes the Italy fighter and surface units to move out of Catania due to Enemy Incursion. If the Western faction wanted to do so, the UK units in Malta could now activate to conduct their own amphibious invasion in Sea Zone 22 as the Western faction can perform two invasions per Surprise Attack marker in a Sea Zone. However, it cannot declare hex 4528 as the invasion hex because the same hex cannot be directly invaded twice within same Actions Sub-Phase.

33.3. Supply Line Trace


Benghazi contains a Germany ground unit, an Italy convoy unit with 5 Sorties, and an Italy surface warship unit with 3 Sorties and marked with a Low Supply marker. In addition, an Italy ground unit is in hex 5436. The Italy convoy unit does not have to trace a supply line for itself because a convoy unit always has Full supply. With three units remaining to supply, the Axis faction does the following. The Germany unit traces a line within its hex to the convoy unit. Then the convoy and escorting surface units trace a movement path across Sea Zone 23 to the port of Taranto. Finally, from Taranto, a supply line is traced along a contiguous Transport Line to Munich (an Unlimited Supply Source for Germany). The Germany unit remains at Full supply. For tracing supply, the convoy adds one Sortie bringing its total to 6 Sorties. And for escorting, the warship adds one Sortie bringing it to 4 Sorties. The Italy ground unit traces a supply line two hexes to hex 5434, which contains a Transport Line. It then continues tracing along the Transport Line to Tripoli (a Limited Supply Source for Italy). A Low Supply marker is placed on the ground unit. The Italy warship unit traces its own a supply line (i.e. no convoy is used) across Sea Zone 23 to the port of Taranto (an Unlimited Supply Source for Italy). Unfortunately, as it was tracing its movement path within the Sea Zone, the Western faction

USE Playbook 2012-12-23.doc


successfully interdicted it with a DR+2 combat result. This adds two Sorties to the Italy warship (bringing its total to 6 Sorties). If the Axis faction were to stop here, the warship would flip its Low Supply marker over to its No Supply side. However, the Axis faction traces a supply line again with the Italy warship. It can do this because a warship can attempt to trace supply regardless of how many Sorties it has. This time it is not interdicted. With a supply line traced to an Unlimited Supply Source, the Low Supply marker is removed. The Italy warship could have avoided the extra Sorties by tracing across Land hexes to Tripoli. But that would not have removed the Low Supply marker as Tripoli is Limited Supply Source.

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34. Play-By-Email Adjustments


If playing USE using a Play-By-Email program, the following should reduce the number of email exchanges and thus speed game play time (especially for the smaller scenarios or in the early turns of the campaign game). The changes should not significantly affect play balance. Do not use the Yes/No markers in Step 2 of the Combat Sequence. Instead, the attacker declares all commitments, followed by the defender. Have the Axis player do all the segments through the Axis factions Operations Phase. Depending on the game situation, Allied production point transfers between countries or Allied Strategic Movement Segment may need to be done before the Axis Operations Phase in order to keep the Axis from exploiting a situation that would not occur in the normal sequence of events. In such a case the Allied player can inform the Axis player ahead of time what to do or simply request to run it themselves. Once the Axis player is done with the Axis Operations Phase, the Allied player does everything from the Allied Operations Phase to the end of the turn. As before, depending on the situation, the Axis player may provide input into what they would like to do for Diplomacy, Replacements, etc. or request to run it themselves.

35. Solitaire Play Adjustments


Given its relatively low counter density and the fact that nothing except the commitment of markers to a combat is secret, USE is quite playable solitaire. To address the one secret element, use the Yes/No markers in a combat to generate some uncertainty and randomness in the game. For combats in which the decision to commit an event marker or an air unit is not obvious, flip a Yes/No marker as you would a coin. The side that lands face up decides whether an event marker or air unit will be committed to the combat. To reflect that not all players play the same way you do, consider playing a faction with a specific type of personality (such as aggressive) and try to make reasonably sound decisions along those lines even if you wouldnt normally play it that way. For example, aggressive Axis play would seek combat objectives of deep exploitation behind enemy lines at the expense of trying to always maintaining a solid front of friendly units/ZOCs.

