ÕÍËÍ¸Ë Ë Ë ÉÍÍ» ËÍ» ÉÍÍ» ÉÍ͸ Ë ÉÍ͸ Ë Ë ÉÍÍ» ÉÍ͸ º ÌÍ͹ º ÌÍ˼ º º ÌÍ˼ ÌÍ º º ÌÍ͹ ÌÍͼ º Ê Ê Ê Ê Ê ÈÍ Êͼ Ê ÈÍ ÈÍ; Ê ÈÍ; Ê Ê Ê ÈÍ; A grand strategy game of WWII The Avalon Hill Game Company 4517 Harford Road Baltimore, MD 21214 The 1939-1940 Demo Toll Free Order Number: 1-800-999-3222 Expected Release Date: Summer 1996 ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º 1.0 INTRODUCTION Ç¿ ÈÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Welcome to the THIRD REICH PC 1939-1940 demo. This demo will allow you to play the first part of our grand strategy game on WWII--starting with the invasion of Poland and ending when France is conquered or at the end of 1940 (whichever comes first). You command the Allied powers against the computer driven Axis powers. Those familiar with our board game Rise and Decline of the Third Reich (or just Third Reich for short) will find THIRD REICH PC faithful to the game, so much so that the computer game will not allow you to make an illegal move. DISTRIBUTION: This demo is provided free of charge, you may copy and distribute it as you wish. To run, just type: 3R To load a saved game type: 3R 3RSAVE00.3RG The Demo version of Third Reich requires 1280K of EMS. In order to get the game to run under Windows95, follow the instructions below to create a DOS shortcut to configure the memory for the game. - From the Windows Explorer - Double-click on the Windows Folder - Click on the View menu. Choose OPTIONS - The 4th option down(HIDE MS-DOS FILE EXTENSIONS) should be un-checked. If not, un-check it, and click on APPLY - In the right window(titled CONTENTS OF WINDOWS), right click on the file called COMMAND.COM - From the popup menu, choose CREATE SHORTCUT - You will now see a shortcut highlighted in the window - Right click on the Shortcut - Choose PROPERTIES - Choose PROGRAM - Click the ADVANCED button - Select MS-DOS MODE - Select SPECIFY A NEW MS-DOS CONFIGURATION - Click the CONFIGURATION button - Select EXPANDED MEMORY(EMS) - Select MOUSE(if not listed, contact your system manufacturer for the correct line to load your DOS-mode mouse driver - Click the OK button - In the windows titled "CONFIG.SYS FOR MS-DOS MODE" click on the end of the last line(devicehigh=c:\windows\emm386.exe) - At the end of this line, put a space, and the word RAM - Click the OK button - Click the OK button - To use the shortcut, double-click on it and answer YES to the warning. This will reboot your machine with the memory configuration that Third Reich requires. Once finished playing Third Reich, simply type EXIT at the prompt and press RETURN to reboot back into Windows95. If the game seems very slow, or constantly accesses the hard drive, please use SMARTDRV.EXE or some similar program. IMPORTANT: We have noticed problems while running Third Reich under QEMM. If you experience trouble you may wish to remove the line: DEVICE=C:\QEMM\DOSDATA.SYS from your CONFIG.SYS (or AUTOEXEC.BAT). ABBREVIATIONS: BRP - Basic Resource Points DAS - Defensive Air Support DoW - Declaration of War SR - Strategic Redeployment YSS - Year Start Sequence ZOC - Zone Of Control ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º 2.0 GAME INTERFACE Ç¿ ÈÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ INDICATOR LIGHT ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Up in the top-left of your screen is a green or red light. If the light is green, the computer is waiting for you to do something. If the light is red, the machine is thinking and/or working and you should not touch any keys or click your mouse. ÚÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ MAP SCREEN ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÙ This shows the game map and the position of the units on it. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Scroll Rose ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÙ This is the group of eight arrow buttons, which move the map on the Map Screen. Select any arrow button and the map will scroll one hex in that direction. Click on any arrow button with the right mouse button and, depending on which button you're using, the map will scroll three hexes vertically and/or four hexes horizontally in that direction. You can also scroll one hex at a time by pressing an arrow key on the keyboard--or by selecting a hex on the map that lies partially off the edge of the screen. You may also scroll by moving your mouse cursor to the edge of the screen. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Done Button ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Selecting this button causes the program to exit the current step/phase and proceed to the next step/phase. In some cases, however, as prompted by the appropriate message on-screen, pressing Done will abort a particular action. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ ACTIONS BUTTON ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Displays a dialog box with a number of buttons which are used to conduct various actions in the game. Specifically, they are: PLACE AIRBASE: Selecting this allows you to place an airbase on the ÄÄÄÄÄÄÄÄÄÄÄÄÄ map in a hex which you control (assuming the friendly Shortcut F8 country in question has one to place). SPLIT AIR UNIT: Selecting this allows you to divide an air unit into ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ two smaller ones, within certain limitations. Shortcut F4 COMBINE AIR UNITS: Selecting this lets you combine two same-nationality ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ air-units into a larger one. Shortcut F5 COMBINE NAVAL UNITS: Selecting this lets you combine partial naval units ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ into a full 9-factor fleet. No Shortcut CHANGE MAP SIZE: Selecting this switches the map between an overall view ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ of the entire map and a zoomed-in (i.e., close-up) view Shortcut F3 of a portion of the map. CHANGE MAP COLOR: This feature is not available in the Demo. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Shortcut F2 ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ STATUS BUTTON ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Displays a dialog box with a number of buttons which are used to display the current amounts or status of certain items. Specifically, they are: BRP LIST: This displays, for each Major Power, its total BRPs, remaining ÄÄÄÄÄÄÄÄ BRPs, BRP spending limit, BRPs spent this turn, growth rate, Allied/Axis/neutral status, the number and type(s) of unbuilt units remaining in its Force Pool, and its declared Front Options for the current Player Turn. DoW LIST: This displays who is at war with whom, who is allied to whom, and ÄÄÄÄÄÄÄÄ the countries each Major Power has conquered since the start of the scenario. The number in parentheses beside the name of a country is its current BRP value to the opponent should he conquer that country now. SR LIST: This displays the number of SRs each Major Power can make at the ÄÄÄÄÄÄÄ present time. The number changes as the country conducts SRs during the SR Phase. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ TABLES BUTTON ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Displays a dialog box with a number of buttons which are used to display various charts and tables in the game. Specifically, they are: AIR COMBAT MODIFIERS: This displays the various modifiers applicable ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ to Air Combat. ATTRITION TABLE: This displays the combat results table for ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Attrition Combat. BRP COST CHART: This displays the BRP cost of building units, ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ declaring war and choosing Offensive Options. COMBAT RESULT TABLE: This displays the combat results table for ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Offensive Combat. INTERCEPTION TABLE: This displays the probability of one fleet ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ successfully Intercepting another, based on both the distance the Intercepting fleet must travel and a die roll made by the program. MAP LEGEND: This displays an explanation of the terrain ÄÄÄÄÄÄÄÄÄÄ symbols used on the map. MINOR COUNTRY FORCES TABLE: This displays a list of how many and what types ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ of units each minor country possesses. NAVAL COMBAT MODIFIERS: This displays the various modifiers applicable ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ to Naval Combat. TERRAIN EFFECTS CHART: This displays the effects of the various terrain ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ types on movement and combat. UNIT TYPES: This displays the various types of units and ÄÄÄÄÄÄÄÄÄÄ what their numbers and symbols mean. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ EXIT BUTTON ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÙ This allows you to exit the game. Note that this will not save the game. If you wish to save it, you must play through to the end of the Player Turn, at which point a Save prompt will appear. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ HEX VIEW BOX ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ When you use the right mouse button to click in a hex on the Map Screen, that hex appears in the Hex View box. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ HEX DATA BOX ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ This shows information about the hex currently being displayed in the Hex View box. ÚÄÄÄÄÄÄÄÄÄÄ¿ ³ ODDS BOX ³ ÀÄÄÄÄÄÄÄÄÄÄÙ When you select a specific hex to attack, this displays the current combat odds and the Combat Results Table column that the attack will be resolved on. (Note that there is a 3:1 maximum combat ratio of air:ground units for Ground Support and DAS.) ÚÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ FORCES BOX ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÙ In certain phases of the game (e.g., setup, unit construction), this box displays the force(s) involved in that process. Otherwise it shows the unit(s) occupying the hex that currently appears in the Hex View box. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ MESSAGE BOX ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÙ This allows the program to communicate with you--e.g., prompting you to perform an action, or explaining why your attempted action is not allowed. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ CALENDAR BOX ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ This displays the current Game Turn date. The current Player Turn is indicated by a "I" ("first") or "II" ("second") in the upper left-hand corner of the Box. ÚÄÄÄÄÄÄÄÄÄÄ¿ ³ FLAG BOX ³ ÀÄÄÄÄÄÄÄÄÄÄÙ The flag displayed here indicates the side (not just the nation) whose Player Turn it is. The specific flag used is the one whose country has the most BRPs on its side when the flag appears. There are several exceptions to this, however: * Whenever a particular country's setup forces, YSS, Force Pool, Front Options choice or Allowable Builds appear in the Forces Box, and whenever a minor country has its separate Movement-Combat Phase (see 5.43), that particular nation's flag appears. * Whenever a side is allowed to conduct Naval (Counter-) Interceptions (see 5.45c; 5.46d-.46e) or Defensive Air Support (5.46d; 5.46l), the flag for its side is displayed even if it is the opponent's Player Turn. ÚÄÄÄÄÄÄÄÄÄ¿ ³ MAP BOX ³ ÀÄÄÄÄÄÄÄÄÄÙ This is a reduced-size view of the entire map, with a small, red rectangle in it which outlines the part of the map being displayed on the Map Screen when the map is in zoomed-in view. Left-clicking in the Map Box automatically switches the map to its zoomed-in view (if not in that view already) and scrolls it to display the position where you clicked. ÚÄÄÄÄÄÄÄÄÄÄÄ¿ ³ PHASE BOX ³ ÀÄÄÄÄÄÄÄÄÄÄÄÙ This displays the current phase/step of the Turn Sequence. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º 3.0 IMPORTANT GAME TERMS Ç¿ ÈÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 3.1 BASIC RESOURCE POINTS (BRPs) ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ BRPs--one of the most important concepts in the game--represent the economic and -industrial capacities of the Major Powers and thus their war-effort potential. Each Major Power begins the game with a base amount of BRPS. This base amount is regenerated in the Year Start Sequence (YSS). The base amount can be supplemented by conquering countries and Economic Growth. Economic Growth occurs when a Major Power has BRPs remaining at the end of the year, a portion of the remainder is added to the Major Power's BRP base. A Major Power spends its BRPs by declaring war, choosing Offensive Options, constructing units, waging Strategic Warfare (SW), and granting BRPs to other nations. It may involuntarily lose BRPs by losing control of a country it occupied at Year Start, by the loss of a vital production area, or as a result of Strategic Warfare. ÚÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 3.2 FRONTS ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÙ The mapboard is divided into three separate fronts by heavy red lines -- Western, Eastern and Mediterranean. At the beginning of a player turn each major power selects, for each of the three fronts separately, either an Offensive Option, an Attrition Option or a Pass Option. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 3.3 HEX CONTROL ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Each land hex is controlled by the last nation to have ground units on it or pass ground units through it. A unit which traverses hexes controlled by a major power ally does not change the control of those hexes. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 3.4 STACKING ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Putting more than one unit in a hex is called stacking. Stacking is limited to two ground units per hex with the following exceptions: * Three ground units may stack in London if all three are British. * Airborne units are never counted for stacking limit purposes and may be added to any legal stack. This is true even if the unit moves like normal infantry. * Five ground units may stack on a Bridgehead counter. * Armor units may overstack on a Breakthrough hex, but such overstacking must be remedied by the end of your SR phase. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 3.5 ZONES OF CONTROL ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Zones of control adversely affect enemy movement and supply. Every ground unit exerts a zone of control (hereafter referred to as ZOC) on the hex it occupies. Armor units, only, exert an additional ZOC on the six hexes adjacent to the hex they occupy, with some exceptions: * Armor ZOCs do not extend across all-water (not river) hexsides, across hexsides containing crossing arrows, nor into fortress hexes. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º 4.0 UNIT SETUP Ç¿ ÈÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ The computer will set up the units for you. If you would like to change the set up of your units, click on the units you would like to reposition and they will appear in the Forces Box. From there they can be replaced to the map. Click on the unit in the Forces Box and then click on the hex you would like the unit to be set up in. You can set up the units of a given country only in the area(s) listed as "Controlled at Start" by that country. Minor neutrals always setup in their homeland. Also be aware of minimum set up requirements for some nations which the computer will remind you about if you fail to abide by them. After you finish setting up (or re-arranging) the units of each country, press Done. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Selecting Air Units ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ When you select an air unit in the Forces Box, the display changes to show all the increments of that air unit available to you. Select the size you want, and then select the hex you want to set up the air unit in. Air units are the only unit type that can be voluntarily broken down and recombined during play. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Inspecting Stacks and Selecting Units ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Note that a unit in a stack can be selected for an action--or deselected-- only when at the top of that stack. If you want to view all the units in a stack simultaneously, right-click on that stack on the Map Screen and its contents will appear in the Forces. If you wish to either view the units in a stack one at a time or select one of those units, right-click on that stack on the Map Screen; each time you do so that stack's bottom unit will shift to the top. The program will not display more than four units per stack; however, a stack with five or more units in it normally has its bottom unit outlined in black. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º 5.0 SEQUENCE OF PLAY Ç¿ ÈÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ THIRD REICH PC is played in Game Turns representing three months each. Each Game Turn contains two Player Turns, with the side having the higher Basic Resource Point (BRP) Total moving first within that Game Turn. Each Player Turn is sub-divided into Movement, Combat, Unit Construction, and Strategic Redeployment phases. There is also a separate Year Start Sequence (YSS) between each Winter and Spring Game Turn. Each Game Turn must follow the sequence below: ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.1 Possible YEAR-START SEQUENCE ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ If a Spring Game Turn is about to begin, the Year Start may apply first. See 6.0. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.2 Possible Russian-Winter Die Roll ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Not applicable to this demo. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.3 Determination of Player-Turn Order ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Each sides' BRP Totals are compared, and the side with the higher total goes first in the new Game Turn. Note that this can allow the same side two turns back-to-back. This is called a "flip-flop"--an extremely important element in the overall strategy of the game. The Axis player always goes first in the first turn of the 1939-1940 Demo. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.4 FIRST PLAYER TURN ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.41 Declarations of War (DoW) ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ You may declare war on one or more countries at this time. As the Allied player you are in control of France and Britain and have already Declared war on Germany. Due to the Nazi-Soviet pact of August 1939, the USSR is prohibited from declaring War on German until the Fall turn of 1941 unless Germany fails to place at least 20 ground or air factors in hexes on the eastern front. You should realize that the computer German player will never fail to do this. PROCEDURE: If you want to make a declaration of war (DoW), ÄÄÄÄÄÄÄÄÄ follow these procedures when the computer prompts you for any DoWs: Click on the flag of the country that will declare war, then click your mouse in any hex of the country that is the recipient of the declaration. MINOR COUNTRY PLACEMENT: If you or the computer declared war on a Minor ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ country, the player's opponent (thats you if Germany was the one who made the declaration of war) now deploys the forces of each minor country that received the declaration of war. The countries of Arabia, Ireland, Luxembourg, Persia and Portugal have no deployable armed forces (i.e., they are "defenseless"), minor-country Placement does not apply to them. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.42 Front-Option Selection ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ If it is your turn, you must designate whether each Major Power and active minor country on your side will undertake an Offensive, Attrition or Pass Option on each of the three Fronts. This choice largely determines what actions your units will be able to perform in the current Player Turn. Once you exit the Front-Option Selection step you will not be able to change these Options until your next Player Turn. IMPORTANT POINTS: * Each Offensive Option costs 15 BRPs; * Offensive Air/Naval Missions can be conducted only on each Front that the player has chosen an Offensive Option for. * No Fortress, Capital, Objective or Bridgehead hex, nor any hex that can be occupied only via a hexside containing a Crossing Arrow, can be captured by Attrition combat; * A Pass Option greatly restricts all types of movement, and prevents combat, on that Front (or in that minor country); ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.43 Minor-Country Operations ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Provided its attacker's opponent(s) has not yet Intervened, each minor country that has been attacked but not yet conquered takes its own separate Player Turn. This separate Player Turn comprises a Movement Phase (and a Combat Phase unless the country chose a Pass Option) only--and occurs immediately after the Player Turn in which it was invaded but before the movement and combat, etc. (as listed below) of the Phasing Player's Major Power(s). ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.44 Voluntary Destruction of Units ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ You may voluntarily select any of your units, thereby eliminating them and returning them to their respective country's Force Pool. NOTE: Voluntarily eliminated units cannot be rebuilt during the same turn. EXCEPTION: French units may not be voluntarily destroyed prior to 1942, and airbase counters. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.45 MOVEMENT PHASE ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ You may move all, some or none of the units you control. Ground units may move up to the limit of their movement factor. Naval units may change base (but may not move to another front in so doing) and air units may stage. STAGING: ÄÄÄÄÄÄÄ An air unit may stage (change bases) up to eight hexes during its Movement Phase. The new base hex need not be on the same front as the old base. It must have been controlled by the staging side at the start of its turn. Movement is conducted in the following order: ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.45a Move German units to/from Murmansk Box ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Not applicable in the demo. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.45b Fleet Movement ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ If you have an available fleet unit, you are asked to select one that you wish to move and then to select the hex that you wish to move that fleet to (it must be to a friendly-controlled port on the same Front). After you have selected the destination port, you are prompted to plot a path from the fleet's starting port to that destination port. This is done by selecting first a sea or coastal hex that is adjacent to the starting port, and then selecting each hex along a desired path of contiguous sea/coastal hexes to (and including) the destination port. Repeat this procedure for each fleet you wish to move. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.45c Naval Interception & Counter-Interception ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ After all fleet movement has been completed, the defender may attempt to intercept such movement with his naval and air units. PROCEDURE: ÄÄÄÄÄÄÄÄÄ Select the fleet you wish to intercept. That fleet's movement path is indicated on the map and you are asked to confirm your intended Interception. If you answer Yes, select an eligible friendly fleet or air unit to Intercept with, and select the hex of Interception. If you choose a fleet to Intercept with, you must then move it hex-by-hex to the point of Interception. You may repeat this procedure as many times as you can bring eligible fleet/air units to bear, and may use them to Intercept the enemy fleet in the same or different hexes [Exception: all fleets Intercepting the same enemy fleet must do so in the same hex]. When you have completed all your Interception attempts vs. that enemy fleet, press Done and you will be asked if you wish to implement the Interception. (IMPORTANT: a Yes answer will bar further Interception attempts vs. that fleet.) When you answer Yes, you may then choose another enemy fleet to Intercept, repeating the above steps to do so. When you have completed all your Interception attempts vs. all enemy fleets, press Done and then answer Yes to confirm it. COUNTER-INTERCEPTION: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Now (as the phasing player) you will be asked if you wish to Counter-Intercept the computer's Interception fleet(s) with any of your own fleet/-air units that have not moved yet and are on the same Front. Doing so follows the same procedure as above, but with the Phasing Player in the Intercepting role. When you have completed all of your Interception attempts vs. all such enemy fleets, press Done and then answers Yes to confirm it. COUNTER-COUNTER-INTERCEPTION: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Now Counter-Counter-Interception may occur against Counter-Interception. This back-and-forth series of designating Interceptions, Counter-Interceptions, etc., continues until neither side has any further units willing/able to participate. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.45d Interception Resolution ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ All (Counter-) Interceptions are now resolved, one at a time, in the opposite order of their designation (i.e., those designated last being resolved first, etc.), and the results are displayed on the screen. The program implements all losses and moves/returns surviving units to their proper hexes. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.45e Check Supply & Designate Supply Fleets ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ If a unit cannot trace a Line of Supply to a supply source at this time, it is unsupplied. Unsupplied units may not move and are eliminated if still unsupplied at the end of the owning player's turn. Exploiting Armor units are automatically in supply the turn after exploitation. SUPPLY SOURCES: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ All capitals of major and minor powers are supply sources for the side that controls them, provided that their country has unit counters represented in the game (Lisbon and Jerusalem, for example, do not qualify). All ports in Libya are supply sources for Axis only; all ports in Egypt are supply sources for Allies only. Tunis and Beirut are sources of supply for French units, but this supply cannot be shared with other nationalities. All fortress hexes supply units in the fortress hex, and only those units--units outside a fortress hex may never trace a supply line thereto. Konigsberg and Durazzo are supply sources for, respectively, German only and Italy only at the start of the 1939 scenario. They lose their status as soon as a normal land supply line is opened to these areas. SUPPLY LINES: ÄÄÄÄÄÄÄÄÄÄÄÄ Each supply source may supply an unlimited number of units unless specified otherwise. A unit is in supply if it can trace a line of controlled hexes, free of enemy ZOC, between itself and a supply source. Enemy ZOC over the unit and/or the source does not block this supply line as long as all hexes in the supply line between the unit and the source are free of enemy ZOC. Units adjacent to a supply source are always in supply unless both the supply source and the adjacent unit are in the ZOC of the same enemy unit. Supply lines, like ground units, may cross water without naval assistance at a Crossing Arrow. The controlled hexes may be hexes controlled by the power tracing the supply line and/or hexes controlled by allies of the tracing power. SUPPLY LINES ACROSS WATER: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Supply over water is more complex. A fleet must be designated to carry supply. Each naval factor may supply one ground unit (or airbase)--thus a 9-factor fleet could supply nine ground units. One fleet counter could provide supply to more than one port/Bridgehead on the far shore. The supply line is traced from the source, by land, to the base of the designated fleet, thence across water to a port or Bridgehead, thence by land to the supplied unit(s). Both land portions of the line must be composed of controlled hexes and free of enemy ZOC. Bridgehead counters may receive sea supply lines in this manner only if they were placed as a result of seaborne invasion. ISLANDS: ÄÄÄÄÄÄÄ Islands without a port may also be supplied by sea through any one coastal hex designated by the occupant. PROCEDURE: ÄÄÄÄÄÄÄÄÄ If the message "Select a red-outlined fleet to use for supply" appears at this time, the screen will automatically scroll to show one or more out-of-supply units (which are outlined in purple for identification purposes). If those units can be supplied by sea, select a red-outlined fleet on the same Front, then select a destination port, bridgehead or one-hex island for the supplies to go to. Lastly, to actually put the units back in supply, select each unsupplied unit that can trace a supply line to that destination. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.45f Normal Ground/Air Movement ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ To move a ground unit, select it, then select a land hex adjacent to it, then continue to select each hex along a desired path of contiguous land hexes to (and including) the unit's destination hex (or until it runs out of movement factors). Note that the printed movement factor on the unit changes as you move the unit, indicating how much movement it has left. When a ground unit reaches its destination hex but still has movement factors remaining, you must deselect it to end its movement before you can attempt to move another unit. To stage (i.e., move) an air unit, select it, then select the friendly-controlled airbase (including city) hex--up to a maximum of eight hexes away--that it wishes to stage to. You may abort a ground/air unit's move by selecting it again after its movement has ended. A moving unit's red outline turns to blue when its movement has ended. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.45g Overstacking Elimination ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ If you have one or more units that are currently overstacked, the screen will scroll to show them (outlined in red), and a dialog box notifying you of this situation will appear. If you answer No in the dialog box, you will be returned to the Movement Phase so you can move your overstacked unit(s) to conform to legal stacking limits. If you answer Yes (e.g., if there is no adjacent hex that unit can legally enter), you must then eliminate enough eligible units in each overstacked hex to bring it within legal stacking limits. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.45h Possible Eastern-Front Factor Check ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ This is automatically handled by the computer. As the Axis player, the computer will always have at least 20 ground or air factors on the east front thereby prohibiting Russia from declaring war on the Axis. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46 COMBAT PHASE ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ You may now perform Offensive Naval/Air Missions (if otherwise allowed), and may conduct and resolve combat, in the following order: ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46a Attrition Combat ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ The number or ground factors in contact with enemy units determines the level of Attrition that occurs on the Front. Attrition combat will yield hexes and will eliminate enemy units. Attrition combat results effect only the defender. RESOLUTION: ÄÄÄÄÄÄÄÄÄÄ Attrition is resolved separately for each Front. Your participating units are marked with a red outline. However, any that are adjacent to another Front where they could be used in an Offensive or another Attrition Combat are outlined in purple instead, and you are prompted to deselect each one that you want to keep from participating in the current Attrition resolution. When you press Done, Attrition is resolved, and both the number of hexes you are allowed to occupy and the number of ground units your opponent must eliminate are displayed. OCCUPYING A HEX: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ If the Attrition Table allows you to occupy a hex, select each hex (if any) that you wish to force all enemy ground units out of. (If you do not wish to do so, or if you opt to select fewer hexes than you are entitled to, you may press Done, and the game will proceed to the next step in play.) Note the following: * Each such hex must be currently occupied by an enemy ground unit and must be adjacent to one of your red-outlined units; * If you force an enemy unit out of its hex, you must occupy that hex with one of your adjacent red-outlined units (see below); * Since minor-neutral units cannot advance beyond their own borders, they cannot force an enemy unit to retreat from a hex beyond their own borders. Next, select a red-outlined ground unit that is adjacent to each vacated hex to occupy that hex. If the computer has made an Attrition attack against you and is allowed to occupy some of your hexes, you must retreat your units from the hexes the computer selects. To do this, select a ground unit in the hex chosen, then select an adjacent hex to retreat it to. Repeat this until all of your ground units in marked hexes have retreated. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46b Offensive Naval/Air Missions ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ You may select one or more friendly naval units to perform Offensive Missions (i.e., Sea Transport, Seaborne Invasion or Shore Bombardment) on each Front for which you have chosen an Offensive Option. To perform an offensive naval mission, select (in order, as prompted by the program): one eligible fleet, its Mission type, its destination hex, its path of movement, all other fleets in its starting hex that will accompany it, and all units that it will carry (the latter will disappear from the map as they are selected). See also the special procedures below. Ground/air units cannot be selected if they are out of supply, or if they moved or carried out some other activity prior to the Combat Phase. If you decide to abort the Mission of a fleet, you may do so by selecting that fleet again before it reaches its destination hex. SEABORNE INVASIONS: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Invasions may be directed against any beach hex, Gibraltar or single hex island. A fleet conducting a Seaborne Invasion can carry only ground units that are in its port of embarkation (i.e., its starting hex), and only at the rate of one ground factor per three naval factors. The hex designated as the target of the Invasion force must be attacked by some ground unit of yours-- even if the attacking unit is not part of the Invasion force. If the hex does not contain an enemy unit, the attack is directed against an empty hex and may generate Breakthrough and Exploitation. If the target hex contains an enemy 9-factor fleet, at the start of the player turn, Invasion may not be attempted there. SEA TRANSPORT: ÄÄÄÄÄÄÄÄÄÄÄÄÄ Fleets may move from one controlled port to another controlled port on the same front, carrying ground or air units. Each two naval factors may transport one ground or air combat factor. When the "The fleet has reached its final-destination port" prompt appears, answer Yes unless you have not yet finished picking up units for this Sea Transport Mission. Ground and Air Units may move before and after being Sea Transported: Ground units that are in supply, and that have neither moved nor carried out any other activity in the current Player Turn, may be moved by you in the Combat Phase to a port from which it will be Sea Transported. Such movement is conducted after you have moved the Sea-Transport fleet (and any other fleets that accompany it) to its final-destination port. Move the ground unit just as if it were the Movement Phase, but each must end its move in a marked port hex that was friendly-controlled at the start of your Turn or its move will be canceled. Sea-Transported ground/air units may move after re-appearing in their destination port if they have a sufficient movement allowance remaining--but this is done after all Interceptions are resolved (see 5.46f below). OFFENSIVE AIR MISSIONS: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Air units may perform one mission (offensive or defensive) per turn. Offensive missions are flown during the combat phase on a Front where an Offensive Option has been chosen. There are four different types of Offensive Air Missions: Ground Support, Counterair, Interception and Attack on Naval Bases. Air units on an Offensive Air Mission may fly up to four hexes to their target. To perform an offensive air mission, first select an eligible air unit that will perform it, then select the defending ground unit's hex (for Ground Support), the defender's air unit (for Counter-Air), or the hex that contains the enemy port and fleet(s). Note that Interception of Defensive Air Support (DAS), despite being an Offensive Air Mission, is conducted in a later segment. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46c Counter-Air Resolution ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ All Counter-Air Missions designated in the previous step are resolved when Done is pressed to end that step. The resulting losses (if any) of air factors are then implemented. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46d Defensive Air support (DAS) & Intercepting Offensive Naval Missions ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ DEFENSIVE AIR SUPPORT (DAS): ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ The defender (or non-phasing player) may use one or more friendly air units to conduct Defensive Air Support (DAS) for any/all friendly ground units which might be attacked. To do this select an eligible air unit and then a hex that is a possible target of an enemy ground attack. Air units used for Ground Support add their combat factor to that of the attacking round units. The total air factors attacking any one hex may not exceed three times the total ground factors attacking that hex. Attacking air units are destroyed by an "A" result in ground combat. If the attacker suffers an "EX" result he may elect to take his losses from either air or ground so long as he eliminates sufficient factors. Defending air units are also destroyed if the defending ground units are eliminated. NAVAL INTERCEPTION: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ The defender may attempt to Intercept Offensive Naval Missions. To do this, select an enemy fleet that is conducting such a Mission; when you do, that fleet's movement path is indicated on the map and you are asked to confirm your intended Interception. If you answer Yes, select an eligible friendly fleet or air unit to Intercept with, and also select the hex of Interception. If you choose a fleet to Intercept with, you must then move it hex-by-hex to the point of Interception. You may repeat this procedure as many times as you can bring eligible fleet/air units to bear, and may use them to Intercept the enemy fleet in the same or different hexes [Exception: all fleets Intercepting the same enemy fleet must do so in the same hex]. When you have completed all your Interception attempts vs. that enemy fleet, press Done. You will next be asked if you wish to implement the Interception. When you answer Yes, you may choose another enemy fleet to Intercept, repeating the same procedure to do so. When you have completed all your Interception attempts vs. all enemy fleets, press Done and then answer Yes to confirm it. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46e DAS Interception and Combat-Phase Air/Naval Counter-Interception ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ INTERCEPTION: ÄÄÄÄÄÄÄÄÄÄÄÄ You may Intercept enemy DAS with your own friendly air units which have not yet flown. To do so, select the air unit and then a hex that contains an enemy air unit performing a DAS Mission (repeat this procedure if more than one air unit will Intercept). Press Done, and the Interceptions will be resolved and the results displayed. IMPORTANT: If the defender has the larger force in combat and wins the aerial combat, his survivors may continue their DAS mission (for this reason, the attacker should always try to intercept DAS with at least an equal number of Interceptors). COUNTER INTERCEPTION: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ You may also attempt to Counter-Intercept the enemy's Interception fleet(s) with any of your own fleet/air units that are not performing a Mission and are on the same Front. To do so, select an enemy fleet that is conducting an Interception; when you do, that fleet's movement path is indicated on the map and you are asked to confirm your intended Counter-Interception. If you answer Yes, you then select an eligible friendly fleet or air unit to Counter-Intercept with, and select the hex of Counter-Interception. If you choose a fleet to Counter-Intercept with, you must then move it hex-by-hex to the point of Counter-Interception. You may repeat this procedure as many times as you can bring eligible fleet/air units to bear, and may use them to Counter-Intercept the enemy fleet in the same or different hexes [Exception: all fleets Counter-Intercepting the same enemy fleet must do so in the same hex]. When you have completed all of your, Counter-Interception attempts, press Done and you are asked if you wish to implement the Counter-Interception. When you answer Yes, you may then choose another enemy fleet to Counter-Intercept, repeating the same procedure to do so. RESOLUTION: ÄÄÄÄÄÄÄÄÄÄ When you have completed all of your Counter-Interception attempts vs. all enemy fleets, press Done and then answer Yes to confirm it. All Counter- Interceptions are then resolved, one at a time in reverse order (i.e., with the fleets sailing last resolving their attempts first), and the results are displayed on the screen. The program implements all losses and moves/returns surviving units to their proper hexes. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46f Landing Sea-Transported Units ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Each unit that was successfully Sea Transported now disembarks automatically in its destination port and re-appears on the map. Those that retain movement capability are outlined in purple; the Phasing Player may now move them just as if it were the Movement Phase (though each will have already expended at least one movement point, for disembarking). ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46g Normal Airdrops ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ If you have chosen an Offensive Option on any Front(s),you may perform one or more Airdrops on that Front by selecting first an eligible friendly airborne unit and then its destination hex. Repeat this procedure until all desired Airdrops have been made. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46h Normal Ground-Combat ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ PROCEDURE: ÄÄÄÄÄÄÄÄÄ If you choose an Offensive Option for any Front(s), you will be prompted to select a hex to attack, and then to select the friendly ground unit(s) adjacent to that hex (or in the hex, if conducting a Seaborne Invasion and/or attacking with an Airdropped unit) with which to make the attack. When ready to resolve the attack, press Done and the results will appear. ADVANCE AFTER COMBAT: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ If all defending ground units in the hex are eliminated, you may advance one or more of the adjacent attacking ground units into it by selecting each desired unit when so prompted. Normally, due to stacking limits, no more than two units may advance--but if a Bridgehead is placed after the initial unit advances, up to five units may be placed in the hex (see 7.7). BREAKTHROUGH: ÄÄÄÄÄÄÄÄÄÄÄÄ If the attacking ground unit(s) included at least one armor unit, and at least one attacking unit advanced after combat, that hex becomes a Breakthrough hex. Each friendly, in-supply armor unit that made no attack during combat, but that was adjacent to or stacked with any unit that did attack the Breakthrough hex, may now be moved into the Breakthrough hex. To conduct Breakthrough movement, simply select each eligible armor unit in turn when so prompted. Movement factors and stacking limits are ignored. SEQUENCE: ÄÄÄÄÄÄÄÄ Each attack, as well as any advance/Breakthrough movement resulting from it, is resolved prior to selecting the next hex to attack; therefore, before exiting Normal Combat Resolution, repeat this step as many times as needed to complete all attacks. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46i Resolving Air Attacks on Naval Bases ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Attacks on enemy fleets in ports that were designated in step 5.46b are resolved. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46j Exploitation Movement ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Armor that had been freely moved (not advanced) into a Breakthrough hex in step 5.46h above may conduct Exploitation Movement. Do this by selecting each such unit in turn and moving it. Exploitation Movement is exactly like normal movement except the units are restricted in the distance they may move from the Breakthrough hex. The first Exploiting armor unit may move up to two hexes from the Breakthrough hex. Each subsequent Exploiting unit may either move up to two hexes from the Breakthrough hex, or duplicate exactly the move of a previous Exploiting unit and then move up to two additional hexes on its own. In no case may a unit exceed its movement factor, which is counted from the Breakthrough hex and is limited normally by the ZOC of any enemy armor in the vicinity. IMPORTANT: To "duplicate exactly the move of a previously Exploiting unit," select first the unit to be moved, and then the current hex of that previously moved unit; this will move the unit to that hex, from where it will be able (unless it has now used its full movement capability) to complete its Exploitation Movement. IMPORTANT: Exploitation Movement cannot be aborted, so be sure you move each unit to exactly where you want it to go. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46k Exploitation Ground-Support ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Your friendly air units may provide Ground Support for Exploitation Combat in the same way as in regular combat. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46l Exploitation Defensive-Air-Support ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ The defender may commit air units to DAS of a hex that is a possible target of an Exploitation ground attack in the same way as in regular combat. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46m Exploitation DAS-Interception ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Same as in regular combat. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46n Exploitation Airdrops ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ You may perform one or more Exploitation Airdrops in the same way as in 5.46g. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46o Exploitation Combat ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Only Exploiting units, airborne units that dropped during Exploitation movement, and their air support may engage in Exploitation attacks select a hex to attack, and then select the Exploiting armor unit(s) (and/or the airborne in or) adjacent to that hex with which to make the attack. (note that more than two ground units can make an Exploitation attack from a Breakthrough Hex). When ready to resolve the attack, press Done and the results will appear. (Note: the program resolves all Counterattack results internally--although the die rolls generated for them can be seen if the Die Roll Display is turned on--and shows only the net result of the attack.) ADVANCE AFTER COMBAT: If all defending ground units in the hex are eliminated, you can have one or more of the attacking armor units advance into it by selecting each unit when so prompted. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.46p Attrition Combat ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ All Attrition combat not resolved earlier in the turn is resolved now. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.47 Unit Construction Phase ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ You may build new units and/or conduct certain other activities, in the following order: ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.47a Unit construction ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ You may build units that are available in the Force Pool of each of his Major Powers and active Minor-Allies. To do so, select a unit in the Forces Box, then select the hex you wish to place it in. When finished constructing units for that country, press Done. Note that each nation's current spendable-BRP total (or, for an active Minor-Ally, the total for the Major Power it is allied to) appears in the Forces Box along with the nation's Allowable Builds.If you build a unit in the wrong hex or decide you don't want to build it after all, deselect its counter in the Forces Box if it is still outlined with a red and white border, then select the actual unit (the one on the map) and it will be put back in the Forces Box. Note that newly built air and naval units cannot perform a Mission during the Game Turn they were constructed (as indicated by their light-blue outline for the remainder of that Game Turn). AIR UNITS: ÄÄÄÄÄÄÄÄÄ If you build a partial air unit in a hex that contains one or more other partial air units of its same nationality, those whose combat factors total at least "5" are automatically combined into a 5-4 air unit. NAVAL UNITS: ÄÄÄÄÄÄÄÄÄÄÄ Partial naval units cannot be rebuilt, only 9-factor fleets. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.48 STRATEGIC REDEPLOYMENT (SR) PHASE ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.48a designate BRP Grants ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Not applicable to the demo. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.48b Lend-Lease ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Not applicable to the demo. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.48e SRing units ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ You may Strategically Redeploy (SR) a number of your on-map units (France may SR five units, Britain may SR seven units). Units SRed by land may move an unlimited distance, but only over controlled, supplied hexes. Any SRed unit may not be adjacent to nor move adjacent to any enemy unit including air, naval and airbase counters. Any type of unit may SR, including Air, ground and naval units. Naval units being SRed may not cross more than one front boundary. They may pass through the strait of Gibraltar only if Gibraltar is controlled by their side. SEQUENCE OF SR: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ The SRs of one nation need not be completed before starting the SRs of another. A unit selected for SR can be deselected, thereby aborting its SR, provided it has not yet actually been SR'd. SR OVER WATER: ÄÄÄÄÄÄÄÄÄÄÄÄÄ In order for a land unit to cross water, a 9-factor fleet must provide Sea Escort. Each 9-factor fleet may Sea Escort one unit counter of any size. Lesser fleets may not perform Sea Escort. The unit must be able to move to the escorting fleet's base by controlled land hexes. The Sea Escort portion of any given SR must begin and end in controlled ports. To Sea Escort a ground or air unit, select first that unit and then an eligible fleet. CROSS FRONT SR: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Sea Escort is also possible across a Front boundary if a second unused fleet is available in a two-Front port (for example, Gibraltar) between those Fronts. Conduct cross-Front Sea Escort by selecting first the unit to be Sea Escorted, and then an eligible fleet on the same Front; answer Yes to the ensuing question, select the fleet in the two-Front port, and then select the destination on the other Front. Cross-Front Sea Escort is also possible between a Western-Front port and Suez city if both are friendly to the Phasing Player. Conduct it by selecting first the unit to be Sea Escorted, and then an eligible fleet on the same Front. Answer Yes to the ensuing question, and then select the destination on the other Front. This kind of SR uses up two SRs for that nationality. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.48f Check Supply & Designate Supply Fleets ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Supply is checked again at this point. If any of your units (including airbases) are currently out of supply, the message "Select a red-outlined fleet to carry supply" will appear in the Message Box, allowing you to designate an eligible fleet for sea supply. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.48g Elimination of Unsupplied Units ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ If Done is pressed while one or more units is out of supply, those units are automatically eliminated if Yes is pressed in the dialog box that appears. If No is pressed, the screen will scroll (if necessary) to show an unsupplied unit/stack outlined in purple, and you are given another chance to designate a supply fleet. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.48h Relocation of Unsupplied Air Bases ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ The program now moves each unsupplied airbase of the Phasing Player's side to the Capital of its country. Each air unit left in a non-city (or left overstacked in a city) hex due to this is automatically moved to the nearest friendly city or airbase; if more than one are equidistant, you will be prompted to choose one for each such air unit. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.48i Removal of Certain Bridgeheads ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ At this point the program will automatically remove any Bridgehead which is no longer required to supply a unit and is more than four land hexes from an enemy unit. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.48j Overstacking Elimination ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ If you have one or more units that are currently overstacked, the screen will scroll to show them (outlined in red), and a dialog box notifying you of this situation will appear. If you answer No in the dialog box, you can then SR your overstacked unit(s) so as to conform to legal stacking limits. If you answer Yes (e.g., if the unit cannot be SR'd for some reason), you must then eliminate enough eligible units in each overstacked hex to bring it within legal stacking limits. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.48k Possible Eastern-Front Factor Check ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ If it is an Axis Player Turn, and Germany and the U.S.S.R. are not yet at war, the program checks again at this point to see if the Axis has at least 20 ground/air factors on the Eastern Front. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.49 END OF PLAYER TURN PHASE ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.49b Save-Game prompt for 1939-40 Demo ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ When this dialog box appears and you answer Yes to it, the current player turn is saved in the file 3r save00.3rg. You can resume play if you exit the game by typing: 3R SAVE00.3RG ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.5 Second Player Turn ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ The opposing player now becomes the Phasing Player, and the steps are repeated. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 5.6 The Next Game Turn ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ At the end of each second Player Turn, the Calendar Box displays a new turn date to signify the start of a new Game Turn. At this point the program will tell you which side--Axis or Allied--goes first, and after pressing OK you may resume play as per 5.0. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º 6.0 YEAR START SEQUENCE (YSS) Ç¿ ÈÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ The YSS consists of Strategic-Warfare-Resolution, BRP-Calculation and Strategic-Warfare-Construction Phases. It occurs immediately before the start of each Spring Game Turn. This will occur only once in this demo (before the spring 1940 turn). ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 6.1 Strategic Warfare (SW) Resolution ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Not applicable to this demo. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 6.2 BRP-total Calculation ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ The program now calculates a new BRP Total for each Major Power. After Strategic Warfare Construction (6.3) is finished, each Power's Total is re-adjusted accordingly. Note that half (fractions rounded down) of each new Total is the maximum amount of BRPs that Power may spend during any one Player Turn in this Game Turn. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 6.3 Strategic Warfare Construction ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Not applicable to this demo. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º 7.0 SPECIAL RULES Ç¿ ÈÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 7.1 Switzerland ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ No nation may declare war on Switzerland and no hexes in that country may be entered by ground units or overflown by air units. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 7.2 The Suez Canal ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Hexsides LL30/LL31, MM30/LL31 and MM30/MM31 are the Suez Canal; they are treated as a river for all purposes, the only exception being that naval units may enter them. Naval movement may occur only if the hexes adjacent to the canal are under friendly control. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 7.3 Poland/East Europe ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ The demo begins with German at war with France, Britain and Poland; none of the major powers pay DoW cost unless they declare war on additional countries. German must begin with an Offensive Option on the Eastern Front and must make at least one ground attack on Polish ground units. Germany must maintain at least 20 ground and/or air factors on the Eastern Front until Russia and German are at war. The dotted red line running north-south in Poland is the partition line agreed to in the Nazi-Soviet pact. On the Russian Fall 1939 turn or thereafter, Russia may declare war on and occupy East Europe. East Europe is comprised of the Baltic States, Poland east of the partition line and Bessarabia (Rumania east of the Eastern Front boundary). Russia must pay 10 BRPs to declare war on all of East Europe. Russian units may not move across the Polish partition line unless at war with Germany. Russia need only occupy the three Eastern Polish cities to satisfy the Polish portion of her East Europe conquest requirements. ÚÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 7.4 Russia ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÙ Russia may not declare war on Germany or Italy or take any action that would automatically result in war with Germany until the Fall 1941 turn. Until Russia is at war with Germany or Italy, she may declare war only on bordering minor countries. She may not declare war on Axis Minor Allies (active or not) if the minor is garrisoned by at least one German ground factor. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 7.5 Anglo-French Cooperation ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ STACKING: ÄÄÄÄÄÄÄÄ British and French units may not stack together under any circumstances. Specifically: (the reverse cases hold as well) * British fleets may not carry nor Sea Escort French units. * British air units may give offensive Ground Support to French ground units (because the British air would be placed atop the attacked Axis units rather than atop the French) provided the attacked units are not in a hex prohibited by to them (see below). They may not give DAS to the French, because they may not be atop the French units. * British armor may not exploit a French breakthrough. * British and French air and fleet units may not combine to conduct any mission. PROHIBITED HEXES: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ British units may not be in the Maginot line, Paris, Marseilles, nor the city of Vichy. They may pass through these hexes during Movement or SR, but may not pause in them at any point of a turn. If forced to retreat into such a prohibited hex they are eliminated. French units may be in Britain or British colonies (including Gibraltar). ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 7.6 US ENTRY ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ The U.S. enters play during the spring 1942 turn, so will not come into play in the demo. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 7.7 BRIDGEHEADS ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Five ground units may occupy a Bridgehead. Only two may attack during an Offensive Option (three if all three are British in London). All five are counted if in contact with the enemy during an Attrition Option. All five defend against an attack and all five can counterattack when required. A Bridgehead counter may, at the attacker's option, be placed on: 1. A hex successfully occupied by seaborne invasion. 2. A tripled river hex or crossing arrow hex successfully occupied by an Offensive Option Attack. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º 8.0 VICTORY CONDITIONS Ç¿ ÈÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ALLIED MARGINAL: Prevent the capture of Paris ALLIED TACTICAL: Conquer Italy ALLIED DECISIVE: Conquer Germany STALEMATE: The Axis capture Paris in the second player turn of the Winter, 1940 Game Turn AXIS MARGINAL: France is conquered in Winter, 1940 turn * AXIS TACTICAL: France is conquered in the Fall, 1940 turn* AXIS DECISIVE: France is conquered in the Summer, 1940 turn* *Conquest occurs immediately after the conquered power fails to regain control of the capital during its combat phase. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º 9.0 HOT KEYS Ç¿ ÈÑÍÍÍÍÍÍÍÍÍÍÍÍͼ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ F1: Exit to Scenario Screen F2: Change Map Color F3: Change Map Size F4: Split Air Unit F5: Combine Air Units F6: Place Airbase F7: Display Tables Menu F8: Display Actions Menu F9: Display Status Menu F10: Die Roll Display Pressing the D key is equivalent to selecting the Done button with the mouse. The same is true for the Y, N and O keys to answer Yes, No or OK respectively. In addition, the Enter key functions like the O or the Y key. Pressing B allows you to remove a Bridgehead. Pressing V displays the version of the game. THIRD REICH CREDITS: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Lead Programmer: Jamie Nash Programming: David Hiller, John Sabean, Bryan Stout Lead AI Programmer: David Hiller AI Programming: Jamie Nash Map Database: Joseph Hummel Computer Graphics: Joe Amoral Read Me File: Mark Simonitch, Bob McNamara, Eric McConnell Playtest Coordination: David Hiller Production Coordination: Bill Levay, Phyllis Opolko Original Boardgame Design: John Prados Alpha Testing Team: ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Vince Alonso David Bowman Justin Bunnell James Feeney David L. Greth Roger Hoffman Ken Jones David Kleiman Elliot Kravitz Andrew Kurtz Michael McMain Mike Murnane Pascal Ode Leslie Odgers Steve Parrish Jim Pedicord Tony Perkins Richard Phillips Ken Robinson Demo Beta Testing Team (additional): ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Steven Brengard Stuart Clark Scot Crispin Michael Delay John Griesbacker Edward K. Holman Michael Lamb William Larry Andrew G. McArthur Eric McConnell David Spangler Stuart Tucker Phil VanWiltenburg James Whitfield