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BLITZKRIEG

1975 Edition
INTRODUCTION: The following in a compilation of rules and charts from 1975 edition of The Avalon Hill Game Company's BLITZKRIEG game. An index is provided listing the article name, paragraph title, and page. As several articles began with paragraph "37", the next paragraph number following the 1975 Blitzkrieg Manual's 36 paragraphs, suffix letters have been assigned to each article that provides additional rules. One article omitted paragraph numbers except in the text. I have added the paragraph numbers for this article. The index provided in the 1975 Manual has been deleted because of conflicts with the page numbering between the manual and this compilation. Charts and diagrams are reproduced, except where noted. INDEX: Para Heading Page 1975 Blitzkrieg Manual 1. Introduction BASIC GAME 2. Troop Counters 3. Mapboard Set-up 4. Sequence of play 5. Friendly Cities 6. Reinforcements 7. Movement 8. Zones of Control 9. Movement Bonuses 10. Movement Restrictions 11. Stacking Limits 12. Attacking 13. Defending 14. Multiple Unit Battles 15. Resolving Battles 16. Victory Conditions 17. Strategy BASIC GAME OPTIONAL RULES 18. 19. 20. 21. 22. 23. Introduction Sea Movement Invasion Automatic Victory Strategic Movement Combat Supply 3 3 3 3 3 3 4 4 4 4 5 5 5 6 6 6 7 7 7 7 7 7 8 8 9 9 10 10 10 10 10 11 11 12 13 BLITZKRIEG - 1 ALS 31. Introduction 32. Air Combat 33. Additional Bombing Missions 34. Weather 35. Naval Ascendancy 36. Critical Resources ADDENDUM Play By Mail Aids 1975 Edition Design Department Design Credits 1975 CHARTS AND TABLES Sequence of Play Naval Ascendency Tournament Game Attrition Table (TGAT) Barrage and Bombardment Table (BBT) Air Combat Table (ACT) Minor City Reduction Table (MCRT) Weather Chart Terrain Chart Basic Game Attrition Table Explanation of Basic Game Attrition Results Explanation of Tournament Game Attrition Results PBM Basic Game Attrition Table (PBM-BGAT)
PBM Tournament Game Attrition Table

13 13 14 15 16 16 18
18

18 18 18 19 19 19 20 20 20 21 21 21 22 22 22 23 23 24 24 24 25 25 25 26 27 27 28

(PBM-TGAT) PBM Barrage and Bombardment Table (PBM-BBT) PBM Air Combat Table (PBM-ACT) PBM Minor City Reduction Table (PBM-MCRT) THE REST OF BLITZKRIEG 37a. Hidden Movement 38a. Nuclear Warfare 39a. Propaganda FORTRESS BLITZKRIEG 37b. Fortresses SURFACE RAIDERS

TOURNAMENT GAME 24. 25. 26. 27. 28. 29. 30. Introduction Ground Combat Substitute Units Rangers Replacements Minor Countries Bomber Aircraft

TOURNAMENT GAME OPTION-

37c.1 Introduction 37c.2 Port Capacity 37c.3 Movement 37c.4 Encounter 37c.5 The Ships 37c.6 Battle Procedure 37c.7 Withdrawal Tables 37c.8 Air Attacks 37c.9 Shore Bombardment 37c.10 U-boats and ASW 37c.11 The Situation BLITZ IN THE PACIFIC 37d. 38d. 39d. 40d. 41d. 42d. Inverted Units Guerrilla Warfare The Mission Matrix Naval Blitz Scenarios Conclusion

28 28 28 29 29 30 30 30 31 31 31 33 33 34 37 42 45 46 47 47 52 53 55 57 58 60 61 62 64 65 66 67 68

Chart 6 - Balance of Forces Chart 7 - Fighter Mission Flow Chart Chart 8 - Bomber Utility Chart Chart 9 - Economics Chart 10 - Ports A "NEW LOOK" CHALLENGED BLITZKRIEG '85 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. Sequence of Play Production Points Unit Breakdown and Regrouping Unit Point Cost New Units Naval Rules Repairing Damage Naval Units Shore Bombardment Invasion Helicopters Fighters Antiaircraft Fire Airfield Air Transport Victory Conditions Bombardment Effect Critical Resources

69 70 71 71 71 72 73 73 73 74 74 74 75 77 78 78 78 78 79 79 80 80 80 81 82 82 83 85 87 87 88

NEW LOOK AT AN OLD FRIEND Critical Issue #1: Rule Changes Critical Issue #2: The Tactics of Retreat Critical Issue #3: Turn One-BLUE Critical Issue #4: Turn One-RED Critical Issue #5: Turn Two Critical Issue #6: Primary Theaters Critical Issue #7: Secondary Theaters Critical Issue #8: Aviation Critical Issue #9: The Home Front Chart 1 - Blue: Yellow Option Chart 2 - Blue: Yellow-Green Option Chart 3 - Red: Black-Green Option Chart 4 - Red: White Option Chart 5 - Red: White-Brown-Black

TOTAL KREIG 54. Nuclear Weapons 55. Chemical Weapons 56. Biological Weapons NBC Effects Table Biological Attack Table NBC Repercussion Table

BLITZKRIEG - 2

THE BASIC GAME OF BLITZKRIEG


1. Introduction In an educational experience as challenging as chess BLITZKRIEG makes it possible for you to simulate the techniques of lightning warfare first used with devastating effect in WWII, techniques that continue to decide the fate of great nations in the '70s. You will make the decisions that determine the outcome of a titanic struggle in which two major powers, Great Blue and Big Red, sweep through five unnamed minor countries. There are two versions of BLITZKRIEG, the Basic Game and the Tournament Game. The Basic Game is the simplest, in order to serve as an introduction if you have never played a simulation game before, but also to serve as a fast-paced "action" game if you prefer a minimum of unnecessary complication. Optional Rules can he added to both games so that you can choose the level of complexity you most prefer. Briefly familiarize yourself with the various components of the game, the die-cut troop counter cards, the mapboard, the Combat Results and Terrain Tables, the Time Record Card (TRC), the Order of Appearance Cards (OAC), and the die, which is used only to resolve combat. Do not he dismayed if on first reading the rules aren't altogether clear to you. This is to he expected, especially if you are approaching historical simulation games for the first time. Simply re-read those sections that seem hazy and begin playing the game. The game's basically common sense logic will quickly fall into place. ply be called "artillery. 2.3 Only combat factor (CF), movement factor (MF) and unit type is of significance for the Basic Game. 2.4 Combat factor is a unit's basic fighting strength whether attacking or defending. Artillery have 2 combat factors. The first is used only when the unit is attacking, the second only when defending. 2.5 Movement factor is the basic number of hexes a unit may be moved over clear terrain in turn. 3. Mapboard Set-Up 3.1 Lay out the mapboard in a convenient place. Note the hexagonal grid which is used to measure movement and determine the relative location of units. Refer to the TEC for an explanation of the terrain features in each hex. 3.2 Each player should punch out his Basic Game troop counters and place them on the corresponding spaces provided on each player's OAC [Order of Appearance Card]. It isn't necessary to match up specific unit designations, but only factor and type. Substitute units, air units and ranger units are used in the Tournament Game. 3.3 Blue sets up first. He places his Turn 1 units (all those above the line on the OAC) anywhere in his home country, Great Blue. If desired he may delay the placement of units, and bring them on later as reinforcements. 3.4 Red now sets up his units anywhere within his home country, Big Red, in the same manner. 4. Sequence of Play 4.1 After set-up BLITZKRIEG is played in complete-turns. A complete-turn is composed of two player-turns as follows: 4.2 Blue consults his OAC and places any units he receives that turn (reinforcements) on the board in friendly cities in his home country. He also moves all his units (including reinforcements) that he chooses that turn. No Red movement is allowed. Figure 1. 2.1 The die-cut cardboard counters represent the military formations that will be your "chessmen". Printed on the counters is certain information needed to play the game: 2.2 Only division sized counters (xx) are used in the Basic game. "Breakthrough" artillery represent concentrations of artillery that would be used in an offensive over and above the normal divisional artillery allotment. Here after they will sim4.3 Blue announces to his opponent all battles caused by his movement. He then determines the odds and resolves all battles one at a time in the order that he chooses. This completes the Blue player-turn. 4.4 Red places his reinforcements and moves his units just as Blue did in 4.2. No Blue movement is allowed. 4.5 Red resolves all his battles just as Blue did in 4.3. This completes the Red player-turn.

BASIC GAME
2. Troop Counters-BASIC GAME TYPES:

4.6 Red now checks off one complete turn on the Tim Record Card (TRC), and play reverts to 4.2. This cycle is repeated for the remainder of the game. 5. Friendly Cities 5.1 Your home country cities are always friendly unless occupied by, or adjacent to, enemy units. Other city hexes are friendly in a given player-turn if you begin that player-turn with a unit occupying that city hex, and there are no enemy units adjacent to it. You may not enter a city hex and make it friendly in that player-turn. 5.2 Once friendly, a city hex remains friendly to ypu as long as you occupy it and keep it free of enemy ZOC at the beginning of each player-turn. If a player moves through or adjacent to a city hex friendly to his opponent without stopping to occupy it, it reverts to being friendly to his opponent the instant his units are no longer adjacent. Exception: see 29.2 - liberator status. 6. Reinforcements 6.1 Both players receive reinforcements at specific intervals. Reinforcements are new units from the Order of Appearance Card (OAC) and have nothing to do with units already eliminated. 6.2 The OAC states the earliest little that reinforcements can be put into play. However, players have the option to delay their arrival as long as desired. 6.3 Reinforces are placed in any friendly home country city at any time during the movement portion of a player's turn, before or after moving other units. 6.4 Reinforcements may not be placed on the board in stacks of more than 3 units per hex, although by moving out already placed reinforcements a player may bring on an unlimited number of units per turn in one city hex. 7. Movement 7.1 In the movement portion of your turn you may move as many of your units as you wish; all, some, or none. 7.2 Units are moved one at a time in any direction or combination of directions according to their movement factor . The die has nothing to do with movement; it is used only to resolve battles. 7.3 Basically each unit is permitted to move a number of hexes equal to its movement factor, although this may be increased (See 9), decreased, or restricted (See 10) by terrain, or the presence of enemy units (See8). Rivers, borders and beaches have no restriction on movement. 7.4 Movement factors are not transferable from one unit to another, nor can they be accumulated from one turn to another.

7.5 You may move over or stack on top of your units, but you may not move on top of enemy units. (Exception: see 21). 7.6 Certain units must stop moving for that turn whenever they enter enemy zones of control (ZOC, see 8). This causes combat. 8. Zones of Control 8.1 Every unit has a zone of control (ZOC) which is the hex it occupies and the 6 adjacent hexes (A-F), regardless of the hex the unit is on. A unit's ZOC extends across rivers, into mountain, desert, and sea hexes, and into hexes occupied by enemy units.

It is the beginning of Blue's turn. There is no combat until he has finished movement but because the 28th Inf starts the turn in ZOC there must be at least one battle. 8.2 Infantry, Airborne and Artillery units must stop moving and attack when they first enter an enemy ZOC. When beginning a turn in an enemy ZOC, they are considered "engaged", and may not move, but must attack from that position. 8.3 Armor and air-assault units are only required to stop moving when they first enter the ZOC of enemy armor and air-assault units. When beginning their turn in enemy ZOC, armor and air-assault units may move directly through enemy controlled hexes, although they may not move on top of enemy units (Exception: see 21), but must stop in the first enemy armor or air-assault ZOC that they.

COMBAT -- Note that the 13th Armor has moved through the 15th Infantry ZOC to reach a better attack position. 17th LT Armor can move through enemy ZOC, but must stop in hex "B" of the GD Armor entered this turn. 28th Infantry is "engaged" against GDS Armor and may not move this turn. 9. Movement Bonuses 9.1 All units move 3 times faster than normal

when moving along roads and through cities. Thus a unit with a movement factor of 4 could move 12 hexes along roads. A unit may combine road and non-road movement in any way in the turn. When doing so, consider each road or city hex moved into from a connecting road or city hex to expend 1/3 of a MF. Unused fractions may be carried over from movement on one portion of road to on a different portion of road in the turn, but at the end of movement a unit may not use a fractional MF to move into a non-road or a non-city hex. When moving to a road or city hex from another road or city hex not directly connected by the road, a unit expends 1 full MF. 9.2 Armor and air-assault units move 2 times faster than normal when moving through desert hexes. Unused fractions of road and/or desert bonus may not be transferred between each other in any way. One bonus or the other may be used in desert-road hexes not both together. 9.3 Up to 4 units of any type except armor and artillery may be "flown" up to 40 hexes from one friendly city to another friendly city each turn. To be eligible for this "air transport" the units must begin their turn in the take-off city hex. They may move normally with their full MF after landing. Reinforcements may be air transported in the turn of placement on the board since they would be considered to have begun their turn in the city hex of placement. Terrain and/or enemy ZOC impose no restriction on air movement, which flies "over" such obstacles. 9.4 When being air transported, airborne and air-assault units may be airdropped within 20 hexes of their take-off city, instead of being flown the full 40 hexes. The airdrop hex may be any land hex not in enemy ZOC. Airdropped units may move only l hex after landing during that turn, and may not move at all if landing on mountain or forest hexes. Air-assault may not land in forests. 10. Movement Restrictions 10.1 All units must stop when they land on mountains and forests. They may not proceed until the next turn. Units move through mountains and forests at the rate of I hex per turn. Units may leave mountains and forests at their full MF. 10.2 Armor, air-assault, and artillery units may not enter forest hexes. They may attack units that are in the forest, however.

tinue on after splitting off from the slower units. 11.3 Players may break-up or recombine units into different stacks at any time during movement or as a result of combat. 12. Attacking 12.1 Whenever your units end their turn in an enemy ZOC they must attack the adjacent enemy units. The player moving his units is the attacker; his opponent is the defender for that player-turn. 12.2 Before resolving combat you may move as many units as you choose into attack positions. You may make as many attacks as you wish in one turn. 12.3 After all movement is completed the attacker resolves all battles one at a time in the order that he chooses. 12.4 The combat factor of a unit is never doubled because of terrain when it is attacking. 13. Defending 13.1 The defending player is not allowed to move any unit while his opponent is attacking. 13.2 The combat factor of a unit is sometimes doubled because of the terrain it is defending. Units defending in cities and mountains are always doubled. 13.3 Units defending behind rivers are doubled if all attackers are on river hexes (including end-of-river hexes), however, even one unit attacking from a non-river hex would nullify the river defense.

10.3 No units may enter the gray hexes of the Neutral Country, sea hexes, or lake hexes (Exception: see 20 and 27.5). 11. Stacking Units 11.1 Players may make stacks of up to 3 units. These stacks may move together over friendly stacks in the turn, however, at the end of movement players may not have more than 3 units per hex anywhere on the board. 11.2 The movement rate of stacked units is that of the slowest unit in the stack. Of course faster units in the stack may con-

Blue's 1st and 2nd Marines attack Red's 1st Infantry at basic odds even though the 2nd Marine is on a river, because 1st Marine is not on the river. Red 2nd Infantry is doubled because 3rd Marine is on an end-of-river hex. 14. Multiple Unit Battles 14.1 When two or more units attack one defending unit the factors of the attacking units are totaled into one combined attack factor. 14.2 When one unit attacks two or more defending units the factors of the defending units must be combined into one defense factor. 14.3 When several units attack several defending units the attacker has the choice of how to divide combat provided:

14.31 he attacks every defending Unit he has moved adjacent to, 14.32 all his units in enemy ZOC attack some enemy unit, 14.33 each attacking unit is adjacent to the specific defending unit it is attacking. 14.4 When defending units are stacked in a hex, the attacker may not divide combat against them, but must attack them as one combined defense factor. 14.5 When attacking units are stacked in a hex, the attacker may divide the stack to have separate attacks against defending units on separate hexes.

tor. The resulting two numbers (one of which is "1") are expressed as a strength ratio, placing the number which represents the attacker first in the ratio. Fractions of any size are "converted" either up or down to the whole number most favorable to the defender in each attack. Examples: Attacker 14, defender 8, dividing both by 8 gives attacker 1 6/8, defender 1. Since 1 6/8 is converted in favor of the defender this becomes 1:1. 8 to 14 becomes 1:2; 14 to 6 becomes 2:1; 4 to 14 becomes 1:4; 4 to 18 becomes 1:5, etc. 15.2 Having determined the odds of a battle the attacker rolls the die. 15.3 That die roll is cross-indexed with the basic odds column on the BGAT to get the results of that attack. For example, a 3-1 attack rolls a "6", "d-elim". This means the defender eliminates one unit, retreats any remaining units involved in that battle 2 hexes, and up to 3 attacking units may advance into the defender's vacated hex. 15.4 This procedure is repeated in turn for each of the attacker's battles. When this is finished it becomes the defender's turn. 16. Victory Conditions

Blue's attacks against 19th, 20th, and 21st Infantry must be two separate attacks, since 1st and 2nd Infantry aren't adjacent to the 21st. Thus 5th must attack 21st, and 1st and 2nd must attack 19th and 20th (14.33). 19th and 20th may not be attacked separately, but must be attacked as a combined unit (14.4). Only 13th and 4th Armor have a choice of how to attack. Blue has chosen to divide the attack of the armor stack (14.5). 14.6 The combat factor of an individual attacking unit cannot be split and applied to more than one battle. 14.7 You may deliberately sacrifice one or more attacking units at unfavorable odds in order to gain more favorable odds over other defending units. This tactic is called "soaking-off". Soak-off odds cannot be worse than 1-6. 14.8 No unit, attacking or defending, can fight more than one battle in any one player-turn, even if it finds itself still adjacent to enemy units after all combat has been resolved. Such units are simply left adjacent and it becomes the other player's turn. 14.9 Sometimes the result of combat will leave a unit in a position where it cannot attack at legal odds (1-6 or better). If a player cannot bring up enough units to make a legal attack, the unit is removed from the board before combat is resolved and has no effect on combat, neither soaking-off nor blocking enemy retreat routes. 15. Resolving Battles 15.1 Once he has decided how to divide all combat, the attacker resolves each battle one at a time. First the "odds" of each battle must be reduced to the simple odds shown on the Basic Game Attrition Table (BG AT). To do this divide the smaller combat factor both into itself, and into the larger combat fac-

A player wins if he either (A) eliminates all his opponent's units from the board while having at least 14 units left himself, or (B) occupies or is adjacent to all city hexes in his opponent's country throughout two consecutive player-turns, or (C) has 35 or more city hexes friendly to him at the end of the 15th turn. As soon as one player wins, the game is over. Any other situation at the end of the 15th turn is considered a stalemate. In BLITZKRIEG a stalemate is a mutual loss, the bigger loser being he who has lost the most units. 17. Commentary on Strategy The Basic Game will be decided in a massive battle in the center of the board. Therefore it is imperative to quickly concentrate maximum force there. A successful blitzkrieg campaign will isolate a portion of the enemy's army and defeat him in detail. This can be accomplished by boxing enemy forces against a terrain feature after a breakthrough by concentrations of heavy units. A careful strategist will weigh localities he fights for with those he gives up, trying to force the enemy into a position that is vulnerable to a breakthrough and isolation. On the attack it is often wise to include infantry in stacks of armor and artillery to absorb losses and prevent wastage of these critical units. On defense care must be taken to screen rear areas to prevent paratroops from surrounding front line troops and blocking their retreat routes. When infantry defend any extended sector, a few armor should be stacked with them to prevent enemy armor penetrations. Infantry must make careful use of terrain-features to secure their fronts against enemy armor.

Wet regret that we cannot correspond with each of you as to the best tactics to employ in Blitzkrieg, but we do offer the next best thing in our bi-monthly magazine the GENERAL. If you do have any questions we suggest you try a subscription to the GENERAL first.