36. Tactical Tips


Things to keep in mind as you try to take over or save Europe. Attain Air Superiority: If you have a higher air combat DRM or greater number of fighter units, launch Air Strikes against enemy

fighter units before you start the land campaign, just like they did in WW2. If enemy air units are full of Sorties, theyll be limited in how many ground combats they can support. Remember to activate and move your air units into position before activating your next ground unit. It can be easy to forget to do this, especially say after youve punched a hole in the enemy line. Caught up in the moment you immediately activate a new ground unit to exploit the gap. Unfortunately, you left your air unit too far behind to help support it. Avoid Traffic Jams: Be careful where you end a ground units activation. A ground unit can be activated only once per phase; it cannot end stacked with another ground unit; and an EZOC is not negated by a friendly unit. So do not end its movement in a hex that will prevent your other units from being able to move into or through that location. Even though air and naval units can be activated more than once per phase, they have their own traffic issues. Two units of the same type cant simply swap their locations due to stacking limits. One has to get out of the way first. Historically, different units could not simply or quickly exchange positions in the line. City Defense: A city is generally a speed bump rather than a road block. Thats because the ground combat DRM for defending a city is not very high and it is not combined with other rough terrain in the hex. Protracted city campaigns such as in Stalingrad were more the exception than the rule. Sometimes it is better to defend in front of or beside a friendly city rather than directly in it. Doing that takes advantage of the fact that EZOCs do not extend into a friendly city. That it keeps a friendly unit from being considered Isolated and provides a place to retreat into (as long as youre putting a one hex gap between the attacker and defender). Similarly, it may be better to retreat next to a city rather than in it. If you retreat into a city, the enemy can attack you again and possibly advance after combat into it. If you are next to the city, your ZOCs may prevent direct movement into the city and there is no advance after combat into the city. Dont Panic and Bring a Towel (Hitchhikers Guide to the Galaxy Reference): The low counter density means that a few losses might leave large holes in your line. Dont panic. Reform the line. As long as you have the production, dead units come back to life in two turns. Whats the towel for? Read the book. Have a Reserve: This is a key tip. Though more units on the front line means it is harder to wipe out and the more offensive potential you have, not every unit needs to be on the front line. If you have a unit or two to spare, put them a few hexes behind your front line, especially in key locations that protect supply lines or prevent encirclement. Defensively this prevents enemy units from pouring through a hole theyve punched in your front line. Offensively it gives you a unit to either exploit a hole you put in their line, or plug up a hole in your line after your offensive is done and your front line units are scattered around. Luck Isnt Always a Lady: This is more of a warning than a tip. Each combat has 36 possible outcomes. Because many combats are fought in the game, over the course of time, combat luck should average out for all sides. However, a streak of good or bad luck at a critical time can have a huge impact on a campaign. A well planned defense or attack can easily unravel when Lady

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Luck is cruel. Similarly, the lucky or unlucky break in a weather roll can make the difference in a campaigns success. Luck can be very frustrating at times. See Sal Vastas Laws of Gaming. But your historical counterparts had to contend with it, so you do also. Mobile vs. Assault: If the ground combat DRM are close or slightly in your favor, multiple Mobile attacks are often worth more than a single Assault with a slightly better DRM. With an Assault you only get one chance to roll. With Mobile, you roll over and over (assuming you have spare movement allowance). Russia is Big: The USSR a very big place that continually stretches your front line the deeper into it you are. As that line spreads, it becomes increasingly brittle. If it breaks, dont panic, especially if you have a reserve. If you are the Soviet faction, the worst that will happen is the USSR will collapse (which might actually give you back territory). In USE, thats not necessarily the end of the game (though it certainly makes it harder to win as the Allies). If you are the Axis faction and deep in Russia, you may lose a lot of your units in just a few turns (especially when the Big Bear gets nasty later in the war). But Germany will be far to the rear so you should be able to rebuild a line (admittedly farther west) before the Russians are dancing in Berlin. Surprise, Surprise, Surprise: Keep an eye on Surprise Attack markers. That marker can make a big difference punching a hole in a line and allows amphibious invasions. Just its presence in a Faction Cards Events box is enough to affect an opponents play. Watch those ZOCs: The very sticky EZOC rules are quite effective at bogging down enemy movement. Avoid getting stuck in them yourself. A line of ZOCs made by two units that are three hexes apart (i.e. there are two empty hexes between the units) can be penetrated by the enemy. Itll take a few turns, but it can be done. Dont count on such a defensive line to hold for very long. Watch your Flanks: Avoid leaving holes in your line that an enemy unit can slip through or around to cut off your supply line. And by line Im also thinking of a line of adjacent ZOCs, not only a line of adjacent units. Youll not immediately die for lack of supplies, but your units will suffer from significantly reduced movement allowance and reduced combat DRM. The other danger is that it may result in your units being unable to retreat or becoming Isolated. This quickly increases your losses. Related to this is to not always advance after combat. Sometimes it is better to leave a location under enemy control rather than advance and leave a hole in your line. This is especially important to the Axis which goes first in the turn. Weather Advisory: The Poor and Severe weather conditions effects may not seem that bad when first looked at. However, their cumulative effect can significantly slow down offensive combat operations. Dont underestimate them. You vs. Them: Sometimes a campaign is not about what you get from it, but rather what you deny the enemy from getting. Strategic warfare in particular is like this. The enemy losing some production points or cities at just the right time or over a significant period can have much more benefit to your war effort than you think. For want of a nail

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37. Designers Notes

Not just another World War Two game, but Sals World War Two game Ken Keller at ConsimWorld Expo 2009. The original title of the game (and the one shown on prototypes for several years at conventions) was Sals World War II Game: Europe, a title borne out of laziness or genius depending on your point of view. Either way, it was fun and generally received a good reaction from gamers. Alas, business concerns dictated otherwise and so the title was changed to Unconditional Surrender! I still miss that old name. The seeds of this game came out of my desire to have a strategic World War Two which would be a low counter density, traditional hex wargame. It would be relatively simple and the emphasis was to be on the strategic action of the armed forces. It had to avoid a myriad of subsystems or mechanics which were below the games representation. In my opinion, many strategic level WW2 games are really operational level games expanded to include everything. They are fun, but also a lot more work. I started with several game mechanic concepts which proved too much for a paper based board game. Some initial mechanics were too fiddly and time-consuming. Other concepts couldnt handle what had to be covered without adding too many rules. And every additional rule, no matter how individually simple, adds complexity to a game. So I made some key decisions. Ground Unit Scale: Since I wished to be able to look at a strategic level WW2 atlas and have the game look similarly, the unit scale was set to army level. From there it was only a small step to limit stacking to one of everything in a hex. It gave the look I wanted, simplified stacking, avoided build up and break down rules, and significantly reduced the number of counters needed. In some cases, however, army level did not provide enough counters to cover a reasonable frontage (in particular the German forces defending France in 1944). To help compensate, I created garrison armies to help fill out the front. Air/Naval Unit Scale: Air and naval forces would be represented at the fleet level. This avoided complicating the game with detailed air and naval rules. For this decision, I owe a lot to the game Totaler Krieg!, which showed me air wings and fleets could achieve their strategic impact without tracking individual planes and ships. While this would disappoint those that would like to sink the Ark Royal with U-81, it was the price to pay to keep the design focused at the strategic level. No Combat Factors: No unit would have combat factors. Having spent many years moving counters around to gain an extra combat factor to maximize my odds on a Combat Results Table, I chose to do away with them. So effectively I gave all units a combat factor of one and represented the differences between them with die roll modifiers. Speaking of which, players may wonder why one modifier is negative while another is positive. They were not random decisions. I contemplated whether, in my opinion, the specific DRM strengthened or weakened the attacker or defender in terms of what result it could potentially receive on the Combat Results Table. In addition, I considered their impact on other game mechanics, such as interdiction of air/naval actions. So, for example, a defending convoy unit suffers a -2 DRM rather than the attacker getting a +2 DRM against it. By doing this, a severely depleted attacking warship unit has less chance of

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interdicting a convoy. This gave overseas ventures a greater chance to occur without adding more convoy units to the game. One Combat System: One combat system would handle air, land, and sea battles, and it would not be a Bucket of Dice system. No offense to that system as it is fine in its own right. It was just too unpredictable for this game. With all major armed forces at the macro level, one combat system made the game easier. No matter what was fighting, the sequence was the same and there was only one Combat Results Table to look at. Far Off Places: The campaigns in places like Scandinavia and Africa should be handled with forces within reasonable limits. For places that always required supply via a convoy, that was relatively easy to manage. However, if an overland supply line could be established, things didnt work. It did, however, come back to what I was looking for when I implemented the Faded Dot hex concept. By prohibiting areas of the map to ground units, it turned that section of the hex map into a point-to-point map. From there, stacking limits took care of limiting the forces that could effectively take part in the action. Attacking Slows Movement: An army that fights would move less distance, not more. It is common in WW2 wargames to have units move up to the front line to the extent of their movement allowance, conduct an attack, and then move again in advance after combat. While that does simulate breakthroughs, it felt odd that within the same time frame, unopposed units covered less distance than ones engaged in combat. So combat was integrated into the movement system. This isnt the first game to do this, but it worked well to achieve this goal. The one exception to this is amphibious invasions. A unit that conducts one may move one hex farther than a unit which uses regular naval transport. This exception was created because allowing units using regular naval transport to move and attack gave the Western faction too much flexibility to take advantage of the hex grid and low counter density. Integrated Chrome: Special events/chrome would be mainly woven into and utilize the games core mechanics. World War 2 had a plethora of events that impacted the overall war on some level. Airborne forces, intelligence gathering, jet technology, political coups, and partisans are just a few. However, these events also had to be kept in check in terms of their historical impact and the games complexity. I chose to represent them using event markers (often providing simple die roll modifiers). This avoided complicated event rules, allowed me to manage their impact, and somewhat control how often they would occur. An example is the early superiority of German armored warfare. The Allies had no shortage of tanks, but their use did not compare with Germanys. By giving the Germany full tank armies, but giving the Allies only Tanks events markers, Germany was much more effective at mechanized warfare. Less Scripted Diplomacy: Politics would not be repetitive and players would have limited control over influencing who their allies would be. Ultimately for simplicitys sake, I chose to have political events occur through the use of random event marker pulls and thinly layered which way a country leaned politically. Some players prefer a more historical or detailed political simulation. Personally, I like the surprise effect of alliances forming unexpectedly. And it wouldnt be without historical