20. Invasions 20.1You may only invade one beach per turn. A beach is a continuous chain of yellow coastal hexes. Thus RRR54 and BB31 divide their adjacent beaches into separate beaches. The entire coast of the Koufax Desert is one beach for invasion. Artillery, armor, and air-assault may not participate in invasions or land on beaches. 20.2 You cannot invade a beach just invaded by your opponent in the preceding player-turn, even if only a 'token" invasion was made. This would still represent the presence of his fleet. 20.3 Procedure for an opposed invasion is as follows: 20.31 Transfer desired units from the At Sea Box to full sea hexes adjacent to beach hexes under assault. Stacking is still 3 units per hex. Enemy ZOC extending into full sea hexes do not prevent invading units from reaching any desired assault hexes. 20.32 Assaulting units that are now adjacent to vacant beach hexes may be moved directly onto such vacant hexes, even if such movement would violate normal ZOC restrictions. 20.33 After moving all other desired units for the turn, resolve beach combat in the normal manner. Units already on land may have been moved into positions to attack in conjunction with invading units. 20.34 If assaulting units are adjacent to enemy units on nonbeach hexes, these enemy units must still be soaked-off against at legal odds. Assaulting units on sea hexes are automatically eliminated no matter what the result of combat, but may inflict casualties or retreat the defenders (Exception, see 28 Rangers). 20.35 After all combat is resolved, any assaulting units still on sea hexes may be moved onto vacant adjacent beach hexes with normal stacking rules, even if in violation of normal ZOC rules. Assaulting units that were required to retreat, or were not able to land after combat are eliminated instead. 20.4 Invading units that are unopposed may move directly inland up to the limit of their movement rate, counting the first beach hex as 1 factor off their MF. Invading units may not use either the road bonus or strategic movement that turn. 21. Automatic Victory 21.1 As soon as enough units are in position against defending units in a given hex to create odds of at least 7-1, or at least 51 if no legal retreat is possible, the ZOC of those defenders is immediately ignored for the remainder of that player-turn. The AVed units remain in play but are turned upside down. Units not yet moved by the attacker may then move through and beyond the AVed units. 21.2 Attacking units may move over, stop on top of, and attack from the hex of the AVed units.

BASIC GAME OPTIONAL RULES


18. Introduction Between two skilled players the regular Basic Game will often result in an attrition battle on a deadlocked front. A fundamental reason for this is that the Basic Game is too simple a situation to maintain an essential element of blitzkrieg, namely surprise. Adding some or all of the following Optional Rules will add new dimensions to the game, and produce many surprises. 19. Sea Movement 19.1 The seas around the mapboard are divided into 5 "sea zones", A through F. During initial placement (See 3.3 and 3.4) each side may place up to 10 units at sea. They may all be in 1 zone, or may be in any combination of zones. For convenience such units are placed in the At Sea Box of the appropriate zone. 19.2 On subsequent turns units at sea may land at a friendly port, or make an invasion either in their sea zone, or in an adjacent zone. They may also simply remain at sea, either in their own sea zone, or they may move to an adjacent zone. Landing at a port or on a beach (See 20) counts as 1 basic MF off the normal allowance. Units landing in a friendly port may use the road, desert, and or strategic movement bonuses (See 22) after landing. Units landing on a beach may use only their normal movement allowance. Units may not move directly back to sea in the turn that they have landed. 19.3 On subsequent turns additional units may be moved to sea, however, the total number of units at sea may never exceed 10 per side. To move to sea in a given sea zone, units move to a friendly port that opens on that sea zone, and may then be placed in the At Sea Box of that sea zone at no additional MF cost. Units may not land at ports, invade, or move to an adjacent sea zone in the turn they move to sea. Reinforcements can move to sea in that turn of placement. 19.4 Any coastal city hex is a port. Also hexes JJJ56, VV25, D31 and L19 are considered to be "inland ports". Inland ports may not be used if any of the river hexes between the port and its sea zone are in enemy ZOC. No port may be used if enemy ZOC extend into full sea hexes in such a way as to completely block access to the open sea, i.e., the board edge sea hexes. 19.5 Opposing units may be in the same sea zone indefinitely, but may not attack each other at sea, or be attacked. Units can never move farther than an adjacent sea zone. Thus it would take 4 turns to sail from Zone A to Zone E.

21.3 After all other movement and combat in that player-turn is finished, AVed units are removed and the Aving units are given an additional movement of 4 hexes. Normal movement rules are followed, but the first hex of the advance must be the loser's vacated hex, and no movement bonuses may be used. After this movement it becomes the defender's turn. If the first hex of advance after combat is into a zone of control, mountain or woods hex the attacker may move no further. 22. Strategic Movement Units that do not begin a player-turn adjacent to enemy units, do not move adjacent to any enemy units (including AVed units) or make any attacks, do not move into or adjacent to unfriendly cities, and do not invade a beach in a given player-turn are given a bonus of 4 extra MF, which may be combined with other movement bonuses. 23. Combat Supply 23.1 All units must trace a supply route at the beginning of each player-turn to a friendly home country city or suffer certain adverse effects. Supply is determined each player-turn for both attacking and defending units before any movement takes place in that player-turn. 23.2 A supply route is a path 1 hex wide, unblocked by any enemy ZOC, a maximum of 10 hexes overland to a road, and thence any distance along the road and through friendly cities to a friendly home country city, or to a friendly city connected by air or sea supply to a friendly home country city. The 10 hex route may be traced through all terrain except full sea, lake or Neutral Country hexes. 23.3 When a route is being traced along a road, it may not leave it to go around a blocking enemy ZOC, and may not go through unfriendly cities. A road may supply an unlimited number of units. 23.4 The air transport capacity may be used to provide combat supply for up to 4 units. Each unit supplied takes one unit of the transport capacity. Units so supplied trace a normal route to any friendly city, thence by air up to 40 hexes to another friendly city, thence by road or sea to a friendly home country city. Armor and artillery may not be air supplied. 23.5 A supply route may be traced from a friendly home port, out to sea any distance to a friendly port, or to a friendly beach hex just invaded by friendly troops last turn. Beach supply is limited to 10 unblocked hexes from the friendly beach hex for 10 units maximum, while a road or air net may extend the supply radius of a port in the normal manner. A beach hex is made "friendly" in the same way city hexes are made friendly as defined in section 5. 23.6 Each unit which is unable to trace a supply route at the beginning of its player-turn has its basic movement factor halved, its attack factor halved (in the TG, convert fractions up), and may not use strategic movement or advance after combat in that player-turn. Unsupplied units always defend at

full strength. Units are never eliminated for lack of combat supply

stitutes in breaking down the larger units. I

TOURNAMENT GAME
24. Introduction All Basic Game and Basic Game Optional Rules should be used in the Tournament Game except where altered herein. With the Minor Country and air power rules, the Tournament Game becomes an economic and political, as well as military conflict, waged with a full range of air and naval, as well as ground forces. 25. Ground Combat 25.1 All ground units except artillery engage in combat exactly as in the Basic Game. However, the results of battle are determined on the Tournament Game Attrition Table (TGAT) instead of the BGAT. The TGAT provides for elimination of a specific number of combat factors from engaged units, instead of complete elimination of whole units. This is explained on the TGAT itself. 25.2 Artillery units now have the option of attacking in "close support" as in the Basic Game, or making a barrage attack on the Barrage and Bombardment Table (BBT). A barrage may only be made when the artillery are 2 hexes from their target, not in enemy ZOC, and are combat supplied. 25.3 No defending unit may be attacked more than once per player-turn on the BBT, but defending units may also be attacked on the TGAT after a BBT attack in the same playerturn. Such a combined BBT and TGAT attack limits advance after combat to one hex maximum. A soak-off attack would still be required on the TGAT if ground units are adjacent to still surviving defenders after a BBT attack. 25.4 AV cannot be achieved on the BBT even if all defenders are certain to be eliminated. All AV and TGAT advances after combat must stop in any hex that was attacked on the BBT that player-turn. 25.5 Grounded air units suffer losses against artillery barrages just like ground units, but all air factors must be removed before any ground units in that hex may be taken as losses. 26. Substitute Units 26.1 Substitute units enter play as a result of combat procedure, and may also be brought into play by voluntarily breaking down larger units. Players may "split" units during movement or even before placement on the board, and then move the separate units individually. 26.2 Substitution is done in the same way that money is "changed". The combined combat factors of the substitutes must exactly equal those of the units removed (less losses in the case of combat attrition). Substitution must be done by specific unit type; armor for armor, infantry for infantry, etc. Previously removed regular units may be combined with sub-

26.3 Units which do not engage in combat may be recombined into larger units only at the end of the movement portion of your player-turn. To be recombined units must be in the same hex, and not in enemy ZOC, or making any attack. 26.4 The substitute units and the ranger units are counted as a 1/2 unit for stacking, sea movement, air transport, air supply, beach supply, and hidden movement limits. Thus you could now stack up to 6 substitutes, or 4 substitutes and 1 full unit, or 2 substitutes and 2 full units in the same hex. For all other purposes, substitutes function like full units. 26.5 You may only use the counters provided in the game. Thus if inactive counters are not available, substitution may not be done, and you may have to lose more than a combat table calls for. Reinforcements are not considered inactive, but in training, and may not be used until brought into play by the OAC. All other units are considered inactive any time that they are not in use on the board. 27. Rangers 27.1 Rangers are treated just like infantry, but in addition have several special capabilities. 27.2 Rangers may invade any coastal hex instead of just beaches. Invasions by rangers are not subject to the one invasion per turn rules; they are not considered to be major invasions. Thus rangers may invade up to 4 different hexes in the turn of a beach invasion. 27.3 Rangers invading a beach by themselves do not prevent the enemy from invading there on the following turn. They cannot invade a beach the turn after enemy infantry landed there, however, they can invade coastal hexes after enemy rangers land there. 27.4 Rangers can withdraw to sea from any coastal hex not in an enemy ZOC. No other units can move to sea except from friendly ports. 27.5 If rangers begin their player-turn in a city adjacent to a lake, they may invade coastal hexes of the lake. Rangers are the only units that may invade from the lakes. There is no other sea movement across the lakes. 27.6 Rangers may be airdropped just like paratroops. 28. Replacements 28.1 Both players are given a replacement capacity of 6 substitute counters per complete-turn beginning on the 5th turn. These must be taken from inactive substitute counters. Replacements enter the game just like reinforcements. Unused replacements may be accumulated for later use. 28.2 Only 1 counter of any specific unit type can be taken per turn. You may take a 1 factor counter of a given type if no 2 factor counters are available, but obviously a clever player will

take 2 factor counters when possible. 28.3 Half of the substitute counters taken each turn must be from the ground unit types; infantry, armor, artillery, airborne, air-assault and rangers. One of these must be infantry. Only one substitute may be taken from the paratroop/elite types; airborne, air-assault or ranger. 28.4 Half of the substitute counters taken each turn must be from the aircraft types, SAC, MDM, TAC and FTR. Air transport capacity may be increased by 1/2 unit if a player chooses to use one of his aircraft replacement capacity points here. 28.5 Aircraft replacements may only be taken in certain cities. Only one substitute can be taken in each city; taking air transport nullifies one of these. A bombed (See 33.5) or captured city cannot produce aircraft. 28.51 Great Blue aircraft cities -- V33, I12 and J28. 30. Bomber Aircraft 28.52 Big Red aircraft cities -- YY43, BBB33 and NNN35. (You may wish to label these cities "air" on your board.) 29. Minor Countries 29.1 In the Basic Game the minor countries had no military capabilities of their own. In the Tournament Game minor countries resist capture and in certain circumstances conduct guerilla warfare. Each of the five minor countries is a separate entity in application of the following rules. 29.2 The first player to cross the border or attack a minor country becomes the "aggressor" against that country. The other player becomes the "liberator" of that country. Minor country cities are automatically friendly to their liberator whenever they aren't in an aggressor's ZOC. At the end of the first player-turn when the aggressor violates a minor country, place a blank counter of appropriate color in each city that wasn't "reduced" by the aggressor to indicate that they are friendly to their liberator. 29.3 The liberator may move through such cities normally at any time, and may base aircraft there. The liberator may also stack his ground units normally in an unreduced minor country city. If attacked, the aggressor must attack both the unreduced city and any liberating ground units there. 29.4 Minor country cities start with a ZOC identical to a normal infantry ZOC. All aggressor units except armor and airassault must stop if they move adjacent, and all aggressor units must attack if they end their turn adjacent. The aggressor may not enter minor country cities until they have been reduced on the Minor City Reduction Table (MCRT). 29.5 To keep captured minor country cities friendly, the aggressor must continue to garrison them with at least one ground unit. However, it is only necessary to reduce a city once per game. Thereafter both sides may enter them normally. 30.2 Airbases are represented by cities. Each base may hold up to 3 full units of aircraft in addition to 3 ground units. Aircraft substitute units are counted as 1/2 unit for stacking just like ground units. During initial placement, air units may be placed in friendly cities in their home country. During the movement portion of every friendly player-turn, air units have the option of attacking enemy units within range, or of changing bases. When air units begin a player-turn unable to trace a route to combat supply, they may not attack (or intercept if fighters) in that player-turn, but may change bases at full range factor. 30.3 One full unit or up to two 1/2 units of TAC or FTR (only) aircraft may be based at sea, in addition to the 10 ground units. Air units move to and from ports and through sea zones just like ground units. If air units do not change sea zones, they may conduct air operations that player-turn. This is done just like city based aircraft, except their range is counted from any full sea hex in the zone where they are based. Such "carrier" based air factors must return to the sea zone they flew from, or land in a friendly city. They may not return to any other sea zone, and other air factors may not land in their sea zone. 30.4 Bombers may attack ground units in 2 ways: 30.41 TACTICAL BOMBING -- TAC and MDM (only) may support a ground attack on the TGAT. However you may not use more TAC and MDM factors to support an attack than there are ground attack factors already participating. Bomber factors are simply added to the total attack factors. Tactical bombing undoubles a river defense if the bomber's attack strength equals the basic strength of the defender's. At least half of any losses suffered by the attacker must be taken from the supporting bombers due to A-A fire. 30.1 TAC, MDM and SAC are bomber aircraft. Fighters (FTR) are used only with Optional Rule 32. 29.6 If at the end of any of his player-turns the aggressor has units in a minor country, but he doesn't garrison all the cities in that country, the aggressor must eliminate two factors of his choice from his forces in that country, due to guerrilla action. If the aggressor has simply moved through or flown over the country he must still remove two factors from units that violated it. The two factors may not participate in attacks before removal. 29.7 Combat supply may not be traced freely through a minor country while it is "neutral". An aggressor may not trace combat supply routes through a minor country unless (A) he garrisons all its cities at the beginning of the turn when combat supply is traced, or (B) eliminates 2 factors of his choice from forces in that country before moving any of his units. Combining 29.6 and 29.7, the aggressor might lose 4 factors per turn in an unsubdued minor country.

30.42 STRATEGIC BOMBING -- This attack is resolved on the BBT just like artillery, but may not be combined with artillery in an attack on the same hex. Only SAC and MDM may bomb strategically. Strategic bombing causes no loss to grounded enemy aircraft, which are assumed to take to the air before the SAC arrive. There is no effective A-A fire. 30.5 To attack units within range, simply fly the air units to the target hex, ignoring all terrain features and enemy ZOC. Air units have no ZOC, and their movement is unaffected by normal ZOC rules. After all combat is resolved, return air units to the base they flew from (if still friendly), or any other base within range that was friendly throughout that player-turn if you choose. You may also land in a base that was continuously occupied by you, and just freed of enemy ZOC in that player-turn. If there aren't enough friendly bases within range to land within stacking limits, excess air units are eliminated. Air units may not attack targets farther than their range no matter how close to the target the landing city may be. An unlimited number of air units may stack "in the air" over a single target. 30.6 If air units begin their turn in a base in an enemy ZOC, they may not attack in that turn. They must either change bases, or remain where they are in hopes of their base becoming friendly later. You may fly out of, but not land in a base in enemy ZOC. 30.7 To change bases air units fly as far as they wish from one friendly city to another until they reach the desired base. Moving from one city to another like this is called "staging". All staging cities must have been friendly since the preceding player-turn, and the air units must fly over a continuous chain of cities, none of which are separated by more than twice the range of the air units. Air units may not perform any other mission in a player-turn in which they change bases. These units must land before any combat resolution is begun. 30.8 When bomber units operate at less than half range (3 hexes for TAC, 4 hexes for MDM, 9 hexes for SAC) they bomb at double their normal combat strength. Such bombers must land at less than half range also. This does not apply to fighters. 30.9 Grounded air units have no defense of their own against enemy ground assaults. If caught alone in a city by enemy ground units which move adjacent, into, or through their city hex, grounded air units are simply and immediately eliminated. They cause no delay and have no effect on the enemy ground units except prohibiting them from using strategic movement, which would be prohibited because he was entering an unfriendly city anyway. If there are friendly ground units in the city, such friendly units must all be eliminated or retreated before the air units are eliminated. Partial elimination of the friendly ground units causes no loss to the air units. The effect of artillery barrage attacks on grounded air units is already covered in 25.5.

TOURNAMENT GAME OPTIONAL RULES


31. Introduction With the use of these Optional Rules on the foundation of the Tournament Game, BLITZKRIEG comes into its own for those who revel in the ultimate in complexity. The full Tournament Optional Game is a mind-boggling conception to grasp in all its detail. To grasp a modern nation at war in similar detail is an equally ambitious experience. Players are warned not to try too many Optionals at once when first learning the game. 32. Air Combat 32.1 Air combat is always initiated by fighters. Bombers never initiate air combat against other air units, but do return fire against attacking fighters. Air combat is resolved on the Air Combat Table (ACT). 32.2 Fighters enter the game, are based, and change bases just like bombers. There are five fighter missions. Although fighters will be presented with choices of how and when to attack, no fighter unit may make more than one attack per player-turn. 32.3 INTERCEPTION -Intercepting fighters are the only units that the defender may voluntarily move during the opponent's player-turn. After the attacker has completed all movement and announced all battles, but be-

fore determining odds, the defender may move his fighters to hexes containing enemy air units, placing them on top of the enemy air units, or he may move his fighters to a vacant hex to "wait out" an attack. Interceptors may also be assigned to strafe (See 32.6) enemy air units that did not, or cannot (See 36.2) fly that turn. 32.31 The intercept range is a maximum of 12 hexes but never farther than the maximum distance enemy bombers, hunt fighters (See 33.5), or air transports flew upon (A) entering your first ground unit ZOC, or (B) entering your first fighter patrol ZOC (See 32.71 and 33.6), or (C) entering the first sea hex of a zone containing 10 or more of your air or ground factors (defense factors for artillery). Intercept range is calculated counting the first such hex enemy aircraft enter. Further explanation of this intercept limitation will be covered in 32.7 and 34.7. 32.32 Interceptors attack escorted bombers, escorted air transports and escort fighters (32.4) at double their normal strength; attack hunt fighters at normal strength; attack patrol fighters and patrol/interdictors at normal strength; and attack unescorted bombers and air transports at triple strength. Bombers and air transports are shot at before accomplishing their mission. 32.33 Air transport may be intercepted over terminus cities and/or the airdrop hex of paratroops if within the intercept range defined in 32.31. Losses are taken in factors of units being transported. Every 2 fac-

tors lost causes a permanent loss of 1/2 unit of air transport capacity, plus a 1/2 unit of capacity is lost if an odd number of factors is lost. 32.34 Interceptors land after all combat is resolved and after all enemy air units except patrollers (See 32.7) have landed. 32.4 ESCORT -- The attacker may escort bomber and air transport missions by placing fighters in potential intercept hexes within range of the fighters' base. If the enemy intercepts over that hex, the attacking bombers and escorts return fire at 1/2 strength (convert fractions up). Air transports have no defensive fire other than escorting fighters. Any losses suffered from the interceptors must be taken from the escorts before any can be taken from bombers or transports. Escorts land when bombers land (See 30.5). 32.5 HUNT -- Hunt missions are conducted by moving to a "search" hex adjacent to the intended target hex. The search hex may be adjacent to a bomber or air transport mission, or adjacent to an airfield he wishes to strafe (See 32.6), or may be a hex he wishes to patrol. Hunt missions may not attack enemy patrol or patrol/interdiction (See 33.6) missions. Hunt fighters may not be placed in a hex containing friendly bombers in the air, or they would automatically be considered escorts. If hunters fire in either of the two following cases, they must immediately return to base afterwards. 32.51 If adjacent bombers

or transports are intercepted, or adjacent airbases are strafed, the hunters may attack any interceptors that survive their target's defensive fire by placing themselves on top of the interceptors. Hunters attack such interceptors at normal strength. The interceptors may not return fire in this case, because they have already fired for that player-turn. 32.52 Interceptors may have attacked the hunters themselves. In this case both fire at each other at normal strength. If the hunters outnumber the interceptors, they need only match the interceptors on a "1 for 1" basis, and may hold back excess hunters for possible strafe or patrol missions. 32.53 Hunters may not exceed 24 MF total in moving to their search hex, to their attack hex, and back to base. 32.6 STRAFE -- Both interceptors during the defense portion of your turn, and hunters that did not attack any interceptors during the attack portion of your turn, may strafe any grounded aircraft by moving to the airbase hex. For hunters the airbase must be adjacent to their search hex. Strafing is done at double strength. The airbase may return fire on the ACT with anti-aircraft strength assumed equal to 1/2 the grounded air factors (convert fractions up). After strafing return to base. 32.7 PATROL -- Fighters intended for a patrol mission are sent to a "patrol" hex at the same time hunt fighters are sent. to a search hex. Patrol fighters

remain in their patrol/search hex during the opponent's player-turn, and may conduct their intercept missions counting their range from that patrol hex. 32.71 Fighters on patrol have a patrol ZOC that is effective against enemy air units only (unless using 33.6 also). The only effect against enemy air units is to trigger the range explained in 32.31(B). This ZOC has no effect as far as stopping the movement of enemy air units. 32.72 Patrollers are forced to defend themselves and immediately return to base if attacked by enemy interceptors. Patrollers need only match enemy interceptors and exchange fire (at normal strength) with them on a "1 for 1" basis. Excess patrollers need not fire at the interceptors, and if they don't they may remain in the hex for patrolling. 32.73 Patrollers may conduct all normal intercept missions from their patrol hex as long as this doesn't result in their moving farther then 24 hexes total in moving from their original base, to their patrol hex, to their intercept hex, and back to base. 32.74 If tactical bombing (See 30.41) or airdropped paratroops have been used to support an AV attack and an interception subsequently reduces odds below 7-1 or 5-1 surrounded, the AV is nullified and any attacking units that moved through that AV must retrace their steps as in 23.5. If fighters were eliminated by AVing units before the fighter intercept

(See 30.9), however, they may not be used to nullify that AV. 32.75 Patrollers still in the air return to base at the end of the opponent's player-turn, just like interceptors. They may then be reassigned to a new mission on the very next player-turn. 33. Additional Bombing Missions 33.1 Players may wish to incorporate these rules immediately with Air Combat, since the two together complete the aircraft system. No bomber unit may attack more than one of these targets per completeturn. Artillery may not be combined with the BBT missions below. 33.2 BOMBING AN AIRBASE -- Only TAC and MDM. Bombers move to the target and announce an airbase attack. This is resolved on the BBT. A blank has no effect. A number result eliminates that number of aircraft. Surviving grounded air factors are inverted to indicate that they cannot attack on the following player-turn. Inverted air units may change bases, however. The airbase returns AA fire on the ACT equal to 1/2 the grounded air factors there (convert fractions up). The airbase itself is not otherwise affected in any way; interceptors may land immediately without effect. 33.3 BOMBING A PORT FACILITY -- Only SAC and MDM. Announced and resolved on the BBT. Any result other than a blank damages the port for one complete-turn. The port may not be used for movement to or from sea,

or for sea supply. Place an inverted counter marked "PX" to signify this, and remove it at the end of the damaging player's next player-turn. There is no A-A fire. 33.4 BOMBING A CITYROAD -- Only SAC and MDM. Announced and resolved on the BBT. Any result other than a blank damages the road-net, and negates use of that city hex for road bonus or use as a link in a supply route for one complete-turn. Place an inverted blank counter marked "RCX" there for one turn. There is no A-A fire. 33.5 BOMBING CITY SUPPLY AND INDUSTRY -- Only SAC and MDM. Announced and resolved on the BBT. Any result other than a blank negates the use of that city as a supply source and its replacement and industrial (See 36.) capacity for one complete turn. Place an inverted blank counter marked "SRIX" there for one turn. There is no A-A fire. 33.6 NIGHT BOMBING -Only SAC and MDM. Since this mission is carried out at night, it avoids all interceptors. However, the attack is resolved 3 columns lower than otherwise on the BBT. Thus a 12-15 attack would be rolled on the 2-3 column instead; a 4-7 attack would have no effect. Each separate attacking stack must roll for losses due to operational hazards on the 1316 column of the ACT before attacking. Eliminated factors do not bomb. Only missions 33.3, 33.4 and 33.5 may be attempted at night.

33.7 TACTICAL PATROL/INTERDICTION -- Only TAC and FTR. Patrol/interdictors are sent to a patrol hex just as patrol fighters are sent on patrol missions. Enemy interceptors may force patrol/interdictors to return to base on the same "1 for 1" basis defined in 32.72 (TAC fire at half strength). If patrol / interdictors do not fire at enemy interceptors or are unopposed they may remain in their patrol hex and exert a normal armor type ZOC there and in the 6 adjacent hexes providing they are at least 4 factors strong. This ZOC eliminates any enemy ground units forced to retreat through or into it, and since patrol / interdictors remain in their patrol hex during the opponent's turn just like patrol fighters, this ZOC also stops the movement of all enemy ground units and blocks supply routes. After all enemy movement patrol / interdictors may (at their option) strafe enemy ground units in their ZOC at double strength on the ACT, and all enemy ground units in the ZOC return A-A fire at strafing aircraft on the ACT at half their attack strength. This mission can "provoke" a lot of fighter squabbling because it can be devastating if unopposed. Fighters on patrol / interdiction may revert to patrol and intercept if they have not strafed enemy ground units. 34. Weather At the beginning of every indicated completeturn, the Blue player rolls on the following table to determine the weather for that entire turn. For the first seven turns the weath-

er is always clear. If players wish to extend the game beyond 15 turns (they should agree on this in advance), the numbers in parentheses indicate the appropriate weather column for such extra turns. In extending the game, each "weather season" would be followed by 7 turns of clear weather for the summer campaigning season. clear-All conditions normal. rain-Attack factor of fighter and bomber units halved; all off-the-road movement is halved except in the desert, where it does not rain. gale-No air operations; all off-the-road movement halved including, armored movement in the desert where there are dust-

storms; movement on the road itself is at basic MF, no triple bonus on the road; all units at sea must land in a friendly port that turn if possible, or be eliminated; no invasions and no supply by sea through ports or beaches. fog-No air operations; infantry attack at double their normal strength. ice-No air operations; all units on mountains may not move that turn, they are eliminated if forced to retreat; no road movement bonus. snow-Air units attack strength halved; rivers frozen and don't double; no road or desert bonus; all off-the-road movement halved; units on mountains may leave, but no ground units may move onto mountains.

WEATHER CHART
Turn 1 2 3 4 5 6 8(26) clear clear clear clear rain gale 9(25) clear clear clear rain gale gale 10(26) clear clear fog rain rain gale 11(23) clear clear fog fog rain rain 12(22) clear clear fog fog rain ice

1 c c f r i s

35. Naval Ascendency 35.1 Naval ascendency is determined at the beginning of each player-turn for each separate sea zone. In each zone each player is given 1 naval point for each basic attack factor at sea in that zone, 1 naval point for each friendly port he controls that opens on that sea zone (bombed ports, no NPs), and one naval point for each factor of combat ready (See 30.2, 30.6, 33.2, 36.2 and 36.3 for non-combat-ready conditions) TAC, MDM or FTR he has in a port of that sea zone. Each player also receives naval points equal to the number of factors with which he invaded in that sea zone in his previous player-turn. 35.2 There are four states of naval ascendency: 35.21 NAVAL SUPERIORITY -- A player has 10 or more points and at least a 2-1 superiority in points. 35.22 CONTESTED -- At least one player has 10 or more, but neither has at least a 2-1 superiority in points. 35.23 UNCONTROLLED -- Both sides have from 1 to 9 points in that zone. 35.24 UNCONTESTED -- One player has none, the other 9 or less points. 35.3 The degree of naval ascendency has the following effects: 35.31 In a zone of enemy naval superiority a player may not move to sea from ports, invade, or trace supply into or through that zone. Units that begin a turn in such a zone are unsupplied. He may land in a port there, and may move additional units into the zone from adjacent sea zones. In a zone of friendly superiority, invading units are doubled when they attack from full sea hexes, and if still on sea hexes after combat may automatically push adjacent defenders on beach hexes back one hex and occupy the vacated beach hex. 35.32 In a contested zone both players may operate normally. 35.33 In an uncontrolled zone neither may invade. Normal otherwise. 35.34 In an uncontested zone, a zero point player may not supply or invade with units moving in from other sea zones, but otherwise may operate normally. A player with any points in such a zone may operate normally. 36. Critical Resources 36.1 Both sides have critical industries and resources concentrated in certain cities. Capturing or successfully bombing these cities imposes certain restrictions on various forces. The restrictions are in effect during any player-turn in which you do not have use of the city from the beginning of that playerturn. 36.2 PETRO-CHEMICAL -- These cities represent oil and fuel sources and facilities. These are G4, C20 and S25 for Blue,

and JJJ56, FFF30 and ZZ48 for Red. Either side may use CC15, AA42 and/or VV25 if friendly. You may not use your opponent's home cities even if captured. You may wish to label these cities "OIL". 36.21 With the use of 3 or more of these cities you may operate normally. 36.22 With the use of only 2, you may only fly 40 factors of air missions that player-turn, including air transport and changing bases. All armor lose 2 movement factors, and may not use strategic movement or advance after combat. No more than 5 air and ground units combined may be left at sea. 36.23 With only 1, you may fly no more than 20 factors of air missions. Armor, air-assault, and artillery may only move one hex that turn, and no other units may use strategic movement or advance after combat. No more than 5 units at sea, and these may only be in sea zones with a friendly port. 36.24 With none, no more than 8 factors of air missions, 12 factors of infantry retain normal movement, but no strategic movement or advance after combat, and all other units may only move one hex. No units at sea. 36.3 BASIC INDUSTRY -- These cities represent key industrial products such as ball bearings, electric power, etc. These are the 3 hex cities for both Red and Blue, hexes GGG45, RRR39, BBB54, O29, Q16 and C30 respectively, plus CC39 and OO30, which may be used by either side if friendly. These cities may be labeled "IND". 36.31 With the use of 3 or more, operations are normal. 36.32 With the use of only 2, air units bomb and attack at 1/2 strength, all attacks above 4-1 on the TGAT are rolled as 4-1 instead, and artillery may not attack on the BBT. Sea zones of friendly superiority are considered contested instead. 36.33 With the use of only 1, air units may not attack, although fighters may intercept only at 1/2 strength, only 3 attacks may be rolled above 1-1 odds on the TGAT, and these may not be above 4-1, and no artillery BBT attacks. Sea zones otherwise of friendly superiority or contested are uncontrolled instead. 36.34 With none, no combat air operations, no attacks above 1-1 on the TGAT, no artillery BBT attacks, and all ground units attack and defend at 1/2 strength. All sea zones are considered uncontested or of enemy superiority. 36.4 NAVAL STORES -- These cities represent existing naval units in port, command and control functions, and naval production and resource centers. These are the 2 hex cities for both Red and Blue, III37, RRR54, NN48, D7, L19 and I33 respectively, plus EE34 which may be used by either side if friendly. These cities may be labeled "NAV". 36.41 With the use of 3 or more, operations normal.

36.42 With only 2, a player may have no more than 5 air and/or ground units at sea. 36.43 With only 1, 5 units at sea maximum, and these may only operate in sea zones with a friendly port. 36.44 With none, no units may move to sea at all. Units at sea must land. This is the only critical resource restriction that lasts after a player recovers the use of cities, and applies only to 36.44, when a player's navy has been entirely destroyed.

ADDENDUM:
PLAY BY MAIL (PBM) Those who play Avalon Hill simulation games to the point where they develop considerable skills often find that playing by mail offers new worlds to conquer, and sharpens their skills even further. If you're tired of playing solitaire or humiliating the same opponent every day you may wish to give it a try. After all, you may be good in your gameroom but what can you do against a good player from another part of the country? Playing by mail is the only way to find out, and to participate in the many PBM tournaments held every year through the auspices of the GENERAL. PBM is an easy-tolearn and convenient-to-use system of playing fellow gamers around the world. Special combat tables printed below for a unique 10-digit combat resolution system makes it impossible to cheat. PBM is an entirely different experience from face-to-face (FTF) play. It has made better gamers of many who have tried it, and all those who have mastered it. Because inflation may well force a price change between the time this is printed and you decide to order we cannot quote a definite price for a pbm kit. However, we'll be glad to send you a current parts list upon request. This will give you specific ordering instructions and prices on the entire gamut of Avalon Hill gaming related products. Each kit includes 4 pads plus instructions which allow you to adapt your game to pbm play and utilize the pbm charts provided below. The Basic Game of Blitzkrieg is a game unto itself and is designed for easy comprehension and play by beginners to simulation gaming. New players should not attempt the more advanced version until they've mastered the Basic Game. At that point they can go on to the Tournament version or apply the optional rules in whole or in part. Although adding optional rules increases the realism of the simulation, it also makes it more complex. One should not be adverse to playing just the Basic Game as it is a fine test of skill in itself. The best version of Blitzkrieg to pbm is any version not including fighters (33) as this requires either trust in the honor system when your opponent intercepts your air missions, or two letter exchanges for each move. We therefore urge you to play Blitzkrieg without rule 33 in effect during mail play. Other Avalon Hill games admirably suited for pbm include Afrika Korps, Battle of the Bulge, D-Day, Kriegspiel, Luftwaffe, Panzerblitz, Stalingrad, and Waterloo. 1975 EDITION This is the second edition and now official rules of BLITZKRIEG. These rules take precedence over

those of the first edition and change BLITZKRIEG into a markedly different and superior game. Always be sure that your opponent is familiar with these second edition rules before play begins to avoid later unpleasantries. Remove the statement "Tournament Game has no time limit" from the bottom of the Time Record Card as the Tournament Game ends on the 15th turn unless players agree beforehand to carry on to the hitter end. Players should also note the importance of recording the "grid name" of bombed cities each turn in the "bombed cities" column to determine industrial shortages in the following game turn. DESIGN MENT DEPART-

Michael Saunders PRINTING: Monarch Services TYPESETTING: Colonial Composition

We will answer questions about the play of this game at no charge but only if you enclose a stamped, self-addressed envelope with your query. Before writing to us however, we suggest thoughtful reference to the rules which should answer any questions and save you time and postage. For a current replacement parts price list send a stamped, self-addressed envelope to: The Avalon Hill Co. 4517 Harford Rd, Baltimore MD 21214 DESIGN CREDITS ORIGINAL DESIGN: Lawrence Pinsky RE-DESIGN: David Roberts DEVELOPMENT 7 PLAYTEST: Jeffery Ellis, Karl Fickenscher, Donald Greenwood, Richard Hamblen, Thomas Roberts, David Saunders,

BLITZKREIG 1975 CHARTS AND TABLES


SEQUENCE OF PLAY
1 2 3 4 5 6 7 8 9 10 Determine Weather (34) Naval Ascendency (35) BLUE Supply Determination (eliminate 2 factors for each unsubdued minor country) (23, 29.7) BLUE Reinforcement and Replacement (6, 28) BLUE MOVEMENT (7 - 11, 19 - 22, 27, 29 - 30, 32 - 33) BLUE Recombine Substitute Units (26.3) RED Interdictors Strafe Blue Ground Units (33.7) BLUE Announce all Battles (32.3) RED Interception and Airbase Strafe (32.3, 32.6) BLUE COMBAT (12 - 15, 25, 29 - 30, 32 - 33) ACT BBT TGAT/MCRT Remove Blue's old PX, RCX, and SRIX markers from Red cities (33.3 - 33.5) BLUE Bombers, Escorts, and Hunters Return to Base (30.5, 32.4) Remove "grounded" markers from Blue aircraft (33.2) RED inte4rceptors, Patrollers, Interdictors Return to Base (32.34, 32.75) BLUE Guerrilla Losses (eliminate 2 factors for each unsubdued minor country) (29.7) Repeat 2 thru 15 exchanging RED for BLUE. When 16 reached for second time, go to 1 and start new game turn. After 15 turns, determine Victor unless agreed to extend game.

11 12 13 14 15 16

NAVAL ASCENDENCY
STATE Naval Superiority MARKER Dark Red Dark Blue ENEMY EFFECTS No port to sea movement. No invasions. No supply into or thru. May land in port. May move units from an adjacent sea zone into. Purple Normal. Normal. White No invasions. No invasions. Light Red Normal. No invasions. Light Blue No supply into or thru. At least 10 or more points and 2-1 superiority in points. One player has at least 10 points or more but no player has 2-1 superiority. Both sides have 1 to 9 points. One player has none, the other player has 9 points or less. Each factor (ground and air) at sea Each friendly port. Each factor of operational FTR, TAC, or MDM in port. Each factor that invaded on the previous turn. FRIENDLY EFFECTS Invading units doubled when attacking from full sea hexes. Defenders pushed back.

Contested Uncontrolled Uncontested Naval Superiority Contested Uncontrolled Uncontested One Naval Point in a Sea Zone for:

TOURNAMENT GAME ATTRITION TABLE ODDS 1-6 1-5 1-4 1-3 1-2 2 3 1 3 1 2 - 1 1 ATTACKER 2 3
DEFENDER

1-1
2 1 1 1 1 1 2 1 2 1 1 1 2 FACTORS ELIMINATED

2-1
- 2 2-3 1 1 1 - 1 1 2 1 1 - 1 1 2 1 - FACTORS ELIMINATED

3-1
- 2 2-3 1 1 - 1 1 2 1 2 2-3 1 1 - 3 2 4
FACTORS ELIMINATED

4-1
- 3 3 4 1 1 1 1 2 2 - 2 2-3 1 2 3 3 - 3 3 4
FACTORS ELIMINATED

5-1
4 1 2 3 1 2 2 4 3 4 1 2 3 1 1 2 3 4
FACTORS ELIMINATED

6-1
- 4 4 5 1 1 2 2 - 3 3 4 - 2 2-3 - 3 2 4 - 4 4 5
FACTORS ELIMINATED

2 3 4 5 6
DIE-ROLL

ATTACKER DEFENDER ATTACKER DEFENDER ATTACKER DEFENDER ATTACKER DEFENDER ATTACKER DEFENDER

1 2 2 2 3 -

1 3 1 4 1 2 2 2 -

1 2 1 2 3 -

1 3 1 2 2 2 2 -

1 1 2 2 2 -

1 2 2 2 2 2 -

1 1 1 2 2 -

2 2 2 2 2 -

1 1 1 1 1 2 2 -

2 2 2 2 2 -

FACTORS ELIMINATED

FACTORS ELIMINATED

FACTORS ELIMINATED

FACTORS ELIMINATED

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

FACTORS ELIMINATED

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

Odds worse that 1-6 are not allowed. Odds grater that 6-1 are considered Defender Eliminated (Attacker Advance 4). BARRAGE AND BOMBARDMENT TABLE (BBT)
FACTORS ATTACKING

1
1 -

2-3
2 1 -

4-7
3 2 1 -

8-11
5 3 2 1 -

12-15
7 5 3 2 1 -

16-21
9 7 5 3 2 1

22-27
10 9 7 5 3 2

28-35
11 10 9 7 5 3

36-43
12 11 10 9 7 5

44-55
13 12 11 10 9 7

56+
14 13 12 11 10 9

1 2 3 4 5 6

If defending in mountains, defender's factors are computed at double value; a loss of 9 would thus mean removal of 5 factors.