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precedent. No one thought Germany and the USSR would sign the Non-Aggression Pact. However, if youre an historically-leaning player, by all means feel free to modify as you see fit. Just get your opponents permission to play with your house rule. Allies Arent Fodder: Allied countries would not be used as cannon fodder. Many WW2 games played have the Axis player repeatedly sacrificing the forces of Germanys allies to save German units from harm. Yet this wonton sacrifice of allied forces has no political impact. In USE, if a player repeatedly sacrifices his allies, those countries will collapse. No Accounting Degree Required: Economics needed to be simple enough to do on a track. I had no desire to spend a lot of time doing accounting. A basic factories equal production points system was designed to minimize the workload. Early versions of the game allowed for production points to be saved from turn to turn. However, this resulted in a level of activity which was too high and involved too many units. And over the course of time it became difficult to manage using tracks. Going go to a Use it or lose it. system ratcheted down the activity and handled much easier on tracks. It also served to recreate the desperate times each faction felt when things were going against them. Germany should feel the pain as the two-front war develops and it has to decide where to spend its points. Germany is not the Borg (Star Trek reference): A German economy that improved with each conquest felt wrong and didnt have historical support. Certainly Germany did exploit its conquests, but it also had to occupy those countries in order to maintain control over them. It served the economic system of the game (and I believe is more historically accurate) to not increase Germanys (or another countrys) economy with each conquest. Slow Burn Supply: Supply would not be game breaking. Im not fond of games in which putting units out of supply causes near immediate, catastrophic results (or conversely games that give unsupplied units little to no penalty). While the former may be historically accurate within a games time scale, games are not reality. With such rules, players try to take advantage of the artificial structure of the game to get unreasonable results. So I went with a slow supply drain method that kept units alive for a limited time, but at reduced movement and combat effectiveness. Limited Overseas Operations: Overseas operations would be limited by available ports, convoys, and enemy air. There were reasons why the Western Allies didnt invade all over Europe. This was represented by the Sorties system and requiring a convoy unit to be located at the hostile end of a supply line (e.g. to supply a unit in Africa, a convoy needs to be based in Africa). In a Design for Effect way, a convoy's Sorties represents transport availability and port capacity. Having a convoy on the hostile end limits how many units can be supplied overseas. On the first turn, a convoy with no Sorties could supply six units, but after that it is limited to two units per turn (assuming no interdiction) due to low Sorties replacement. If you want to keep supplying those six units turn after turn, you will need more ports and convoys in that area. So the Axis player could try to ship Army Group South to Africa, but hell find keeping them all fully supplied nearly impossible. In addition, a convoy on the hostile end makes the convoy vulnerable to enemy air strikes. Rather than add rules to represent port capacity and ways to damage, repair, and track that capacity,

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I made the convoy itself the target. So even if one plans an invasion with a small force that can be supplied by one convoy, a player will think twice about launching it far away from his own air cover in the face of enemy air which can render the convoy useless with constant air strikes. Simple Strategic Warfare: Strategic warfare would not be a big game within a big game. This was the most vexing part of the design. My opinion on strategic warfares impact is that it hurt most when resources were spread too thin and that strategic warfare alone was not enough to win the war. Therefore, the Axis player was not going to build more U-boats to definitely knock Britain out of the war. And likewise, the Allies would not build more bombers to bomb Germany out of existence. One combat system for all combat drove the strategic warfare design. I turned key elements of the strategic war (such as naval bases outside of Germany for U-boats, or partisan activity) into strategic combat die roll modifiers. My original system caused an immediate loss of production points. However, the losses were either too insignificant or too great to work properly. It felt too tactical in nature. So I went back to the drawing board and came up with its current system that affects Factory Count, feels more strategic in scope, and follows the history better. USE players may find themselves debating as historians do. Is it really worth the production spent and operational effort made to gain an advantage in strategic warfare relative to its effect on the enemys war effort? Avoid Rules Escalation: The games relatively simple design makes it easy to modify. Want more historically based alliances? Add another layer of faction preference and start countries with political markers in them. Want to represent supply build ups before an offensive? Create HQ units, store production points under them, and have only units in range of the HQ spend them (rather than one track to use everywhere). While these are not very difficult to implement and may add to the simulation aspect, there comes a time when one more thing becomes one thing too many. (Thanks, Kos.) Its actually harder for a designer to keep stuff out of a game than to add to it. So despite how good some ideas are, I tried to remain disciplined in keeping them out. Besides, if I included everything, thered be nothing left for expansions.