AIR COMBAT TABLE (ACT)


FACTORS ATTACKING

DIE ROLL

1-4
1 -

5-8
2 1 -

9-12
3 2 1 -

13-16
4 3 2 1 -

17-20
5 4 3 2 1 -

21-24
6 5 4 3 2 1

25-28
7 6 5 4 3 2

29-32
8 7 6 5 4 3

33-36
9 8 7 6 5 4

37-40
10 9 8 7 6 5

41+
11 10 9 8 7 6

1 2 3 4 5 6

When fighters intercept unescorted bombers, bomber units bomb at 1/2 factor (convert fractions down).

DIE ROLL

ADVANCE OR RETREAT

MINOR CITY REDUCTION TABLE (MCRT)


FACTORS ATTACKING

4-7
2 3 4* 5 6 7

8-11
2 3* 4* 4 6 8

12-15
2 3* 3* 4* 5* 6

16-19
1 2* 3* 4* 4* 5*

20-23
-* 1* 2* 3* 4* 5*

24+
-* -* 1* 2* 3* 4*

1 2 3 4 5 6

Each number in the indicated result is the number of attacking factors of his choice the attacker must eliminate. An asterisk (*) indicates that the city is reduced. No asterisk indicates that aggressor units attacking that city must retreat 2 hexes. Attacks may be tactically supported by MDM or TAC air units only according to the term of 30.41, i.e., you may not use more air factors than there are ground factors. Surviving attacking ground forces may advance into the city if reduced unless blocked by liberator ground units still in the city. Remove blank counters (if any) when cities are reduced. Unre duced minor cities never attack adjacent aggressor units.

WEATHER CHART
TURN

DIE ROLL

1 2 3 4 5 6

8(26) Clear Clear Clear Clear Rain Gale

9(25) Clear Clear Clear Rain Gale Gale

10(24) Clear Clear Fog Rain Rain Gale

11(23) Clear Clear Fog Fog Rain Rain

12(22) Clear Clear Fog Fog Rain Ice

13(21) Clear Clear Fog Rain Ice Snow

14(20) Clear Clear Rain Ice Snow Snow

15(19) Clear Rain Ice Snow Snow Snow

(16-18) Clear Snow Snow Snow Snow Snow

TERRAIN CHART
TERRAIN Clear City River Forest Mountain Sea & Lake Road Desert Beach Border DESCRIPTION
White Perpendicular crossed lines Thick blue curved lines Green Brown splash contours Totally blue hex Red line Yellow hexes in Koufax Desert Yellow hexes bordering the sea Thick gray lines containing hexsides

DIE ROLL

EFFECT ON MOVEMENT
Costs 1 movement factor to enter Possible road bonus: See 9.1 Same as other terrain in hex Ground units must stop upon entrance; armor, air-assault, and artillery prohibited. Ground units must stop upon entrance. Prohibited; exceptions: See 19.0 and 27.5 Possible bonus: See 9.1 Armor & air-assault units may double movement (9.2) Possible invasion site: See 20.0 Same as other terrain in hex

EFFECT ON COMBAT
None Ground units in city doubled on defense. Ground units doubled when attacked solely from river hexes Prohibited units not allowed to retreat into or through. Ground units in mountain doubled on defense. Prohibited; exception: Invasion - See 20.3 and 27.5 None None None; exception: Invasion - See 20.3 None

BASIC GAME ATTRITION TABLE ODDS 1-6 1-5 1-4 1-3 AB2 AB2 AB2 AB2 1 AE AB2 AB2 AB2 2 AE AE AB2 AB2 3 AE AE AE AB2 4 AE AE AE AE 5 AE AE AE AE 6 DIE ROLL

1-2
DB2 EX AB2 AB2 AE AE

1-1
DB2 EX DB2 DB2 AB2 AE

2-1
DE EX DB2 DB2 EX AB2

3-1
DE EX DB2 DB2 EX DE

4-1
DE EX DB2 DB2 DE DE

5-1
DE DB2 DE DB2 DE DE

6-1
DE DB2 DE DE DE DE

EXPLANATION OF BASIC GAME ATTRITION RESULTS


AE -- Attacker Eliminated: The attacker chooses one of his units in that battle for elimination from the board. Remaining attacking units (if any) must retreat two hexes as outlined in "AB2" (below). The defender has the option to advance up to 3 of his units into the attacker's vacated hex(s). In advance after combat you are permitted to advance directly into or through enemy ZOC. DE -- Defender Eliminated: The same as AE, reversing the roles of attacker and defender. AB2 -- Attacker Back 2: The attacker retreats his units in that battle 2 hexes. Zigzag retreats that would result in units actually retreating only one hex are permitted. Units may be retreated in any direction, through friendly units, across rivers, through forests, mountains, cities, and the desert. Retreat along roads, through forests and mountains is done as if they were clear terrain hexes, except that armor, air-assault, and artillery may never retreat into or through forest hexes. Units cannot retreat through or into any enemy ZOC, off the board, into full sea or lake hexes, into the neutral country, or be placed in stacks exceeding 3 units per hex. Retreating units are eliminated instead if the only available retreat route is through these prohibited hexes. The defender has the option to advance up to 3 of his units into the attacker's vacated hex(s), ignoring enemy ZOC. DB2 -- Defender Back 2: The same as AB2, reversing the roles of attacker and defender. EX -- Exchange: Both players choose one of their units in that battle for elimination from the board. Surviving units (if any) remain in place, neither advancing nor retreating.

EXPLANATION OF TOURNAMENT GAME ATTRITION RESULTS


Factors Eliminated: The loser has the choice of which units are to be eliminated. Substitute units are used to replace units that are partially eliminated. For example, with a 4-1 attack and a die roll of 5, the defender must lose 3 factors. If a 6-factor unit is removed, it is replaced by substitute units totaling 3 factors. Each partially eliminated unit must he replaced only by units of its own type; armor for armor, infantry, etc. Also in this example the attacker must eliminate 1 factor in the same manner. In cases where the table specifies losses greater than units engaged, only units engaged are eliminated. Advance or Retreat: The loser first retreats all his surviving units the full number of hexes specified. This number is printed in bold face. For example, in the 4-1, die roll 5 situation, the defender retreats surviving units 3 hexes. The retreat restrictions are exactly the same as in the Basic Game. After losing units have been retreated, the winner has the option to advance remaining victorious units up to the number of hexes specified. In the above 4-1 example, the attacker has the option to advance some or all of his units in that battle, 0, 1, or 2 hexes. Normal movement rules are followed, but the first hex of the advance must be the loser's vacated hex, and no movement bonuses may he used. Units that advance adjacent to enemy units whose battles have not been resolved cannot participate in such battles . . . however, their presence does serve to cut-off retreat routes. In the event retreating units must he eliminated because retreat routes are blocked, the winner may advance his units the full number of hexes specified.

EXAMPLE: Here's what happens when the Guards Armored Division attacks the 15th Infantry Division at 2 to 1 with a die roll of 1:
Attacker does not lose any combat factors

Defender loses 2 factors. Defender must replace the 15th with Sub. Units totaling 2 factors.

2 3

Attacker has option to move the Guards Division up to 2 hexes.

Defender must retreat Sub. Units 3 full hexes. Notice that the retreat is in bold face.

Blitzkrieg Play-by-Mail Tables


BASIC GAME ATTRITION TABLE
1-6 1-5 1-4 1-3 1-2 1-1 2-1 AB2 AB2 AB2 EX EX EX 1 A elim A elim AB2 AB2 AB2 DB2 DB2 2 A elim AB2 AB2 AB2 DB2 DB2 D elim 3 AB2 AB2 AB2 AB2 EX EX EX 4 A elim A elim AB2 AB2 AB2 DB2 DB2 5 A elim A elim A elim AB2 AB2 DB2 DB2 6 A elim A elim A elim A elim A elim AB2 EX 7 A elim A elim A elim A elim A elim A elim AB2 8 A elim A elim A elim A elim A elim A elim AB2 9 A elim AB2 AB2 AB2 DB2 DB2 D elim 0 AB2 Odds worse that 1-6 are not allowed. Odds greater that 6-1 are D elim. SALES-IN-HUNDREDS 3-1
EX DB2 D elim EX DB2 DB2 EX D elim D elim D elim

4-1
EX DB2 D elim EX DB2 DB2 D elim D elim D elim D elim

5-1
DB2 D elim D elim DB2 D elim DB2 D elim D elim D elim D elim

6-1
DB2 D elim D elim DB2 D elim D elim D elim D elim D elim D elim

SALES-IN-HUNDREDS

1 2 3 4 5 6 7 8 9 0

TOURNAMENT GAME ATTRITION TABLE


ODDS
ATTACKER DEFENDER ATTACKER DEFENDER ATTACKER DEFENDER ATTACKER DEFENDER ATTACKER DEFENDER ATTACKER DEFENDER ATTACKER DEFENDER ATTACKER DEFENDER ATTACKER DEFENDER ATTACKER DEFENDER

1 2 3 4 5 6
SALES-IN-HUNDREDS

7 8 9 0

1-6 3 2 - 2 3 - 1 1 3 - 1 2 4 - 1 2 2 - 2 2 - 3 2 - 2 4 - 1 1 3 - 1 2 2 - FACTORS ELIMINATED

1-5 3 2 - 2 3 - 1 1 3 - 1 2 2 - 1 2 - 2 2 - 3 2 - 2 2 - 1 2 - 2 3 - 1
FACTORS ELIMINATED

1-4 1 2 - 1 3 - 1 1 2 - 1 2 - 2 2 - 2 2 - 2 2 - 1 2 - 2 2 - 2 2 - FACTORS ELIMINATED

1-3 1 2 - 1 2 - 1 2 - 1 2 - 1 2 - 2 2 - 2 2 - 1 2 - 1 2 - 2 2 - FACTORS ELIMINATED

1-2 2 2 - - 1 1 2 1 1 1 2 - 1 2 - 2 2 - 2 2 - 1 2 - 1 1 - 1 1 2
FACTORS ELIMINATED

1-1 2 2 - - 1 2 2 1 1 - 1 1 1 1 - 1 1 - 2 2 - - 1 1 1 1 - - 1 2 2
FACTORS ELIMINATED

2-1 2 1 - - 2 2 3 1 1 1 - 1 1 2 1 1 - 1 1 2 1 - - 2 2 3 1 1 - 1 1 FACTORS ELIMINATED

3-1 - 3 2 4 - 2 2 3 1 1 - 1 1 2 1 2 2 3 1 1 - 3 2 4 - 1 1 2 - 2 2 3 1 1 FACTORS ELIMINATED

4-1 1 1 - 3 3 4 - 3 3 4 - 2 2 2 - 2 2 3 1 2 3 3 - 3 3 4 1 1 2 2 - 2 2 3 1 2 3 3
FACTORS ELIMINATED

5-1 1 2 1 - 3 4 4 1 2 1 - 2 3 3 1 2 1 - 1 2 2 - 3 4 4 - 2 3 3 1 2 1 - 1 2 2
FACTORS ELIMINATED

6-1 1 1 2 2 - 4 4 5 - 4 4 5 - 3 3 4 - 2 2 3 - 3 2 4 - 4 4 5 - 3 3 4 - 2 2 3 - 3 2 4
FACTORS ELIMINATED ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

ADVANCE OR RETREAT

Odds worse that 1-6 are not allowed. Odds greater that 6-1 are considered D elim. (Attacker Advance 4)

ADVANCE OR RETREAT

BARRAGE & BOMBARDMENT TABLE (BBT)


Factors Attacking

1 2 3 4 5 6 7 8 9 0

1 1 1 -

2-3 2 1 1 1 -

4-7 3 2 2 2 1 -

8-11 5 4 3 2 2 1 1 -

12-15 7 6 5 4 3 2 1 1 1 -

16-21 9 7 7 6 5 4 3 2 1 1

22-27 12 10 9 8 7 6 4 3 2 2

28-35 15 13 12 11 10 8 6 4 3 3

36-43 18 16 15 14 12 9 8 7 6 5

44-55 21 19 18 16 14 13 11 9 8 7

56 & Up

24 22 21 19 18 15 14 12 11 9

AIR COMBAT TABLE (ACT)


Factors Attacking

SALES-IN-HUNDREDS

1 2 3 4 5 6 7 8 9 0

1-4 1 1 -

5-8 2 2 1 -

9-12 3 3 2 1 1 -

13-16 4 4 3 2 1 1 1 -

17-20 5 4 4 3 3 2 2 1 1 -

21-24 6 6 5 4 4 3 3 2 1 1

25-28 7 6 6 5 5 4 4 3 3 2

29-32 8 8 7 6 6 5 5 4 3 3

33 & Up

9 8 8 7 7 6 6 5 5 4

CITY CAPTURE TABLE


Factors Attacking

SALES-IN-HUNDREDS

1 2 3 4 5 6 7 8 9 0

4 to 7 7 3 4* 5 2 3 4 5 7 6

8 to 11 8 3* 4* 4 2 3* 4* 4 6 8

12 to 15 6 3* 3* 4* 2 3* 3* 4* 5* 6

16 to 19 5* 2* 3* 4* 1 2* 3* 4* 4* 5*

20 to 23 5* 1* 2* 3* -* 1* 2* 3* 4* 5*

24 & Up 4* -* 1* 2* -* -* 1* 2* 3* 4*

1 2 3 4 5 6 7 8 9 0

SALES-IN-HUNDREDS

SALES-IN-HUNDREDS

THE REST OF BLITZKRIEG


From: The GENERAL 12-5
The following article appeared in Volume 12, Number 5, of the Avalon Hill's GENERAL magazine. It clears up a reference to "hidden movement" contained in paragraph 26.4 of the 1975 rules. While the Surface Raiders article appeared prior to this, I felt that this article deserved to go first as a follow on to the original 1975 rules. I have numbered the paragraphs. The paragraph headings have been given an "a" suffix to differentiate them from other paragraphs after "36". Introduction. The new BLITZKRIEG rules did such an excellent job of cleaning up a previously ambiguous game that we were hesitant to include some of the advanced optionals which might have "muddied the water" again. So in order to spare some newcomer the pain of biting off more than he could chew, we omitted the Hidden Movement, Nuclear Warfare, and Propaganda sections at the last minute. They are presented below for the use of the GENERAL's veteran readership. 37a. Hidden Movement 37a.1 Each side may "hide" up to 10 units and remove them from the board. Hidden units must always be stacked with a "covering" unit and obey normal stacking and movement rules. Figure 37a.2 To hide a unit, remove it from the board and place it in the fold of a 3 x 5index card as illustrated. The unit to be hidden may be "mentally" moved to the covering unit, or the covering unit may move to the hidden unit. Reinforcements must be placed on the board before being hidden. The unit identification of the covering unit (and only that unit) must be written in the fold of the index card. 37a.3 Units may be hidden with a covering unit of any type. (In the TG, air and ground units may hide under each other.) Hidden units may move normally with the covering unit, although neither may exceed legal rates or restrictions at any time. To change a covering unit the hidden unit(s) must be returned to the board and the 3 x 5 card revealed. 37a.4 Whenever a covering unit attacks, is attacked, moves through an unfriendly city, or at the discretion of the controlling player, the hidden units are returned to the board and the 3 x 5 card revealed to your opponent. Hidden units at sea need not be disclosed even if enemy units are in the same sea zone. Hidden units which are attacked are only revealed at the instant of combat. In an Automatic Victory situation involving a covering unit, the hidden unit with that covering unit need not be revealed until after the attacker has completed all movement. If revelation of the hidden unit then reduces odds below AV, any units which moved beyond that AV must retrace their steps, "piling up" as close as possible behind the AV battle. Retracing units must be placed in legal stacks not in enemy ZOC, and they may not attack anything that player-turn. This is called a "nasty surprise". 38a. Nuclear Warfare 38a.1 Nuclear warfare may be conducted on both a tactical and a strategic level. Players shouldn't engage in tactical nuclear war unless prepared to accept the possible consequences of strategic nuclear war (See 38.7). When using tactical nuclear weapons, attacks on the TGAT and ACT are rolled 3 columns higher on the chart than otherwise. Thus a 5-8 attack may be rolled as a 17-20 instead. Attacks on the BBT are rolled 6 columns higher on the chart. Any tactical nuclear BBT attack affects all BBT targets in that hex (34.2, 34.3, 34.4, 34.5, and 31.42). All grounded aircraft in a nuclear target hex must be removed first, before any ground factors are removed. 38a.2 Each player has enough tactical nuclear weapons to support 150 nuclear attacks per game maximum. A record must be kept of all nuclear attacks expended. If a bomber intending to use a nuclear attack is shot down before bombing, the unused attack would still be considered expended, in addition to possible nuclear attacks used in air combat there. Place a heads-up penny on each target hex where a nuclear attack is used. 38a.3 After all combat is resolved, and air units have landed, the attacker must roll for fall-out effects on any units then in or adjacent to a nuclear target hex. Affected air units must be lost before ground units in that hex may be taken as losses. Armor units are never lost due to fall-out. Fallout is rolled on the 4-7 column on the BBT. The attacker may deliberately attack vacant hexes on the BBT to produce fall-out. 38a.4 All ground units that advanced or retreated after combat into or through a nuclear target hex, or into or through any adjacent hex, must also roll for fall-out. Air units needn't roll for fall-out in hexes they flew through. Armor never roll for fall-out. Roll separately for each stack of such units in each affected hex moved into or through. It is possible for a given stack to have to roll up to 5 times for fall-out after combat, 4 for advances or retreats, plus 1 for ending the turn in an affected hex. 38a.5 In the player-turn following a nuclear attack, flip the penny to tails-up. Adjacent hexes are no longer affected by fall-out, but a tails-up hex still affects each stack moving into or through it. Units which simply move out of a fallout affected hex escape fall-out effects. Factors eliminated by fall-out while moving are removed immediately and do not engage in combat that player-turn. Remove the tails-up penny at the end of this player-turn. 38a.6 If a minor country liberator uses a nuclear attack in or adjacent to a city of that minor country, all special benefits of having been the liberator are lost. Cities of that country are no longer friendly to the former liberator, and must now be garrisoned to be friendly. Any unreduced cities would now resist the former liberator just as they would the aggressor. The 2 factor losses of 29.6 and 29.7 now also apply to the former liberator.

However, (A) players need not garrison cities during a player-turn in which they are subject to fall-out, and (B) players need not garrison cities garrisoned by their opponent, in order to avoid the 2 factor losses of 29.6 and 29.7. 38a.7 For strategic nuclear warfare, both have a full stock of multiple-independently-targeted-reentry-vehic1e-intercontinental-ballistic-missiles, equipped with multi-megaton-thermonuclear-devices. Translated from Pentagonese, this means that either player may upset the board whenever he pleases. 38a.8 Although not strictly prohibited, players should refrain from (A) using tactical nuclear weapons over enemy home country cities, and (B) occupying any home country hexes with ground troops. Players who upset the board in a player-turn in which their opponent escalates the conflict to such excesses as "A" or "B" above would be considered morally justified. But in any case, all players and spectators present when the board is upset should be forever banned from further play of Avalon Hill Games. 39a Propaganda 39a.1 While having no direct bearing on the logical/mechanical elements of the game, a zealously waged propaganda campaign can make a major contribution to final victory, or even win in an otherwise hopeless situation. 39a.2 Players are now free to engage without limit in propaganda such as accusing the other of war crimes, political corruption, suppression of subject peoples, forecast the collapse of the other's economic system, etc. Scathing use of the term 'aggressor" should be made at every opportunity, and the most highminded nobility of soul feigned in use of the term "liberator." Going deeper, one could drum one's fingers loudly on the table when awaiting the end of your opponent's move, or you might respond with a bored, "Ho-hum, what a dumb game!" when your opponent rolls into a crucial city with a 1-2 and a die roll of "1". 39a.3 Players are reminded that excess zeal in propaganda may damage relations away from the game table and leave you no friends, but that's your

business. It all depends on how seriously you take simulating the absurdity of war. Remember, this is an Optional Rule. You don't have to use it. By Dave Roberts

FORTRESS BLITZKREIG
From: The GENERAL 12-5
[The following Letter to the Editor also appeared in Volume 12, Number 5, of the General magazine. The paragraph headings have been given an "b" suffix to differentiate them from other paragraph "37's". "Fortress" unit counters and "Fortress" terrain features are included in the ADC2 symbol set. - cgm] Dear Sir: The following is an optional rule submitted for use in your Revised BLITZKRIEG game. 37b. FORTRESSES 37b.1 This is an optional rule for the Tournament Game. Fortresses represent emplaced positions to strengthen defense of an area. This rule can be used only in conjunction with the Critical Resources Rule. 37b.2 Each player begins the game with 4 Fortresses. He may position them anywhere within his home country. 37b.3 A player receives 1 Fortress counter at the start of his player turn if he has 4 friendly Basic Industry cities. He must place it immediately or it is lost. Fortresses cannot be accumulated and brought on en masse later. They may be placed on any non-sea or lake hex from which a combat supply line can be traced to one of the IND cities (not necessarily in the home country). Once placed, fortresses may not be moved. 37b.4 Once placed, a fortress may be occupied by any ground unit of either side. Fortresses may he destroyed by friendly forces (removed from the board) if a unit begins its turn on the fortress and does not move that turn. Any number of Fortresses may be destroyed in a turn. 37b.5 Units in fortresses have certain advantages: 37b.51 Units in Fortresses may ignore retreats called for by the TGAT (attacking or defending). 37b.52 Units in Fortresses are not required to attack adjacent units. 37b.53 If they do choose to attack, they need not attack all adjacent units: they may attack one, some, or all adjacent hexes (but must attack all units in the hex per 14.4. Not all units in the Fortress are required to attack: the player may use some, one, or all, in one or more attacks. 37b.54 Units it, Fortresses postpone the effects of isolation for one turn, due to supply stockpiles. If a fortress is still out of supply at the start of the second consecutive turn, the effects of 23.6 occur. 37b.6 If aircraft rules are used, special conditions apply: 37b.61 Bombers do not bomb units in fortresses at double strength (30.8). 37b.62 Tactical Bombing does not undouble units in fortresses behind a river (30.41). 37b.63 Anti-Aircraft batteries in Fortresses return fire (in the 13-16 column of the ACT), against any attack in its hex (Strategic Bombing or Additional Missions. 30.42 and 33), over and above any other AA return fire. 37b.64 A Fortress may be attacked as an Additional Bombing Mission, at 2 columns lower than normal on the BBT: only a blank saves the fortress. There is return AA fire (13-16 on the ACT). The destroyed fortress is removed. Glenn Roberts Eaton, Ohio

Surface Raiders
From: The GENERAL 12-2
The following article appeared in Volume 12, number 2 of Avalon Hill's GENERAL magazine. Paragraph numbers are provided, there were none in the article, and a suffix "c" to prevent those numbers to prevent confusion with other "37" paragraphs. To prevent confusion with the sea zone letters on the map, the "areas or layers" within a sea zone are labeled as 1, 2, 3, or 4 rather than A, B, C, and D as stated in the article. A separate Task Force area is provided on the map where the stacks can be initially placed. These are placed at opposite ends of the map for Red and Blue. Ship stacks can initially be placed here and covered with Task Force markers with the Sea Zone Letter and Area Number until the stacks are simultaneously revealed. Counters and markers for the Surface Raiders set are contained in the Force Pools labeled "Surface Raiders" A long dormant interest in Blitzkrieg was reawakened in our editor during his recent playtest efforts of the new Blitzkrieg rules just released. Although those rules include a very playable set of "Naval Ascendancy" rules to improve the naval role in the game, they, of necessity, lack the nitty-gritty complexity brought in by actual ship counters, etc. This then, is the goal of this article -to provide an official variant for actual naval conflict to coincide with the new Blitzkrieg rules. 37c.3.1 Movement is conducted in the same manner as Naval Transport with each vessel able to move one sea zone per turn in either direction. Vessels which leave port must stay in the same sea zone as the port is located in during their turn of exit. Ships may stay at sea indefinitely as at-sea refueling and provisions stops are assumed to take place during the time span of the turn. No ship may remain in a sea zone which does not include a friendly port longer than 2 turns in succession. Ships at sea are simply placed in any ocean hex of the sea zone in question with care taken not to place them adjacent to a coastal hex lest they be confused with a short bombardment or invasion mission. Care should also be taken in the stacking of units. All units stacked together in a hex are considered a single fleet and separate stacks, even though they may be adjacent on the board, are attacked separately should battle result. Thus, if Blue has 3 stacks at sea in Zone C, each must be separately located before it can be attacked by the enemy. 37c.3.2 Naval movement also involves separate area differentiation within the Sea Zones. Each Sea Zone is subdivided into 4 different areas or layers identified by their distance from shore. For practicality we'll call them zones A, B, C and D. A being the closest and consisting of the immediate water hexes surrounding the land mass, and D being the largest and representing the outer limits of the ocean expanse. Each fleet is secretly placed on a blank counter or card representing area A, B, C, or D. This area indicator can be changed every turn to any of the 4 areas regardless of changes made in Sea Zones. A good system of area differentiation is to use a standard deck of cards. Remove all face cards and use these 12 cards as your area indicators, utilizing a second deck if necessary. All Clubs would be Area A, Diamonds Area B, Hearts Area C, and Spades Area D. This system is especially convenient if you have a deck of miniature novelty cards 1" in length, selling in most novelty shops for approximately 25 cents. The remainder of the deck will serve as your Base 10 random number indicator. 37c.3.3 Ships at sea may change stacks, zones and areas every turn they are at sea. Unlike land movement, naval moves are simultaneous and are resolved before any land or air moves take place. 37c.4 ENCOUNTER 37c.4.1 Naval battles may occur only if vessels of opposing sides occupy the same area of the same zone and a check of the

BLITZKRIEG NAVAL POWER


37c.1 INTRODUCTION 37c.1.1 Few games have the scope and versatility that the new Blitzkrieg enjoys with the revised rules. In an effort to complete that overall picture we are offering this naval variant complete with accompanying naval counters on the RR page to provide Blitzkrieg aficionados with the final word on their updated game. Many of the factors built into this variant will seem more logical in retrospect when you've gotten your copy of the new rules as only a few of the existing changes will be mentioned herein. 37c.1.2 As Blitzkrieg is based on a loose model of the Second World War in Europe we will similarly base our variant on the respective forces of Germany and Britain-France both for historical flavoring and to avoid the blase feel of identical forces. 37c.2 PORT CAPACITY 37c.2.1 All ports will have a physical capacity of 4 naval counters per city hex with water frontage. This is in addition to normal ground and air stacking limits. Stacking at sea is unlimited. In addition, both countries have major naval bases with an unlimited naval stacking limit and repair capabilities. Only major naval bases can undertake repairs of damaged vessels. Blue's bases are I33, L19, and D7. The lone Red naval base is RRR54. In addition, the new Blitzkrieg rules call for the inclusion of inland ports. These have been designated as JJJ56, VV25, D31 and L19. Enemy vessels may not navigate rivers. Ports and bases which have been strategically bombed via the new BBT Tables cannot attempt repairs nor may ships therein leave port during the turn of the bombing's effects. 37c.3 MOVEMENT

Encounter Chart reveals a "contact" has been made. Either side may call out the areas in which it has vessels immediately after movement in hopes of being able to check the En counter Chart. Neither side is required to do so. Should players find they do have forces in the same area -- either or both may attempt to force a contact on the Encounter Chart. The Encounter Chart is resolved by a drawing of 1 of the 40 remaining cards from our deck. If the card drawn lies within the range found on the Encounter Chart players proceed to Battle Procedure.

37c.5.2 Destroyers and submarines are represented by designation only. The numerical rating on each counter represents the actual number of such vessels in that fleet and losses are taken in a "change" manner. Should a DD6 counter lose 3 factors it would be replaced with a DD3 counter. 37c.5.3 Transports have no ship counters; the unit being transported represents the transport vessel. Each land unit at sea has a basic defense strength of 1. If lost at sea, that country's naval transport capacity is reduced by 1 unit until replaced. 37c.6 BATTLE PROCEDURE Once battle is joined, players merely exchange fire on the Basic Game Attrition Table. Only Battleships and Cruisers may fire although Carriers, Destroyers, and Transports are susceptible to loss also. All "Back 2" and "A Elim" results are treated as No Effect. "Exchange" equals damage of 1 factor to the target vessel. Such ships fire in subsequent rounds at a strength 1 factor lower than previously. Once a ship has been damaged to the point that its combat factor is 0 it sinks. A "D Elim" result always sinks the target vessel. Battle continues until one side either withdraws or is eliminated. 37c.7 WITHDRAWAL TABLES 37c.7.1 Should either player desire to break contact and end the battle they may use either of the following tables. 37c.7.2 The Smoke Table may only be used every 3rd round of battle and if successful ends the battle immediately. Cards are drawn from the random number deck. SMOKE OR EVASIVE MANEUVER TABLE Roll 1-3 4-0 MAKE SMOKE Successful - Action broken Unsuccessful - Battle continues

ENCOUNTER CHART
ZONE A (Clubs) B (Diamonds) C (Hearts) D (Spades) CARD DRAWN 1-7 1-5 1-3 1

37c.42 The percentage of a chance engagement increases the closer one gets to shore due to the increased activities of landbased observation craft, shore watchers, and the lessened chances for evasive maneuvers plus the sheer expanse of the outer regions.

ENCOUNTER CHART INFLUENCES ADD TO CARD DRAWN IF: +2 +1 +1 -1 -3 +1 -1 -2


Search force includes a carrier Search force includes a cruiser* Search force is land-based a/c Search force is composed of submarines Target force is composed of submarines Target force is composed of transport Weather is rain, ice, snow Weather is fog

* Not cumulative -- i.e., a force with both a cruiser and carrier do not get +3. 37c.5 THE SHIPS 37c.5.1 Due to the scale of the game it is prudent to continue to represent individual ships abstractly -- even in a variant such as this. However, each class of vessel will have very real differences in either search or combat abilities. Capital ships will be individually represented on counters. The numbers, which appear on their counters, serve as their combat factor for both offense and defense. Carriers have no intrinsic offensive capabilities other than the aircraft they carry. Aircraft can only be based at sea on carriers -- not arbitrarily assigned to any sea zone. Carrier-based aircraft are limited to Fighter and Tactical types with a maximum complement of 4 factors per carrier. Sides with more than 1 carrier can have as large a sea based air force as their carrier strength can support. Aircraft for carriers must come from the regular air force allotments of the belligerents.

37c.7.3 The Cover and Turn Away Table is more complicated. It may be exercised on any turn providing the force in question includes either CA's and or DD's. The player attempting to withdraw designates a portion of his force to make a torpedo run to cover the withdrawal of the remainder of the fleet. No fire is exchanged. The defender may make one double strength salvo at any or all of the attacking torpedo forces. Surviving torpedo ships may draw 1 card (cruisers: 2) from the Random Card Deck and get a damage result for every ace drawn. If the turn-away draw does not succeed battle continues as normal with all vessels considered in range. Otherwise, the battle ends immediately. Example: Assume a Red fleet of 1 Battleship (5) and two cruisers (2) attacks a Blue force of 3 cruisers (2), a carrier, and 4 destroyers. Blue immediately elects to turn away with his carrier and make a torpedo cover run with his destroyers and a cruiser to safeguard the Aircraft carrier.

COVER AND TURN AWAY


TORPEDO FACTORS MAKING RUN REMAINDER OF FORCE BREAKS OFF SUCCESSFULLY ON DRAW OF:

defender's losses being assessed. 37c.8.4 Example: 12 MDM bombers attack a fleet of 3 cruisers (2), 6 destroyers (1), and 4 transports (0). The bombers attack all 4 transports at 12-4 (3-1) and roll a 5, thus destroying one. The fleet returns fire at 6-12 (1-2), rolls a 1, and shoots down one enemy air factor. 37c.9 SHORE BOMBARDMENT 37c.91 Naval gunfire support and invasions can only be attempted from Area A. All Capital ships located on coastal hexes can add 1/2 their offensive factors to any ground attacks being made against units on coastal hexes. Such forces are subject to return fire by the opponent's artillery in his following turn. 37c.92 Example: 2 Red BB's (5) and 5 cruisers (2) add, ten attack factors to an attack. Blue moves in 3 full strength Breakthrough artillery pieces in their turn and returns fire against one BB at 24-5 (4-1) on the Basic Game Attrition Table and sinks it. 37c.8 U-BOATS AND ASW 37c.8.1 Whenever U-boats have established contact with an enemy force they may attack once on the BGAT. All surviving DD factors may return their fire. The action is then broken off. Example: 6 U-boat factors attack a convoy of 3 transports, a carrier and 9 DD's. The U-boats take two 1-1 attacks against 2 of the transports, missing both and a 2-1 on the carrier (4-2), rolling a "2" and damaging it. The 9 DD's then attack 3 of the U-boats at 3-l, roll a "6", and sink all 3. 37c.8.2 Remember: While an "exchange" only equals damage of 1 point against a capital ship; U-boats. DD's, and transports only have 1 strength factor and thus are eliminated when damaged. 37c.10 THE SITUATION 37c.10.1 Blue, obviously the greater maritime power, has much the stronger fleet, as would be expected of a nation bordered on 3 sides by water. However, this works to both her advantage and disadvantage. Due to the high manpower needs of her navy, Blue's army has been reduced by the elimination of her Tenth Army Corps. She is also dependent on overseas suppliers for much of her war material. Therefore all 10 of the per turn Blue replacement factors are susceptible to loss. 37c.10.2 Blue must bring in its 10 replacement factors every turn from off the board. She does this simply by declaring 1 of 3 Sea Zones (A, B or C) on her border. She must still hold a port in that Sea Zone which is not isolated from the other centers of production. If enemy forces exist in that Sea Zone a card is drawn from the set of 12 face cards not used in the Random Card Draw. If the area drawn is the same as that occupied by enemy forces a battle ensues. Thus it is always wise for a sufficient escort to be allotted to the convoy each turn to ensure, if not safe passage, at least a costly victory for the Red forces. Each replacement factor is transported by 1 transport factor.

1 2 3 4 5 6 7 8 9+

11-2 1-3 1-4 1-5 1-6 1-7 1-8 1-9

37c.7.4.1 This amounts to 6 torpedo factors and a 5 is drawn from the random number card deck so the cover attempt is a success and the carrier and 2 remaining cruisers escape the battle. The forces making the torpedo run must undergo the doubled fire of the 3 Red vessels. Red concentrates his fire on the cruiser and 1 destroyer for an 18-3 or 6-1 attack. Both vessels are sunk. The remaining 3 Blue DD's draw 3 cards for their torpedo run but fail to draw in ace. The battle ends. Example: A Red BB (5) and cruiser (2) attack 3 blue cruisers (2). Both red vessels mass their fire on 1 cruiser for a 3-1 attack, roll a 2, and damage 1 cruiser. The Blue cruisers direct their fire on the Red cruiser, sinking it in a 3-1 attack with a die roll of 1. Round 2: the Red BB selects another Blue Cruiser and attacks at 2-1 (5-2), rolls a 5, and damages another cruiser. The cruisers return fire at 1-1 (5-5) and miss. Round 3: Red again concentrates fire on the last undamaged cruiser at 2-1 (5-2) and sinks it with a die roll of 1. Blue returns fire at 1-2 (4-5), rolls a 2, and damages the BB. Blue, now reduced to two factors (2 damaged cruisers), attempts escape by making smoke and leaving the battle after drawing a deuce on the Smoke Table. Had the battle continued the Red battleship could have concentrated fire on either Blue cruiser at 4-1. or attacked them both at 2-1. 37c.8 AIR ATTACKS 37c.8.1 Carrier-based planes can attack or perform fighter missions in any area of the zone in which they're stationed providing their target has been spotted first by a friendly force. Carrier planes cannot perform land assignments unless stationed in areas A or B. 37c.8.2 Land-based aircraft may attack forces at sea only if the a/c are based in a port of the sea zone in question. Such a/c do not have to count hexes to the target. They can attack any vessels in their sea zone which is in their area radius. See the Master Area Chart. 37c.8.3 Aircraft attack with 1 strength point per combat factor regardless of the type (exception: fighters) in the same manner as normal ship-to-ship action except that there are no subsequent rounds of battles. Surviving air factors return to base. The planes must undergo AA fire equal to 1/2 of the total fleet strength on the Tournament Game Attrition Table with only the

37c.10.3 Replacements: Both Red and Blue have 50 Shipbuilding factors that they must spend during the first 5 turns. No additional construction is allowed after the 5th turn. Construction of 10 factors per turn is authorized and must be secretly recorded after each turn so that players will know when new forces become available.

37c.10.4 It takes 1 full turn in a major naval base to repair damage of 1 point to any ship. 37c.11 THE FORCES 37c.11.1 Both players may start with their forces at sea or in ports of their choosing.