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Playtesters: They tried it at least once before it was published. Wendell Albright, Alex Aminoff, Darren Bly, Jason, Bower, Edric Brog, John Clarke, Mark Dey, Earl Dixon, Chuck Frascati, Davide Gallorini, Allen Hill, Nathan Hill, Tito Jimenez, Ken Keller, Glenn Madsen, Jerry Marty, Michael Meeks, Jay Muchnij, Chris Provenzano, Barry Roy, Daniel Ruhnke, Mark Simonitch, John Setear, Dan Stueber, John Teixeira, John Vanore, Nathan Wagner Special Thanks: To my wife (Gail) and my children (Erin and Alfio) for letting me indulge in my hobby without angst and for loving to play games. The family that plays together stays together. Well, so long as you dont play cutthroat. To GMT Games, for publishing this game, and all those gamers that pre-ordered it from them to make that happen. To Mark Dey, developer. To Allen Hill, lead playtester and part time developer. To Alan Emrich, who is there when I need him, no questions asked or strings attached. To Darren Bly, who sacrificed rare face-to-face gaming time to test early versions of the game and provided valuable insight. To Andrew Offen, who wisely convinced me to represent strategic bombing in some capacity. To Joel Toppen, who put together the first VASSAL module. To Kevin Coombs, who took over the VASSAL module. To Enrico Viglino who did a video review of Unconditional Surrender! Case Blue (a small game variation of USE covering the southern Russian campaign of 1942-43) while USE was on P500. It led gamers to USE and pre-orders. Check out his game reviews on CALANDALE on Youtube.com. To the Contact with the Enemy Guild (aka Paul Glenn), who interviewed me in his podcast while USE was on P500. Check it out on BoardGameGeek.com To the Messy Game Room Guild (aka Mike Heagerty and Marshall Wilson), for talking about USE in their podcast while USE was on P500. Check it out on BoardGameGeek.com. Warning: Contains Adult Language

38. Developers Notes


MARK DEY WRITES

39. Sal Vastas Laws of Gaming


Law #1: Just because I've played a lot and know what to do, doesn't mean I win a lot. Because in the end I still have to roll dice. Law #2: It doesn't matter what the game situation is; it never goes easy for me. Law #3: Despite the actual odds, the chance of me rolling something bad is always at least 50%. Whatever is left over is the chance of me rolling something disastrous.

40. Credits
Game Design: Salvatore Vasta Game Development: Mark Dey Lead Tester: Allen Hill

USE Playbook 2012-12-23.doc 41. Quick Reference Rules Summaries and Flowcharts Common Rules to Avoid Getting Wrong
Amphibious Invasion Only Severe weather conditions in a hex prevents an Amphibious Invasion into that hex. The weather in a Sea Zone does not matter. Therefore, a hex in the Desert Weather Zone is always vulnerable. Combat A ground unit cannot make a Mobile attack and designate an Assault attack in the same phase. It is one or the other. A ground unit can make multiple Mobile attacks in a phase provided it has sufficient movement for each attack. Any ground unit can do a Mobile attack (not just tank units). A ground unit can make only one Assault attack in an activation. A ground unit occupying a fort can only be attacked with an Assault. Combat Results Table The + # part of a combat result does not apply to ground combat. For ground combat, only look at the letters. Conditional Events Remember these. A look up table is on the Player Aid sheet. Enemy Zone of Control If at any point during its activation (except at the beginning of its activation) a ground unit is in a hex with an EZOC (whether due to movement or Advance After Combat), that unit must either end its activation, designate an Assault attack, or initiate a Mobile attack. EZOCs are very sticky. Factory Count An Axis friendly Factory city with a Bombed marker is included in Germanys Factory Count. For Germany, the UK, and USSR, the final Factory Count formula is On-Map Factory Count minus Factories Lost (raised up to zero if needed) plus Extra Factories. Mobilization Mobilization occurs after Replacements. Therefore, a newly mobilized unit cannot be improved in that same turn. National Will Only field ground units that were eliminated in combat as the defender cause a country to lose National Will. Movement Each time a ground unit attacks a hex, it must pay the terrain and Attacking a hex movement point costs. Only + movement point costs are cumulative with other costs. Faded-Dot hexes are prohibited only for ground movement. Policy Remember the Home Defense Policy. Someone must stay home. The Axis faction must declare war on a faction before it can attack a country belonging to the faction. Declaring war on a country does not end the Appeasement or Nazi-Soviet Pact policy.

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If the Appeasement, Nazi-Soviet Pact, or Moscow Treaty Policy is in effect, it affects which faction a newly activated country joins. Replacements To be improved, a unit must be in Full Supply and not marked with a Strategic Move marker. A maximum of 2 Sorties may be removed from an air or naval unit in one Replacements Segment. Retreat / Advance After Combat A retreat is always only one hex in total. An Advance After Combat is only into the Defenders hex. Sorties If an air or naval unit fights a combat during an action, then for that action, the only Sorties it adds to its total is the amount suffered in combat. Supply A units supply state can only be reduced once per turn regardless of how many failed supply line traces were made to supply it. If a unit successfully traces a supply line it goes up to Full Supply regardless of its current supply state. A warship unit does not require a convoy to trace a supply line, but it can use one if it wants to. Also, a warship unit can trace its own supply line even if has 6 Sorties. Weather DRM differ based on the unit and weather. Read carefully. DRM can affect one or both sides. Read carefully. Weather only affects movement costs when attacking a ground unit.

Weather Conditions Effects


It costs two additional movement points to initiate a ground combat against a unit in a hex affected by Poor or Severe conditions. Otherwise, movement is not affected by weather. A ground unit has a combat -2 DRM if attacking a unit in a hex affected by Poor conditions. The Tank unit, Air Support, and Naval Support ground combat DRM is +1 if defending in (or attacking a unit in) a hex affected by Poor conditions. An air or naval unit has an air/naval combat -2 DRM if defending in (or attacking a unit in) a hex or Sea Zone affected by Poor conditions. An Amphibious Invasion cannot be performed against a hex affected by Severe conditions. There is no Tank unit or Air Support ground combat DRM if defending in (or attacking a unit in) a hex affected by Severe conditions. A factions final modified combat result is divided by two (round up) if defending in (or attacking a unit in) a hex affected by Severe conditions.

USE Playbook 2012-12-23.doc Pro-[Faction] Marker Related Events


Area Seized If the selected country was Estonia, Latvia, or Lithuania, it ceases to exist. Remove any Pro-[Faction] marker in it. If it was not Estonia, Latvia, or Lithuania, do the following. If it has no Pro-[Faction] marker in its capital, put a Pro-Axis marker in it. If it has a Pro-[Allied] marker in its capital, remove it. If it has a Pro-Axis marker in its capital, leave it there. Conquered Country (except France) The faction that conquered the country puts a friendly Pro[Faction] marker in the Diplomacy Cup and may do one of the following. Select one neutral country that has no Pro-[Faction] marker in it and shares a land border with the just conquered country. Put a friendly Pro-[Faction] marker in its capital hex. Select any one neutral country that has an enemy Pro-[Faction] marker in its capital hex and remove it. East Invaded The Axis faction may select any one neutral country that ceded a Disputed Area to the USSR and apply the Political Success event to it. France Conquered or UK, USA, or USSR Collapse The Axis faction may select any one neutral country and apply the Political Success event to it. Political Failure Event The non-phasing faction applying this event must select one neutral country that shares a land border with an active country belonging to the phasing faction. If the selected country, has no Pro-[Faction] marker in it, put a friendly Pro-[Faction] marker in its capital hex. has an enemy Pro-[Faction] marker in its capital hex, remove it. has a friendly Pro-[Faction] marker in its capital hex. That neutral country joins the non-phasing faction. Political Success Event The faction applying this must do one of the following. Select a neutral country that has no Pro-[Faction] marker in it and shares a land border with an active friendly country. If the Western faction is applying this event, the neutral country can instead share a Sea Zone with an active friendly country. Put a friendly Pro-[Faction] marker in its capital hex. Select any neutral country that has an enemy Pro-[Faction] marker in its capital hex and remove it. Select any neutral country that has a friendly Pro-[Faction] marker in its capital hex. That neutral country joins the friendly faction. Pro-[Faction] Marker pulled from Diplomacy Cup If the marker has an enemy faction on it, no event occurs; continue with play. If the marker has a friendly faction on it, the phasing faction applies the Political Success event.