MASTER AREA CHART


Area A (clubs) B (diamonds) C (hearts) D (clubs) SPECIAL EFFECTS Shore bombardment, Invasion, sea-to-land strikes Sea-to-land air strikes Land Based Area Radius ALL NO TAC NO TAC OR FTR NO TAC, FTR OR MDM Basic Encounter % 70% 50% 30% 10%

SHIPBUILDING TABLE
BB CV CA DD UB TRANS Cost To Build 10 8 5 3 2 1 Time To Build 8 TURNS 7 6 4 4 3

FORCES
BB CV CA DD UB TRANS RED 4 1 5 5 25 40 BLUE 8 3 10 41 4 50

By Don Greenwood

BLITZ IN THE PACIFIC


OR VICTORY IN THE KRIEG
From: The GENERAL 18-6
[This article appeared in Volume 18, Number 6 or Avalon Hill's GENERAL magazine. As inverting (flipping) ADC2 BLITZKRIEG units only changes the color from Blue to Gray or Red to Tan, blank counter covers have been provided in the Force Pool titled "Pacific Blitz". However, ADC2 also provides a hidden unit option that can be use. Neither system is cheat-proof, and if you require positively hidden units, you must use a third party Game Master. Similarly, Guerrilla play may require a third party. If Guerrilla units are needed, SPI's Blitzkrieg Module System has some that can be added to the game. (A few are placed in there Pacific Blitz Force Pools.) Mission Matrix also can use the assistance from a Game Master. However, there is a section on each side of the map where Mission Matrix chits, provided in counter set, are placed. The chits are provided in sets. One chit marks the battle and another is flipped to the specific mission. Each player's set has both attacker and defender chits due to the number of missions available - flips only go one direction and six missions plus a blank yields a lot of flips for each battle. The sections for Blue and Red are separate to allow for effective use of ADC2 hidden unit option. The paragraph headings have been given an "d" suffix to differentiate them from other paragraphs after "36". - cgm] Jim Stahler shows us how to combine two radically different game systems, the classic hexagon/zone of control system of land warfare found in BLITZ-KRIEG, and the area system of naval warfare used in VICTORY IN THE PACIFIC, to create a game in which tanks and troops, cruisers and carriers, battleships and bombers, all make their contribution to victory. But this article is much more. It also presents a simple way to introduce the fog of war into BLITZKRIEG via Inverted Units, a more realistic method to handle Guerrilla Warfare, and a manner to assign specific missions to forces in combat using a Mission Matrix combat results system. 37d. INVERTED UNITS "Peek-a-boo, We Blast You" 37d.1 Introduction. I can still remember my excitement fifteen years ago when I first got BLITZKRIEG. Not only was it the biggest game that I had ever seen, it was also full of innovations -- factor loss, air power, sea movement, and neutral countries. As time went on, the state of the art advanced and certain deficiencies in BLITZKRIEG became apparent. Most of these were corrected in the 1975 revision of the game. One problem of the original BLITZKRIEG is a lack of the fog of war. This is a deficiency common to most wargames, but the advertisements for BLITZKRIEG '75 promised that rules for hidden units were to be included. As it turned out, rules for hidden units were themselves hidden, and published somewhat later ("The Rest of BLITZKRIEG" by Dave Roberts, Vol.12, No.5, Jan-Feb 1976). This rule struck me as artificial and not really what I had expected. Possibly the most realistic approach involves using separate mapboards and pieces, with a moderator telling each player when his units come into contact with the enemy. Since this is not practical for most gamers, I have developed a much simpler system based on the Inverted Counters rule used in 1776. Units are hidden by inverting them face down on the map-board. There is no need to write anything down or to use index cards or blank units. It is convenient to color the backs of the counters of one side or the other, or both, to easily identify which inverted unit belongs to whom. Unlike the other rules presented in this article, the Inverted Units Rule works well in the Basic Game. Ignore all references to units or rules not being used. 37d.2 Inverting Units. Ground units may be inverted (turned face down) to hide their type and strength from the opposing player. Only ground units may be inverted; air units may never be inverted. Ground units may start the game inverted, and reinforcements and replacements may enter the game inverted. Face-up ground units may be inverted at the start of their movement phase provided: 1. They are not in the Zone of Control (ZOC) of an enemy unit or unreduced hostile minor country city. 2. They are not in the ZOC of any enemy patrolling/interdicting FTR or TAC (33.7). 3. They are not in the enemy home country. Ground units at sea may always be inverted. 37d.3 Properties of Inverted Units. 37d.31 Inverted units may not be examined by the enemy player. They retain their movement and combat factors, but inverted units have only infantry-type ZOCs. Since inverting units is voluntary, an armor-type unit may wish to remain face-up to retain its ZOC. Inverted units may stack with faceup units. An inverted unit being attacked on the Barrage and Bombing Table (BBT) has its factors doubled as if it were defending in a city or mountain hex. It gets no additional benefit if inverted and also defending in a city or mountain. If a stack containing both inverted and face-up units is attacked on the BBT, all the face-up units must be eliminated before losses are taken from inverted units. 37d.32 The attacker has only one chance to get an automatic victory against a stack containing inverted units. He first moves units adjacent to the defending stack and then announces that he is trying to AV that stack. The defender in-

forms him if he has sufficient strength. If he does, an automatic victory situation occurs (21.). If the attacker does not have enough combat factors to achieve an automatic victory, no AV may be made against that stack in that turn; the attacking units attempting the AV may move no farther than turn. However, other attacking units may join in the attack and create an automatic victory situation resolved during combat (21.3). For example, the attacker moves 14 factors adjacent to an inverted defending unit and announces an AV attempt. If the defending unit is a one or two factor unit, an automatic victory situation occurs. If the defending unit is stronger than two factors, it remains hidden and it may not be AVed in the movement phase of that turn. If additional units are added to the attack, the defending unit may still be AVed during combat. 37d.4 Revealing Inverted Units

"Don't Feed the Guerrillas or They Will Drive You Bananas" 38d.1 Another aspect of BLITZKRIEG which I found unsatisfying is the Guerrilla Warfare Rules, which were changed very little in the 1975 version. They are abstract and very simple. I wish to present an alternative inspired by Vietnam and Afghanistan. This alternative is inevitably more complex than the current rules, but much more interesting. 38d.2 The Guerrilla Warfare Rules require pen and paper to record the positions of hidden guerrilla bases. They apply only to the Tournament Game, since they are coordinated with the Minor Countries rules (29.), and include attacks on air bases (30.2). 38d.3 Guerrillas

37d.41 Inverted units are turned face-up and may be examined by the enemy player when one of the following situations occurs: 1.During the combat phase of a turn, before attacks are announced and odds are determined, an inverted unit is in the ZOC of an enemy unit or an unreduced enemy minor city. This can keep the attacker in the dark about enemy dispositions until combat is joined. It gets even more interesting if the Mission Matrix combat system is used. (More about that later.) Note that inverted units are not turned face-up due to enemy units advancing adjacent to them after combat. 2. An inverted unit makes an amphibious invasion or airborne drop. 3. An inverted unit ends its movement in the enemy home country. 4. An inverted unit ends its movement in the ZOC of an enemy patrolling/interdicting FTR or TAC (33.7). 5. An inverted unit suffers an attack on the BBT that requires it to lose one or more factors. Note that face-up units help to keep inverted units hidden by taking losses on the BBT. 6. A hex containing an inverted unit is the target of a "guerrilla recon mission" (see Guerrilla Rules below). 7. An inverted unit at sea is forced to take losses (see Naval Rules below) 37d.42 Clever use of inverted units can lead to surprises for both the attacker and the defender: Is that force at sea four ranger battalions or four marine divisions; is that city being defended with weak infantry brigades or mighty armor divisions? It is now wise to maintain a reserve of inverted units; it is possible to make a feint with weak units while the powerful armor and artillery gather for the main thrust. The Inverted Units Rule opens up a whole realm of new possibilities in BLITZKRIEG. 38d. GUERRILLA WARFARE

38d.31 Guerrilla bands are formed and controlled by the liberator of a minor country to harass the aggressor within that minor country. They are not represented by physical counters on the mapboard; rather, the location of each guerrilla base is secretly recorded on a piece of paper. Guerrillas are created once a neutral country is invaded. They are created only in minor countries; all the able-bodied men of the major powers are drafted into the regular armies of Great Blue and Big Red. 38d.32 Alone, guerrillas are incapable of driving an invader out of their country, but they can wreak havoc on an uninvited guest. Guerrillas can interdict supply roads, blow up bridges, make rocket attacks on air bases, and supply information to liberator forces. 38d.33 The aggressor has the choice of putting up with guerrilla activity, garrisoning vulnerable points in his conquered territory, or mounting expeditions to eliminate guerrilla activity. Either way, the guerrillas will reduce his front line strength and make their contribution to victory. 38d.4 Forming Guerrilla Bands 38d.41 No guerrilla activity takes place in a minor country until that country is the victim of a major invasion, which occurs when at least one of the cities in that country is reduced on the Minor City Reduction Table (MCRT). Until that time, rules 29.6 and 29.7 apply, representing the efforts of the small regular forces of that country. Once a city falls, these rules no longer apply for that country, commencing on the aggressor's following turn. Instead, he is now opposed by irregular forces. 38d.42 In each such minor country, the liberator may form one guerrilla band each turn, provided that: 1. The aggressor has reduced at least one city in the country; 2. The aggressor has at least one ground unit in the country and; 3. There are fewer guerrilla bands operating in that country (including guerrilla bands that originated in that coun-

try but are using another country for sanctuary) than cities in that country that have been reduced. 38d.43 Note that each minor country may never have more guerrilla bands than cities reduced by the aggressor. 38d.44 A guerrilla band is created by writing the location of its home base on a piece of paper, which is kept secret from the enemy. A guerrilla base may only be created in a forest or mountain hex in its own country, not currently occupied by an enemy ground unit. It may be created in an enemy ZOC, or in a hex already occupied by one or more guerrilla bands.

or exiting that hex. It is repaired at the start of the aggressor's following turn-unless blown up again, of course. 38d.8 Rocket Attacks on Air Bases 38d.81 A guerrilla band may launch a rocket attack on an aggressor air base, in an attempt to reduce the air strength at that air base. The attack is resolved during the liberator's combat phase, after intercepting FTRs land. The liberator rolls on the "1" column of the BBT for each guerrilla band attacking an air base. Only air units in the base being attacked may suffer losses; ground units are unaffected. Each guerrilla band attacks independently of other guerrilla bands and other liberator attacks on the same base. 38d.9 Recon Missions

38d.5 Guerrilla Missions 38d.51 A guerrilla band cannot undertake any missions on its turn of creation. On each subsequent turn each guerrilla band may either change its base, interdict a supply road, blow up a bridge, make a rocket attack on an air base, or (if the Inverted Units Rule above is being used) recon one hex containing inverted aggressor units. Each guerrilla band may undertake only one of the missions in a turn. A guerrilla band is not required to undertake a mission at all. More than one guerrilla band may undertake the same type of mission. 38d.52 The target hex for a guerrilla band's mission must be within four hexes of its base. The four hexes may not pass through aggressor ground units, or lake or sea hexes. They may pass through aggressor ZOCs and other countries, since guerrillas do not have much respect for national borders. All guerrilla missions are announced by the liberator during the movement phase of his turn. 38d.6 Interdicting Supply Roads 38d.61 A common use of guerrilla forces is to interrupt enemy supply lines. A guerrilla band may interdict a road (not city) hex being used as a supply road by the aggressor. The road hex must be adjacent to a mountain or forest hex and not in the ZOC of an aggressor ground unit. The interdiction takes effect at the start of the aggressor's turn, when combat supply is being determined. An interdiction mission does not affect the ten-hex supply route being traced overland to a road, but it blocks the supply route being traced along the road, as if it were an unfriendly city. This has no effect on subsequent movement of aggressor units or advance/retreat after combat, other than the normal effects of lack of supply such may entail. Only one guerrilla band may interdict any one hex. 38d.7 Bridge Demolition 38d.71 A guerrilla band may blow up a bridge not occupied by an aggressor ground unit. A bridge is defined by a road crossing a river, as in EE41, not running parallel to a river, as in DD40, and not a city on a river, as in CC39. At the start of the aggressor's turn, the bridge is considered destroyed. In terms of the game, act as if the road did not exist in that hex, for one complete turn. Thus a supply road may not be traced through that hex, and units may not use the road bonus when entering 38d.91 This mission applies only if the Inverted Unit Rule, or some other hidden unit rule, is being used. A guerrilla band may make a reconnaissance probe of one hex containing aggressor units. Any aggressor units in the target hex are immediately turned face-up at the start of the liberator's movement phase. 38d.10 Changing Bases 38d.101 When the aggressor's in hot pursuit, it is time to pack up and move on. A guerrilla band may move its base up to four hexes in one turn. The liberator must record the new location of the base. The new base must be in a mountain or forest hex, and the guerrillas may only move through mountain or forest hexes to get there. They may not move through aggressor ground units, but they may ignore ZOCs of aggressor units. Any number of guerrilla bases may occupy the same hex. The base may be moved to a forest or mountain hex in any adjacent country (remember Cambodia?), as long as it is adjacent to the border with the guerrilla's home country. A guerrilla band using another country for sanctuary in this manner may still conduct operations in its home country. 38d.11 Liquidating Guerrilla Bands 38d.111 Guerrilla bands are never destroyed during the execution of a mission. They are eliminated only if an enemy ground unit enters the hex containing the guerrilla base. When this occurs, all guerrilla bases in the hex are eliminated with no detriment to the regular enemy unit. The aggressor is told how many bases have been eliminated, and which country they belong to, during his combat phase. Air units have no effect on guerrilla bases since the guerrillas are adept at camouflage in the forests and in the use of caves in the mountains. 38d.112 Note that guerrilla bases have no ZOC, ignore aggressor ZOCs, are always hidden, and do not affect the movement, advance, or retreat of aggressor units. Since guerrilla bases are limited mountains or forests, regular units must stop when they enter a guerrilla base hex due to the terrain. 38d.113 The liberator may deliberately liquidate guerrilla bands in his turn to allow the formation of a new band in a more favorable location in the following turn (subject to the

above rules for creating guerrilla bands) or simply to frustrate his opponent who is hunting for guerrilla bases. A guerrilla band may not conduct a mission on its turn of creation or liquidation. 38d.12 Examples 38d.121 To better illustrate the Guerrilla Rules, consider the following example. Great Blue launches an unprovoked invasion against the unnamed country on its eastern border. Massive Blue forces capture five cities on the first turn, V20, X27, M14, U11, and CC15. The regular troops, in a futile defense, hardly delay the mechanized Blue forces, but they do manage to inflict two factors of damage on the aggressors, due to rule 29.6. Since at least one minor city has fallen, 29.6 and 29.7 no longer apply to that country; the Guerrilla Rules apply instead. 38d.122 With most of their country overrun, the heroic citizens take to the hills to form guerrilla bands. The Red player, being the Liberator, forms a guerrilla band during his move. He secretly writes down the location of its base: CC 19. It may not undertake a mission this turn, since it is being formed. 38d.123 On Turn 2, Blue takes the final city, EE25, and masses troops near EE25 for an invasion of the small neutral country in the center of the board. The Red player, on his turn, creates a new guerrilla band at BB23, and announces a rocket attack on Blue aircraft based in CCl5. The rocket attack has no effect, and the Blue player ignores the guerrilla threat in favor of more important issues. 38d.124 On Turn 3, Blue launches his planned invasion of the middle country, capturing all three cities. Red attacks Blue's troops on the main front, and repeats the rocket attack on the air base at CCl5. Red also creates another guerrilla band in EE20, and moves the band from BB23 to Z22, in a still neutral country. Note that a guerrilla band may move more than one hex through mountains and forests, but may not enter clear terrain. Even though it moves outside its original country, it must be on the border with its original country and may launch missions in its original country. 38d.125 The guerrillas are lucky this time and a die roll of "1" eliminates a SAC factor. Blue, on his fourth turn, decides to take revenge on the guerrillas and diverts a division from the main battle. He breaks it up into brigades and searches for guerrilla bases in hex Z13, AA14, BB14, and CC18. His troops find nothing but rock. Meanwhile, the battle rages in the middle of the board. 38d.126 Red counterattacks in the center and creates another guerilla band in V23. The other three bands are put to good use interdicting the Blue supply line. The band in Z22 blows the bridge in W21; the guerrillas in CC19 interdict the road in AA21; and the road hex BB19 is interdicted by the guerrillas in EE20. This isolates the entire Blue army in the center. 38d.127 Blue retreats and masses reinforcements around EE25 on Turn 5. He continues his war against the guerrillas by searching AA13 and CC19. This time he eliminates a guerrilla base in CC19. He also garrisons the critical roads with an-

other division taken from the main front. 38d.128 Red pursues the retreating Blue forces, and continues the guerrilla war. The guerrillas in V23 destroy the bridge in W21, a new base is created in CCl8 even though it is adjacent to the Blue unit in CCl9, and the other two bands recon inverted Blue units in DD24 and EE24. EE24 has only a few infantry brigades, but DD24 contains three breakthrough artillery divisions, a prime target for the bombers of the Red Air Force. 38d.129 Blue never recovers from the isolation on Turn 4, The weakened Blue forces, reeling from Red's unrelenting offensive, are forced to abandon EE25 and retreat back to their own borders, harassed all the way by guerrillas, until their country is forever freed from the iron grip of Great Blue. 38d.1210 By now you should have a good idea how guerrillas work, how to use them, and how to defend against them. 39d. THE MISSION MATRIX "Two, Four, Six, Eight; Now It's Time to Infiltrate" 39d.1 Introduction 39d.11 When a general orders his troops to attack, he usually has a specific objective in mind. He will order his troops to perform a mission, such as capturing a city, destroying an enemy formation, pinning down the enemy, or finding out what is lurking in those woods. The commander of the attack will then choose tactics appropriate to the mission. Similarly, there is more than one way to defend a position. A commander can try to hold on at all costs, defend in depth to thwart an armored spearhead, delay an enemy advance, order a counterattack, or have his troops get the hell out of there. 39d.12 There have been a few attempts to incorporate the idea of varying tactics and missions into combat resolution, most notably in KRIEGSPIEL and 1776. In KRIEGSPIEL, combat was determined entirely by the selection of cards and the odds ratio. The attacker's card determined his advance, and the defender's card determined his retreat; the combination of the cards on a matrix determined losses. In practice, it became merely a guessing game, with advances and retreats mostly an incidental result of card selections designed to minimize your losses and maximize your opponent's casualties. It did not enjoy great popularity. 39d.13 1776 used tactical cards to generate a die roll modifier, which usually had the same effect as having greater or lesser forces in the battle. The tactical cards added spice to the game, but they didn't affect the nature of the results, with the exception of the "Withdraw" tactic; they only made the results more or less favorable. 39d.13 My Mission Matrix allows both the attacker and the defender to give specific orders to their troops in each battle. The nature of the results possible is determined by cross-indexing the attacker's choice with the defender's choice on the Mission Matrix Table. The die is rolled and the odds are still deter-

mined as before, but the result depends on the missions assigned as well as the die roll and odds ratio. 39d.14 The Mission Matrix works very well with the Inverted Unit Rule presented previously, but either rule can be used independently of the other. Unlike the Inverted Unit Rule, the Mission Matrix requires the Tournament Game substitute units (26.), since many of the results require the loss of individual combat factors. To use the Mission Matrix, take 12 index cards and write one of the attacker's six missions on six of them, and one of the defender's six possible missions on the other six.