41 Enemy Zone of Control Effects

Air Movement A unit cannot end its movement in hex containing an EZOC unless the hex contains a friendly: city, fort, or unit. Amphibious Invasion If a phasing ground unit is put into an invaded hex that had no enemy ground unit and is in an EZOC, it must either end its activation or immediately resolve an Assault against an enemy ground unit in an adjacent hex. Ground Movement A unit cannot enter a hex containing a friendly ground unit and an EZOC. A unit (even if occupying a fort) cannot move directly between hexes which each contain an EZOC exerted by the same enemy unit. At the beginning of its activation, a unit (even if occupying a fort) that starts in an EZOC can move directly into a hex containing an EZOC exerted by a different unit. At the beginning of its activation, a unit (even if occupying a fort) that starts in an EZOC can move directly into hex containing no EZOC and then later move into a hex containing an EZOC exerted by any unit. Important: If at any point during its activation a unit is in a hex containing an EZOC, it must do one of the following (except at the beginning of its activation as noted above). End its activation. If the entered hex contains a friendly fort of the same nationality, the unit may occupy the fort first. If it has not yet performed an attack this phase, it can designate an Assault attack against an adjacent enemy ground unit. It can initiate and resolve a Mobile attack against an adjacent enemy ground unit that does not occupy a fort. No EZOC Marker An EZOC is not exerted into a hex with a No EZOC marker. Retreat The unit cannot enter an EZOC unless it contains a friendly: city or fort. Strategic Movement The unit cannot enter an EZOC unless it contains a friendly: city or fort. It can start in an EZOC. Supply Line A Supply Line trace cannot enter an EZOC unless it contains a friendly: city, fort, or ground unit.

USE Playbook 2012-12-23.doc t Operations Phase Flowchart

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Operations Phase Flowchart

In faction order, one faction completes both its Sub-Phases before the next faction starts its Operations Phase. Faction order is Axis, Western, and Soviet. Important: A faction completes its Actions Sub-Phase before starting its Supply Check Sub-Phase.

Actions Sub-Phase (1.2.1 and 6)


Actions may be performed in any order. However, certain procedures within them may have a strict order. Unless stated otherwise, one units action must be completed before another unit is activated. Surprise Attack Marker: At any point in its Actions Sub-Phase before activating a unit, a faction may place a Surprise Attack marker. Take an Airdrop marker from its Faction Cards Events box and put it in a hex on the map. An Airdrop can be placed within a 3-hex range of an air unit of the same nationality. The Western marker may be placed in range of a UK or USA air unit. When the marker is placed, if the hex contains an enemy city and no enemy unit, the phasing faction rolls a die. On a 1-3, put a friendly Control marker in the hex. On a 4-6, no Control marker is placed. an enemy unit, nothing happens and the marker remains in the hex. A Partisans marker can only be placed in a hex containing an enemy ground unit that is within a friendly Allied country that is active or conquered. Air Actions Air Rebase (6.2.1) Air Escort (6.2.2) Air Interception (6.2.3) Air Strike (6.2.4) Air Support (6.2.5) Bombing Run (6.2.6)

Airdrop Action (6.1)

Partisans Action (6.1)

Take a Partisans marker from its Faction Cards Events box and put it in a hex on the map.

Air Action (6.2)

Activate an air unit in a hex or Map Box to perform an Air Action. Activating an air unit does not cost production points. An air unit with 6 Sorties or marked with a Strategic Move marker cannot be activated. Check a units Sorties each time you want to activate it. An air unit can be activated more than once per phase. More than one air unit can be activated per phase. More than one air unit can be considered activated at the same time.

Ground Action (6.3)

Activate a ground unit in a hex or Map Box to perform a Ground Action. A ground unit marked with a Strategic Move marker cannot be activated. To activate a ground unit (regardless of its strength) its country must spend production points based on what group the unit belongs. Leg unit costs 1 production point. Mobile unit costs 2 production points. A ground unit cannot be activated more than once per turn. Only one ground unit can be considered activated at one time. More than one ground unit may be activated per turn. Activate a naval unit in a hex or Map Box to perform a Naval Action. Activating a naval unit does not cost production points. A naval unit with 6 Sorties cannot be activated. Check a units Sorties each time you want to activate it. A naval unit can be activated more than once per phase. More than one naval unit can be activated per phase. More than one naval unit can be considered activated at the same time.