MISSION MATRIX TABLE


BLITZKRIEG BALANCED DE,AA1 1AE,1/2DE 1/2X 1X 1X,AB1 1AE,AR1 1AE,AR2 1/2AE,AR2 1/2DE,DR4,AA2 1DE,DR2,AA1 1X,DB2,AA1 C AB1 AR1 1AE,AR1 1/2AE,AR2 DE,AA1 1/2DE,DR2,AA1 1/2DE,DB2,AA1 1DE,DB2,AA1 1X C 1AE 1AE,AB1 DE,AA2 DE,AA1 1/2DE,DB2,AA1 1X,DB1 1X,AB1 1X,AR1 1AE,AR2,DA1 1/2AE,AR2,DA1 1DE,DR2,AA1 DB1,AA1 DB1,AA1 DB1,AA1 DB1,AA1 C AB1 AB1 1DE,DB3,AA2 DB4,AA1 DB4,AA1 DB4,AA1 DB4,AA1 DB4,AA1 DB4,AA1 DB4,AA1 FRONTAL 1/2X,DE,AA1 X,AA1 X 1/2X 1X 1/2X,AE 1DE,AE AE 1/2DE,DR2,AA1 1/2X,DB2,AA1 1/2X 1X 1X 1/2X,AE 1DE,AE AE DE,AA1 1/2DE,DR2,AA1 1/2X,DB2,AA1 1X,DB2,AA1 1/2X 1/2X,AE 1/2X,AE 1DE,AE DE,AA1 1/2X,DE,AA1 X,AA1 X X,DA1 1/2X,AE,DA1 1DE,AE,DA1 AE,DA1 1/2DE,DR2,AA1 1DE,DR2,AA1 1X,DR1,AA1 1X,DB1,AA1 1X 1AE 1/2AE AE 1DE,DB4,AA1 1DE,DB4,AA1 DB4,AA1 DB4,AA1 DB4,AA1 DB4,AA1 1AE,DB4,AA1 1AE,DB4,AA1 INFILTRATE 1DE,AA1 1DE,AA1 1DE 1X 1AE 1AE,AB1 1AE,AR1 1/2AE,AR2 1DE,DR2,AA1 1DE,AA1 1DB,AA1 1DB,AA1 C AB1 1AE,AB1 1AE,AR1 1/2DE,DR2,AA1 1DE,DB2,AA1 1DE,DB2,AA1 1DE,DB2,AA1 1X C AB1 1AE,AB1 1/2DE,DB1 1DE,DB1 1X 1AE 1AE,AR1,DA1 1AE,AR1,DA1 1/2AE,AR1,DA1 1/2AE,AR2,DA1 1/2DE,DR2,AA1 1DE,DB2,AA1 1DE,DB2,AA1 DB2,AA1 DB2,AA1 C AB1 1AE,AB1 DB4,AA1 DB4,AA1 DB4,AA1 DB4,AA1 DB4,AA1 DB4,AA1 DB4,AA1 DB4,AA1 HOLDING 1DE C C C C C 1AE,C 1AE,AB1 1DE C C C C AB1 1AE,AB1 1AE,AB1 1DE C C C C AB1 AB1 1AE,AB1 1/2DE 1DE C 1X 1AE 1AE,AB1 1AE,AB1,DA1 1/2AE,AB1,DA1 C C C C C C AB1 AB1 1DE,C DB1,AA1 DB1,AA1 DB4 DB4 DB4 DB4 DB4 PROBE C AB1 AB1 AB1 AB1 AB1 AB1 1AE,AB1 C C AB1 AB1 AB1 AB1 AB1 1AE,AB1 C C C AB1 AB1 AB1 AB1 AB1 1DE,DB1 DB1 C AB1 AB1,DA1 AB1,DA1 1AE,AB2,DA1 1/2AE,AR2,DA1 DB1 DB1 DB1 DB1 AB1 AB1 AB1 AB1 DB4 DB4 DB4 DB4 DB4 DB4 DB4 DB4

STANDFAST

BALANCED DEFENSE

DEFENSE IN DEPTH

COUNTERATTACK

DELAY

WITHDRAW

1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8

DE,AA4 1/2X,DE,AA3 X,AA1 1/2X 1X,AB1 1AE,AB1 1/2AE,AR2 AE DE,AA4 1/2DE,DR4,AA3 1/2DE,DR3,AA3 1DE,DR2,AA2 1X C 1AE,AB1 1/2AE,AB1 1/2DE,DB3,AA2 1DE,DB2,AA1 1X 1X,AB1 1AE,AB1 1/2AE,AR1 1/2AE,AR2 AE DE,AA4 1/2DE,DR4,AA3 1/2X,DR3,AA2 X,AA1 X,DA1 1/2X,AR2,DA1 1/2AE,AR2,DA1 AE,DA1 DE,AA1 1/2DE,DR1,AA1 1DE,DB2,AA1 DB2,AA1 DB2,AA1 1AE 1AE,AB1 1AE,AR1 DE,AA4 1/2DE,DB2,AA4 1DE,DB3,AA4 DB4,AA4 DB4,AA3 DB4,AA2 DB4,AA1 1AE,DB4,AA1

39d.2 Attacker's Missions 39d.21 The attacker's six missions are described in order of descending violence. 39d.22 Blitzkrieg: A sharp, violent attack on a narrow front designed to achieve a quick breakthrough. It has the potential of the greatest gains of any of the attacker's missions, but can also sustain high casualties. It is deadly against an enemy Withdraw, and effective against a Balanced Defense. It can lead to a glorious victory, a catastrophic defeat, or a bloody melee if it is used against a defender ordered to Standfast or Counterattack. A Blitzkrieg attack can bog down if the defender attempts to Delay, and it is vulnerable to a Defense-InDepth. 39d.23 Frontal Attack: A Banzai-like charge, the Frontal Attack is a most unsubtle mission designed to inflict maximum losses on the defender. Of course, it also inflicts maximum losses on the attacker. The Frontal Attack is a good choice when you want to destroy a key enemy unit, or your own troops are forced to attack with their backs against the wall. Note that there is no possibility of the attacker retreating in a Frontal Attack, should some attackers be fortunate enough to survive it. The Frontal Attack is the most effective attack against a Delay Mission. Like the Blitzkrieg Attack, it results in heavy losses all around against a Counterattack or Standfast Defense. 39d.24 Balanced Attack: A more cautious attack on a broad front mostly designed to gain the enemy's position with moderate risk to the attacking forces. It is a good deal less blood than the Blitzkrieg or Frontal Attack, but also less effective in the damage it inflicts. It is most effective against a DefenseIn-Depth, and has an excellent chance of advancing against any enemy defense. 39d.25 Infiltration: Think of infantry in tennis shoes silently tiptoeing past hostile sentries, to suddenly appear in the enemy's rear. This is the opposite of the Frontal Attack. Low casualties usually result from an Infiltration. It is ineffective against a Withdrawal, vulnerable to a Counterattack, and doesn't get anywhere against a Standfast Defense. It will often gain ground against a Balanced Defense, a Defense-in-Depth, and an enemy attempting to Delay. 39d.26 Holding Attack: An attack designed to pin down the enemy in place. The results take advantage of the rule that only allows Armor and Air Assault units to move if they begin their turn adjacent to enemy units. A Holding Attack is the best way to engage enemy infantry and artillery on one part of the front, while your main force executes attacks elsewhere. It can only suffer significant losses from a Counterattack. It is effective in holding enemy units in any type of defense; it even has a chance of preventing an enemy Withdrawal. 39d.27 Probe: A reconnaissance mission to determine the enemy forces in a particular position. Since a Probe is a very safe attack, vulnerable only to a Counterattack, it can be used as a soak-off as well. It is most useful when using the Inverted Unit Rule, since a Probe is the cheapest way to discover the

identify of an inverted unit. 39d.3 Defender's Missions 39d.31 The defender's missions can be divided into two groups, missions designed to hold the position and inflict losses on the attacker, and missions that are more concerned with other objectives: pushing the attacker back and gaining his position, delaying the attacker, or withdrawing the defenders from combat. 39d.32 Standfast: Hold the position at all costs. Put everything on the line to stop the attack or go down trying. This defense has the best chance of inflicting casualties on the attacker and holding the position. However, it is usually expensive for the defender, too, and it is susceptible to a breakthrough if the line fails to hold. A Blitzkrieg can get a good advance against a Standfast Defense, but it can also be wiped out. A Frontal Attack will often result in a blood bath. A Standfast Defense is sure to be pinned down by a Holding Attack. A Standfast Defense is best used when the defender has no retreat, when the position is vital to hold, or when the attacker has low odds. 39d.33 Balanced Defense: A flexible defense which attempts to hold the position if possible, or retreat with minimum losses. Think of it as having two brigades up and one back, in reserve. It can yield a big advance to a Blitzkrieg, but is effective against a Frontal Attack. A Balanced Defense often gives up ground, but very rarely will the defending force be eliminated. It should only be used when the defender has a retreat route available. 39d.34 Defense-In-Depth: One brigade up and two brigades back. This defense is designed to trap the Blitzkrieg. With fewer troops up front, it is vulnerable to most other types of attack. It is the most vulnerable defense to an Infiltration. It is harder to pin down by a Holding Attack than a Standfast or Balanced Defense. 39d.35 Counterattack: A violent reaction to the enemy attack. It works best against a low odds attack, but it can get the defender into big trouble against a superior enemy. A Frontal Attack against a Counterattack is the most deadly combination of missions. It can often result in the defending force being wiped out, but it can also result in the defender eliminating the attackers and gaining the attacker's hex for a jump off position in his turn. 39d.36 Delaying Action: This mission trades space for time. It normally gives up the position but robs the attacker of a big advance. It suffers heavy losses against a Blitzkrieg, but slows it down. It inflicts light losses on the attacker, but usually conserves the defender's forces. A Delaying Action is generally used by an inferior army being hard pressed, to slow up the attacker until the defender's reserves can reach the scene. 39d.37 Withdraw: This is a familiar tactic from both KRIEGSPIEL and 1776. Basically, the defender makes like a tree and leaves. Withdrawing troops can be destroyed or trapped only by a Blitzkrieg. Otherwise they get away with

light losses at worst. A Withdrawal should only be attempted if the defender has a retreat route available, and he is willing, even anxious, to use it. 39d.4 Procedure for Combat Resolution 39d.41 The procedure for combat resolution using the Mission Matrix replaces Rule 15 of the Basic Game. Rules 12, 13, and 14 still apply. Note that the Mission Matrix only applies to ground combat previously resolved on the Basic Game or Tournament Game Attrition Tables. It does not apply to Automatic Victory (21), nor to attacks resolved on the BBT, Air Combat Table, Minor City Reduction Table, or to attacks resolved using the VICTORY IN THE PACIFIC system, described below. 39d.42 Step 1. The attacker specifies which attacking units are attacking which defending hexes, following rules 12,13, and 14. 39d.43 Step 2. Resolve each attack, one at a time. For each attack, the attacker and defender each secretly select one of their six Mission Cards. 39d.44 Step 3. If using the Inverted Units Rules, reveal all inverted units involved in the battle by turning them face up. 39d.45 Step 4. The attacker and defender reveal their respective Mission Cards selected in Step 2. 39d.46 Step 5. Determine the odds of the battle as in 15.1. 39d.42 Step 6. The most crucial: the attacker rolls one die. 39d.48 Step 7. Cross-index the die roll with the odds on the Combat Results Table to get a numerical result from "1" (most favorable to the attacker) to "8" (most favorable to the defender). 39d.49 Step 8. Cross-index the mission cards selected in Step 2 and revealed in Step 4 on the Mission Matrix to get a range of possible results, and use the numerical result from Step 7 to determine the results of the battle. 39d.410 Step 9. Execute the results determined in Step 8. Losses are taken first, then retreats are executed, followed by advances. 39d.411 Step 10. Resolve the next battle of the attacker's choice until all combat has been completed. 39d.5 Restrictions on Missions 39d.51 1.A Blitzkrieg may not be made against a forest or mountain hex, and the attacking force must include at least one factor of armor or air assault. 39d.52 2. An Infiltration must include at least one factor of infantry, airborne, or ranger. 39d.53 3. If the defender selects a Counterattack, he loses all

doubling due to terrain. 39d.54 4. Since the odds of a battle are not always known until after the cards are picked and other battles are resolved, soakoffs may be made at any odds if the defender has any inverted units involved in the battle. This contradicts rules 14.7 and 14.9. The defender may turn inverted units face-up after the attacker finishes moving but before he announces battles, to force the attacker to soak-off at worse odds. 39d.55 5. In some cases attacks may be made at 7-1 or greater, or 1-7 or worse. Attacks at 7-1 or more automatically result in a 'DE, AA4'. Attacks at 1-7 or worse automatically result in an 'AE, DA1'. An attack is considered an automatic victory only if announced during the movement phase. 39d.6 Explanation of Combat Results AE-All attacking units in the battle are eliminated. 1/2AE-Half (round up) of all attacking combat factors in the battle are eliminated. 1AE-Attacker loses one combat factor from units in the battle. DE-All defending units in the battle are eliminated. 1/2DE-Half (round up) of all defending factors in the battle are eliminated. 1DE-Defender loses one combat factor from units in the battle. 1X-Both the attacker and defender lose one combat factor from units in the battle. 1/2X-The side with fewer combat factors in the battle loses half (round up); the other side loses at least an equal number of combat factors from units in the battle. Compute combat factors in the same manner as in determining the odds. X-The side with fewer combat factors in the battle loses all of them; the other side loses at least an equal number of combat factors from units in the battle. Compute factors as above. AB#-Attacker's units in the battle pull back the number of hexes specified-at least one hex-of the attacker's choice. AR# -Attacker's units in the battle retreat the number of hexes specified-but at least one hex-of the defender's choice. DB#-Defender's units in the battle pull back the number of hexes specified-but at least one hex-of the defender's choice. DR#-Defender's units in the battle retreat the number of hexes specified-but at least one hex-of the attacker's choice. C-Contact; no losses, retreats, or advances. AA#-Attacker's units in the battle may advance the number of hexes specified, if the defending hex is vacated and the attack-

er still has units surviving the battle. Ignore all ZOCs during the advance, but the advance is limited by terrain as described on the Basic Game Attrition Table. The first hex of the advance must be the defeated unit's hex. Exception: Infantry, Airborne, and Ranger units making an Infiltration may advance into a vacant hex adjacent to the defeated unit's hex, if the defender does not retreat. Armor and Air Assault units may advance the maximum allowed. Infantry, Airborne, and Ranger units may advance two hexes maximum, and artillery may only advance one hex. As always, advance is optional. DA1-Defending units in the battle may occupy a vacant hex previously occupied by an attacking unit involved in that battle. 39d.61 Losses are always taken only from units involved in the battle. The owning player chooses which units take losses if partial losses are required, subject to the following: 39d.611 1. Losses incurred by the attacker in a Blitzkrieg must include at least one factor of Armor or Air Assault. Losses incurred by the attacker in an Infiltration must include at least one factor of Infantry, Airborne or Ranger. 39d.612 2. If TAC or MDM are supporting an attack, 30.41 must be followed unless it contradicts the rule above. 39d.62 Units suffering AB#, AR#, DB#, or DR# must retreat at least one hex. They may retreat up to the number of hexes specified, subject to the option of the player controlling the retreat (attacker in AB#, DR#, defender in DB#, AR#) and Basic Game retreat restrictions. Units are eliminated due to lack of retreat only if they cannot retreat at least one hex.

COMBAT RESULTS TABLE


DIE ROLL

1-7+

1-6 7 8 8 8 8 8

1-5 6 7 8 8 8 8

1-4 5 6 7 8 8 8

1-3 5 5 6 7 8 8

1-2 4 4 5 6 7 8

1-1 2 3 4 5 6 7

2-1 1 2 3 4 5 5

3-1 1 1 2 3 4 4

4-1 1 1 1 2 3 4

5-1 1 1 1 1 2 3

6-1 1 1 1 1 1 2

7+-1

1 2 3 4 5 6

AE, DA1

DE, AA4

39d.7 Examples of Mission Matrix Combat 39d.71 1. A large armored force attacks two enemy units surrounded in a city. The attacker hopes for a large gain of territory and thus picks Blitzkrieg. The defender, being surrounded, chooses a Standfast Defense. Once the cards are picked, the units are revealed. The attacker has 36 factors attacking, the defender has 8 factors doubled, or 16 defense factors. The odds reduce to 2-1. The die roll is a "2," yielding a result of 2. Cross-indexing the cards chosen, the result is "1/2X, DE, AA3". The defender first loses four factors, doubled to eight; the attacker must also lose eight attack factors. Then the remainder of the defenders are eliminated, and the attacking armor units may advance up to three hexes, any attacking infantry may advance two hexes, and attacking artillery may advance one hex. 39d.72 2. An attacking infantry division is attacking a stack of two unknown enemy units. The attacker chooses to probe to discover what is in the target hex. The defender has two artillery units in the target and chooses a Withdraw to preserve these valuable units. A Probe versus a Withdraw results in "DB4" regardless of the odds. However, all units involved in the battle are turned face up before the retreat is executed. The defender pulls his units back up to four hexes. 39d.73 3. Four infantry divisions (sixteen factors) attack a defending force in the mountains. The attacker chooses an Infiltration, the defender chooses a Balanced Defense. The defender exposes his forces, which are six infantry factors. The odds are 16-12, or 1-1; the die roll is a "1", and the numerical result is a 2. Using the Mission Matrix, this results in "1DE, AA1". The defenders lose one factor, but hold their position. The infiltrating infantry advances one hex on either side of the defenders, surrounding them. 39d.74 4. A four-factor infantry division is attacking an unknown unit believed to be a one or two factor infantry brigade. The attacker chooses a Balanced Attack. The defender, knowing that he has a six-factor armored division in the battle, chooses a Counterattack. When the units are turned face-up, the odds are determined to be 4-6, or 1-2. The attacker rolls a '6', yielding an 8 result-which is "1/2AE, AR2, DA1". The attacker loses two factors, the defender retreats the remnant of the attacking force two hexes, and advances to occupy the attacker's hex. 39d.75 5. Some unknown attacking units are attacking two defending units in a city. The attacker selects a Holding Attack, hoping to pin down a dangerous enemy force. The defender,

expecting a Blitzkrieg, picks a Defense-in-Depth. When the units are turned face up, the attacker is seen to have sixteen factors of infantry. The defender has two one-factor infantry brigades holding the city. The odds are 16-4, or 4-1. The attacker rolls a '3'. The result is a 1, or "1DE". The defender eliminates one factor and holds the city, but the last remaining brigade is indeed pinne4 down by the four infantry divisions. 40d. NAVAL BLITZ "To Everything There is a Sea Zone, A Sea Zone to Defend, a Sea Zone to Invade; A Sea Zone To Patrol, A Sea Zone to Raid" 40d.1 We now come to the part of the article that you have all been waiting for. What does BLITZKRIEG have to do with VICTORY IN THE PACIFIC? In BLITZKRIEG, movement at sea is done using sea zones. In VITP, movement is done using sea areas. We have a perfect match. Actually, there are a few more details, but the basic idea is to match VITP sea areas with BLITZKRIEG sea zones. 40d.2 The VITP system adapted to BLITZKRIEG replaces the abstract Naval Ascendency Optional Rule (35), and the less abstract rules given in the GENERAL ("Surface Raiders" by Donald Greenwood, Vol. 12, No. 2, Jul-Aug 1975). Also disregard rule sections 20.2, 27.3, and 30.3. There is now no need to assume a fleet; fleets will be visible on the board. 40d.3 These rules are replaced by the VITP rules, as modified below. The only other components of VITP that will be required are the ship and damage counters. Land-based air and amphibious units will not be needed. At the start of the game, each side has four aircraft carriers (CV), four battleships (BB), and eight cruisers (CA). Great Blue selects his ships from the US, British, Australian, and Dutch ships on the Allied Starting Forces Chart (including Groups W, X, Y, and Z). They may be placed in any Great Blue port, or at sea in Zones A, B, or C, along with as many as ten ground units, when Blue makes his normal setup. TAC and FTR units based in coastal ports may begin the game patrolling at sea. 40d.4 Big Red selects his ships from the Turn 1 Japanese ships. They may be placed at any port in Big Red or at sea patrolling in Sea Zones D or E. Up to ten ground units and patrolling TAC and FTR may also start at sea in Zones D or E. 40d.5 A ship must be either in port or in one of the five sea zones at all times. The ports are as defined in 19.4. In addition, there is a neutral port which has restricted use. Any port or sea zone may have any number of ships; there is no stack-

ing limitation on ships in port or units at sea. Note that a ship at sea may be either patrolling or raiding, just as in VITP. Ships take damage points when hit as in VITP. Ground units at sea and land-based air suffer factor losses, as in BLITZKRIEG. 40d.6 The Naval Phase 40d.61 1. The attacker's patrolling ships must return to a friendly port hex in either their sea zone or an adjacent sea zone, ignoring enemy control of sea zones. If there is no friendly port hex in their sea zone or an adjacent sea zone, they must return to the neutral port. The attacker's land-based air in a sea zone must land at a port in their sea zone or they are eliminated. They may land only at friendly coastal ports, not at inland ports. Ground units remain at sea. 40d.62 2. Ships in port (not the neutral port) may now move to sea. If a ship wishes to patrol, it may move to the sea zone adjacent to its port. If that sea zone is uncontrolled by the enemy (i.e.: there are no enemy surface ships on patrol nor land-based TAC in the sea zone), it may move to a second sea zone adjacent to the first. A speed roll is required if a ship attempts to move two sea zones while patrolling; if it fails the speed roll, it becomes a raiding ship. 40d.63 If a ship wishes to raid, it may move one or two sea zones as above, without a speed roll. Risking a speed roll, it may also move to any other sea zone on the board, regardless of enemy control, provided that the sea zone adjacent to its port is not enemy controlled. 40d.64 Ships may also change bases in lieu of patrolling or raiding. Ships may move from any port (including the neutral port) to any other friendly port on the board, provided that the sea zones adjacent to both the port being departed and the port being entered are not controlled by the enemy. 40d.65 If a ranger unit starts the turn in the same port hex as a ship, it may board that ship and sail with it. Any type of shipCV, BB, or CA-may carry one ranger unit. No ship may carry more than one. The ranger unit shares the fate of the transporting ship. This is in addition to the ten unit limit governing normal sea movement. 40d.66 Any of the attacker's TAC or FTR units may stage to a coastal port (not an inland port) to patrol the adjacent sea zone. This prevents such from undertaking any other missions this turn. If the attacker has at least one friendly port hex anywhere on the board, he may place his submarine unit (I-Boat or F-Boat) in any sea zone, regardless of enemy control. 40d.67 3. If there are opposing units of any kind in the same sea zone, a naval battle occurs, as in VITP. (Exception: If there are only ground units and FTRs in a sea zone, or only land-based air and submarines, no naval battle occurs there.) VITP rules for combat are followed, including multiple rounds, rolling for day or night, attack bonus, submarines, land-based air, etc., with the following exceptions. The defender is considered in control of the sea zone if he has any patrolling surface ships or TAC, and adds + 1 to his die roll in choosing day