Ground Actions Army Operations (6.3.1) Amphibious Invasion (6.3.2)

Naval Action (6.4)

Naval Actions Naval Rebase (6.4.1) Naval Escort (6.4.2) Naval Interception (6.4.3) Naval Transport (6.4.4) Carrier Strike (6.4.5)

Marker Removal: At the end of its Actions Sub-Phase, remove any Assault, Airdrop, Partisans, or Surprise Attack marker in a hex or Sea Zone.

Supply Check Sub-Phase (1.2.1 and 7.2)


Each unit in a hex checks to see if it can trace a supply line back to a friendly supply source. If it cannot, its supply state is reduced one level (only once per turn). Exception: The following units are always considered to have traced a supply line to an Unlimited Supply Source: a convoy unit, a unit in a Map Box, a garrison unit in a port on an island, a UK garrison unit in Gibraltar. A supply check is not mandatory. The phasing faction may choose to not supply any number of its units (even if in a Supply Source).

USE Playbook 2012-12-23.doc Sequence of Play Flowchart

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Sequence of Play Flowchart

In faction order: complete one Segment before the next Segment is started. In the Operations Phase, one faction completes both its SubPhases before the next faction starts its Operations Phase. Faction order is Axis, Western, and Soviet. Weather Segment Axis faction rolls a die per Weather Zone (except Desert). Adjust marker per zone on Weather Conditions Track. Western and Soviet factions skip this segment. (11.1) The phasing faction may declare war (10.1) on any number of neutral countries. If war is declared on a country, it is activated and joins an enemy faction per Country Activation (13.1). Determine each active countrys Factory Count (9.1.2). Determine each active countrys Production Points (9.1.1). Independent of declaring war on a country, the Axis faction may declare war on the Allied faction affected by the Appeasement or Nazi-Soviet Pact policy. If it does, end that policy (10.1). Germany, UK, USA, or USSR may transfer Production Points to friendly countries, one point per receiving country (9.1.3). Remove Bombed markers from map (9.2.1). Go to Declare War Segment

Declare War Segment

Go to Economy Segment

Economy Segment

Go to Strategic Warfare Segment

Strategic Warfare Segment

If UK Fac Lost marker is on the On-Map Factory Count Track, resolve a strategic combat between the Axis and Western factions (9.2.1). Remove Strategic Move marker from map. Put it in its Events Box (4.1.1). Actions Sub-Phase

If USSR Fac Lost marker is on the On-Map Factory Count Track, resolve a strategic combat between the Axis and Soviet factions (9.2.1). Remove any unit or marker if required per scenario instructions (4.1.1)

Go to Strategic Movement Segment

Strategic Movement Segment Operations Phase See Operations Phase Flowchart No Supply Segment Replacements Segment Upgrade Segment Mobilization Segment

Move one supplied air or ground unit using Strategic Movement (4.1.1)

Go to Operations Phase

Supply Check Sub-Phase A unit in a hex checks to see if it can trace a supply line back to a supply source(7.2). If it cannot, its supply state is reduced one level (no more than once per turn). An usupplied unit or air or naval unit (supplied or unsupplied) may be eliminated (7.5.2) Go to No Supply Segment

Activate a unit to perform an Action (6). When actions are done, remove markers and proceed to Supply Check Sub-Phase. A unit with No Supply is reduced or eliminated (7.5.1).

Go to Replacements Segment Go to Upgrade Segment Go to Mobilization Segment Go to Diplomacy Segment

Spend production points to flip a reduced strength ground unit over to its full strength side, or remove up to two Sorties from an air or naval unit (8.1) A scenario designated unit within a hex or Map Box may be replaced with its respective Upgrade unit (8.2) Spend production points to mobilize a unit in its Faction Cards Mobilization box and/or a Surprise Attack Marker (8.3) Spend five production points to do one of the following (10.2): Randomly pull one event marker from the Diplomacy Cupand resolve it (10.2.1). From the Diplomacy Cup Marker Holding Box, take one marker of its choosing and put it in the Diplomacy Cup. Then, if there is a No Event marker remaining in the Holding Box, remove one No Event marker from it and put it in the Diplomacy Cup. Check to see if a faction achieved the victory conditions of the scenario (12.1)

Diplomacy Segment

Go to Victory Check Segment

Victory Check Segment

Go to Turn Marker Segment

Turn Marker Segment

Advance the Turn markers one turn. Put any unit or marker in the entered box in its respective location. If it is a Variable Entry Reinforcement, roll a die to determine its Entry Turn. Exception: Do not remove the Scenario Ends marker. Then move all units in a Faction Cards Eliminated Box to its Mobilization Box (12.2)

Start New Turn

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