or night. Attacks may not be directed against specific landbased air units; rather they are made against all enemy landbased air taken together. Each "6" rolled against land-based air eliminates one factor -- with FTRs eliminated first, then TAC factors. Only TAC, not FTRs, may attack enemy ships and ground units; both FTRs and TAC may attack enemy land-based air. Ignore 'disable' results against land-based air. 40d.68 The attacker in each turn makes the retreat decision first. Disabled or retreating ships return to any friendly, undamaged port on the board. If none are available, such must return to the neutral port. In a night battle, all surface ships have the option to be on the firing line. Ships not on the firing line may not be attacked unless all ships on the firing line are first engaged. If a battleship or cruiser is committed to the firing line, it may not take part in shore bombardment, nor land rangers. If there is more than one contested sea zone, the attacker chooses the order of resolution. 40d.69 Ground units do not take part in a naval battle except as a target of a submarine. Ignore disable results; each point of damage becomes one combat factor eliminated (loser's choice). At the conclusion of a naval battle, the winner gets one day round followed by one night round of combat by his surviving ships and TAC against any enemy ground units in that sea zone. Normal bonuses apply. Carriers that attack ground units at sea may not launch air attacks against landbased targets, and battleships and cruisers that attack ground units at sea may not participate in shore bombardment. Any ship that attacks ground units at sea may not land rangers. 40d.610 The ground units take losses as above. At the conclusion of combat, surviving ground units remain at sea; they may leave that sea zone only during their movement phase. 40d.7 Supply 40d.71 After the Naval Phase, determine the attacker's supply status. Supply may not be traced through a sea zone controlled by the enemy. Both players may trace supply through a sea zone controlled by neither player. Only TAC and patrolling surface ships control a sea zone and block enemy supply. 40d.8 Movement Phase 40d.81 Once all naval combat has been resolved, proceed with the movement phase normally. Ground units may not enter an enemy controlled sea zone or land at a port or make an amphibious invasion in an enemy controlled sea zone. Note that any number of beaches may be invaded. The attacker's carriers may be placed on a sea hex in their sea zone and launch an air strike against a land target regardless of participation in a naval battle, but not if they have attacked enemy ground units at sea. Attacking battleships and cruisers that were not on the firing line may be placed on a sea hex in their zone to make a shore bombardment. Surface ships, but not ground units, may move to a sea hex or port even if they would have to pass through an enemy ZOC to get there from the board edge. Note that ZOCs still block ground units, which are assumed to

be carried in vulnerable transports. (For example: If there is a Blue ground unit in B6, no Red ground units use the port D7). Ships may not move through an enemy ground unit on a river to enter or exit an inland port. Carrier based planes may execute air strikes as if they were tactical bombers, with a range of eight from the sea hex occupied by the carrier. Use the carrier counter to represent the air mission of the carrier's planes. Rangers on a ship placed in a sea hex may invade an adjacent coastal hex. 40d.9 Combat Phase 40d.91 Carrier air strikes can be made against targets within a range of eight hexes of the sea hex occupied by the carrier. Each carrier may make one attack with its air strike factors. Carrier air strikes may be intercepted by enemy FTRs, in which case they are treated as escorted bombers. Losses to carrier aircraft only serve to reduce the strength for the current attack. Carrier air strikes may perform tactical bombing in support of ground attacks, including invasions (30.41), bomb airbases (33.2), and attack ships in port (which is resolved as in VITP). Carriers get only one air raid per turn, not two as in VITP. Carrier aircraft do not take losses as the result of ground combat. 40d.92 Battleships and cruisers placed on a sea hex may attack adjacent enemy units on the BBT with their gunnery factors, as if they were artillery units. Ignore any attack bonus in attacking shore targets. Ships in port may only be attacked by enemy aircraft. Carrier planes, TAC, MDM, and SAC may attack ships in port using VITP combat resolution, with each air factor getting one die roll. This is an additional air mission. 40d.93 At the end of the Combat Phase, raiding ships must return to port and patrolling ships are placed in the "Units At Sea" box of their respective sea zones. Submarines are removed from the board, to be placed again in the attacker's next turn. If there are no friendly ports, ships must go to the neutral port, from which they can only transfer to a friendly port, neither patrolling nor raiding, during a future Naval Phase. This ends the turn. 40d.10 Ports 40d.101 Ship-borne ground units may not move into or out of a port, or to a sea hex, unless there is a route of sea hexes free of enemy ZOCs to the edge of the board. Ships (but not ground units) may go to sea from a damaged port (33.3), but may not return there. This also applies to a port in an enemy ZOC. If a port hex containing ships is occupied by an enemy ground unit, all ships in it are considered scuttled and are eliminated if the adjacent sea zone is enemy controlled. Otherwise, the ships go to the neutral port. Ships in an ungarrisoned port hex act like grounded air units (30.9). If a ship must return to port but cannot return to a friendly, undamaged port, it must return to the neutral port (a port in the neutral country). From there it may only transfer to a friendly port on a sea zone uncontrolled by the enemy when one becomes available. It may neither raid nor patrol from the neutral port. 40d.11 Repair

40d.111 Each undamaged port hex has a repair capacity equal to the number of hexes in its city. For example, AAAS4 and BBB55 each have a repair capacity of 3. A ship that remains in port a full turn may be repaired, as in VITP. 40d.12 Die Roll Bonuses Only indicated carrier air strikes and gunnery factors have a bonus against ships (in port or at sea) and ground units at sea. Land-based air never has a bonus, and there is never a bonus when attacking land targets or land-based air. 40d.13 Effects of Weather Clear-None. Gale-All units at sea must return to port; no ships or units may move to sea. Rain or Snow-Subtract one, rather than add one, for day on day/night roll. Fog or Ice-All actions at sea automatically night; no landbased air allowed at sea; no carrier air strikes. 40d.14 Reinforcements 40d.141 Each side gets one CA, one CV, and one BB per turn, starting Turn 2. These reinforcements are placed in any friendly port in the appropriate home country. They are taken only from VITP units available by the current turn in the BLITZKRIEG game. For example, the Turn 2 reinforcements may only be taken from VITP units available at the start of VITP or from VITP Turn 2 reinforcements. In effect, add each turn's VITP reinforcements to a "force pool" from which reinforcements are taken. Add eliminated ships to this force pool also. Ignore VITP ship withdrawals. Note that one submarine unit is available to each player each turn, throughout the entire game, provided that they have at least one friendly port. 40d.15 Critical Resources 40d.151 The loss of critical resources cities have the following effects, in addition to those listed in Rule 36. OIL: Two cities-Movement of ships reduced by one sea zone (patrol ships may only patrol adjacent sea zone, and then with a speed roll; raiding ships may move only two sea zones, with a speed roll on the second zone). Sea transfer is still allowed. One city-Ships may only raid to the adjacent sea zone, with a speed roll required. No patrolling is allowed. Sea transfer still allowed. No city-Ships may not move to sea. BASIC INDUSTRY:

Two cities-No shore bombardment, carrier strikes attack at half strength (round up). One city-No carrier strikes, ships attack at half strength (round up), no attack bonus. No shore bombardment. No city-Cruisers and Carriers cannot make any attacks. Battleships are reduced to one attack factor, with no bonus. NAVAL STORES: Two cities-Same as two oil cities, plus repair capacity of each port is reduced by one. Naval reinforcements reduced to 1 CA, 1 BB this turn. One city-Same as one oil city, plus repair capacity at each port hex reduced by two. Only 1 CA allowed as naval reinforcements. No city-No ships may move to sea. No ships may repair. No naval reinforcements.

41d.24 #4 Blue Invasion. Red initially occupies all of the board. Only Big Red is Red's home country. Treat Great Blue as Blue's home country for inverted unit and city ownership purposes. Blue units become available offboard. Ignore critical cities for Blue but not for Red. Blue gets full replacements regardless of territory owned on the board. Red is the aggressor in all minor countries. Blue has an invisible offboard port adjacent to all five sea zones. All of Blue's initial units start the game there and may move by sea to any sea zone. Blue may still have only ten divisions at sea at any time. Blue aircraft may not fly missions from the offboard port, including sea zone patrolling, but may stage from there to any friendly port hex on the board, once captured. 41d.25 #5 Double Invasion. Both Blue and Red start the game off the board. The entire board is treated as neutral minor countries. Break Big Red and Great Blue into two minor countries as described above. Each side has one offboard port. Blue's port connects only to Sea Zone B, and Red's only port connects to Sea Zone E. Both sides ignore Critical Resources and get full replacements regardless of territory owned. All reinforcements and replacements start in the respective offboard port. The off-board ports are treated as above in Scenario #4. 42d. CONCLUSION

41d. SCENARIOS 41d.1 Once you have incorporated all these rules into BLITZKRIEG, and played a couple of dozen times, you may want to add some additional variety to the game. I present to you five additional scenarios. The first three may be played with any combination of rules. The last two require that you use at least Sea Movement (19) and Invasions (20) in the Basic Game Optional Rules. 41d.21 #1 Reversal. Have the Blue forces start in the Red country, and Red starts in Great Blue. The Blue forces still move first. This is more interesting if you use the Naval Rules presented above. Treat Big Red as Blue's home country, and Great Blue as Red's home country, for all purposes. Of course, Blue's Navy now may start in only Sea Zones D and E, while the Red Navy may start in Sea Zones A, B, and C. 41d.22 #2 North vs. South. Blue units start in the Northern Peninsula of Great Blue (containing the River Sparling), the section of Big Red north of the Schutz Tributary (including city hex HHH37), and the NW, NE, and central minor countries, and Sea Zones A and E. Big Red starts in the remainder of Great Blue and Big Red, as well as Sea Zones B, C, and D. Consider the areas where each player starts as the home country of that player. The two southern minor countries are initially neutral. Blue's initial lack of resources should be compensated by Blue's initiative in moving first. 41d.23 #3 Diagonal Conflict. Blue forces start in Great Blue (excluding the Sparling Peninsula), Big Red north of the Schutz, the NE and SW minor countries, and Sea Zones B, C, and E. Red forces start in the remainder of the board. Treat only the original home countries as each side's home country, and the side initially occupying a minor country is the aggressor in that country. "I Can't Believe That I Played The Whole Thing" 42d.1 If you add all the Optional Rules to the Tournament Game of BLITZKRIEG, and then play with all the rules presented here, you have quite a complex game. If you don't wish to absorb everything at once, allow me to suggest a "Programmed Instruction" approach to BLITZKRIEG. Step 1. Play the Basic Game (sections 1-17). Step 2. Add the Inverted Unit Rule, presented above. Step 3. Add the Basic Game Optional Rules (18-23). Step 4. Add most of the Tournament Game, excluding the Bomber Aircraft (24-29). Step 5. Add the Guerrilla Rules, presented above. Step 6. Add the Mission Matrix Rules, presented above. Step 7. Add the bombers (30). Step 8. Add the Naval Rules, presented above. Step 9. Add Air Combat, from the Tournament Game Optional Rules (32). Step 10. Add the rest of the Tournament Game Optional Rules that apply (33, 34, 36). Note that the Naval Ascendency Rule (35) is superseded by the above naval Rules. By Jim Stahler

Comments and questions on this unique melding of two classic games are welcomed by Mr. Stahler, 6617 Mayfair Drive, T-1, Falls Church, VA 22042.

A NEW LOOK AT AN OLD FRIEND


From: The GENERAL 20-4
[This article appeared in Volume 20, Number 4, of the GENERAL magazine. While not a variant, it gives a good overview of the game and is included for that reason. There are a couple of rule clarifications made by Avalon Hill that were allowed to pass unedited. Note of some of these is made in the appropriate area. A number or errors also occurs on the charts and in the accompanying text. I have tried to faithfully reproduce the charts and have not attempted to correct those errors. Whether the errors are attributed to Mr. Harmon or to the print-setting/editing process, I am not sure. Just be alert that rote acceptance of setups and processes may lead to gaming difficulties. (Should be some Surgeon General's warning here.) The minor country colors are carried into the ADC2 game and the ADC2 minor country unit counters have the base color prescribe by this article. Letter to the Editor corrections of Mr. Harmon's article follow. -- cgm] tical envelopment, combined-arms tactics, et al -- are presented in a unified, manageable format. Thus, BLITZKRIEG is possibly the largest -- or at least, the most comprehensive -- of the non-monster wargames. Finally, the wargamer has freedom of action over a continental area, with fewer restrictions than WAR AND PEACE or THIRD REICH. New fronts and new offensives can be opened with no restrictions -- other than those posed by geography and the enemy. This article will examine BLITZKRIEG '75, "which many wargamers will find to be much more dynamic, and much different in play from the 1965 edition that many remember. The discussion is divided into various "Critical Issues" -- continuing the "Commander's Notebook" approach. Each Critical Issue, addressing an important event or feature, will review particular considerations in theory and play in bite-size portions. A note on terminology: Great Blue and Big Red are clearly marked on the map, of course. For brevity, each minor country is similarly named. The large country on Blue's eastern border is Yellow. Yellow shares the Great Koufax Desert with White, to the east. White, of course, borders Big Red-a distinction it shares with Black, to the south. The long, narrow country west of Black is Green, which is between the lake and the sea. The country in the center of the map is Brown. Finally, the peninsula containing the River Sparling is, of course, part of the Great Blue itself. CRITICAL ISSUE #1: RULE CHANGES This discussion both introduces BLITZKRIEG '75 to veteran wargamers and serves to spotlight key game procedures for all readers. Most of the rule changes are fundamental. Attrition Tables: The Basic Game Attrition Table (BGAT) remains the same -- using D-elim for novices sake. The BGAT explanations, however, redefine exchanges as oneunit-per-side elimination. As in RUSSIAN CAMPAIGN, the defense no longer loses all units in an exchange, and terrainespecially doubled factoring-no longer applies here. Retreated units still observe stacking restrictions, and cannot retreat through fully-stacked hexes. The Tournament Game Attrition Table (TGAT) is much the same as in BLITZKRIEG '65. BGAT retreat restrictions are applied to the TGAT. The owning player conducts unit advances and retreats, as usual. Also -- a new clarification advances and retreats must adhere to the movement rules, which involve the new Zone of Control rules (see below) as well. The terrain table on the BGAT/TGAT card is consider-

A Commander's Notebook: BLITZKRIEG


By Robert D. Harmon

Mr. Harmon's piece has been languishing in our files for some time. It struck me as too comprehensive an analysis for longtime BL players, and too excellent an introduction for novices, to remain unseen there. BLITZKRIEG appeared in 1965, a time when the wargaming hobby was much smaller than today, when board wargames were few and D-elim still ruled the battlefield. Contemporary accounts hailed BLITZKRIEG as unsurpassed in realism -- it did introduce partial elimination, one of many innovations. It opened the floodgates to a host of land wargames of increasing complexity and originality. Though many years and wargames separate then and now, BLITZKRIEG doesn't quite fade into the hobby's infancy, for BLITZKRIEG marked its end. The game has appeal yet. This is partly nostalgia -BLITZKRIEG introduced many to wargaming and for others -myself included -- kindled a life-spanning interest. The game's abstract setting is also appealing, for the map and orders of battle are hypothetical, and players can approach them without preconceptions. Indeed, BLITZKRIEG is the only current wargame (TACTICS II notwithstanding) still presenting a fictional scenario -- and combining it with today's art of war. Even the science-fiction and fantasy games don't address that. Finally, BLITZKRIEG '75 (as now revised) is still one of the best wargame experiences around. The fictional board showcases pure strategy and combined-arms tactics-a textbook presentation. BLITZKRIEG is still one of the few ground-warfare games that address air strategy. The elimination procedure is one of the least cumbersome (note that many later wargames returned to some form of total-elimination). All of the complexities of modern warfare -- logistics, air-ground cooperation, amphibious operations, armored breakthrough, ver-

ably clarified, and movement effects are conveniently introduced. Terrain effects -- movement and combat -- are much the same as in the old game, but armor and air assault units now have DOUBLE movement in desert hexes. BASIC GAME City Control: BLITZKRIEG '75 now requires that any city is unfriendly unless continuously occupied, except for those in the player's homeland. This is determined at the start of the player's turn, and enemy ZOC must not be present. The supply rules in the Optional Rules forbid supply lines through unfriendly cities, so occupation forces will demand consideration. Movement: Ground movement remains the same in theory, with dramatic changes in rates. One innovation: Doubled desert movement for armor and air assault units. Air transport rules are also changed; Airdropped units can only move one hex after landing (not at all if the drop zone was in mountain or forest hexes), instead of the full ground movement once allowed. Air transport of ground units is now restricted to these maximums: Four (division-size) units, 40 hex distance, and NO armor or artillery. Air transported units are now required to start the turn in a friendly city. One critical ambiguity: Rule 9.4 begins, "When being air transported, airborne and air-assault units may be airdropped within 20 hexes . . . instead of 40 hexes" (emphasis mine). This implies that this "air transport" must come out of the four-unit maximum, a question not addressed in any Question Box after January 1975. This is realistic, as transport aircraft usually are designed to drop their cargoes, as well as merely carry them. A real-life instance was Soviet use of Antonov transports to supply the Arab powers in the October 1973 conflict-until the airlift was suddenly halted October 23. Washington concluded that an airborne invasion of the war zone was being readied, and a crisis resulted. Zones of Control. ZOCs still require combat for units stopped therein. However, ZOC movement effects are dramatically alerted, for armor and air assault units may IGNORE any ZOCs -- other than those of enemy armor or air assault units -- both in the movement phase, and advancing/retreating after combat. [While armor and air assault units may move through infantry type unit ZOCs, they cannot retreat or advance through any enemy ZOC.] The implications are enormous. Most sectors -- indeed, most stacks -- are going to require armor close at hand. A second reform is "engagement." Non-armored units -- specifically, airborne, artillery, and infantry -- may NOT voluntarily leave ZOCs. This means that (hitherto) mediocre results on the TGAT -- i.e., no retreat by either side -- may lead to ruination for units so engaged, for combat is still mandatory. A moving player can be given the ugly choice of reinforcing a losing battle or leaving units to their fate, sometimes at less than the 1-6 minimum. Planning for retreats is now a serious challenge. A new clarification: ZOCs extend into all six surrounding hexes, to include sea hexes.

Stacking: Another major change multiplying the effect of the weakened ZOCs. The 12-factor maximum is gone; instead, the limit is three units (Tournament Game substitute units equaling one-half unit). The effect on tactics is considerable, as six -- and eight -- factor armored units may now outweigh defending infantry, which still stack as four-factor divisions. Given the poor ZOCs of non-armored (soft) units, attacking armor will face an enemy that will be spread thinly. The concentrated firepower now allowed places great emphasis on the principle of mass. Further, unit quality -- particularly that of elite units such as Marine or Guard divisions -- can be fully expressed, now that the 12-factor ceiling is gone. Finally, armored units now pose a triple threat -- their strength, their mobility (enhanced by the ZOC rules), and their ability to tie up adjacent, soft units. Any retreat before armor will degenerate into a rout-unless armor covers the retreat. Combat: Much the same. Each player ends movement with a combat phase; combat is mandatory for all units in ZOCs as of that phase, including armor; defending stacks must be attacked as one entity; odds below 1-6 are forbidden. Victory Conditions: Modified. The winner must still eliminate all enemy units, but now must have 14 units left; or, he or she may occupy all enemy home cities, but must now do so for two consecutive turns to win; or, the winner must now hold 35 + city hexes on Turn 15, not 25 cities as before. Anything else is still a stalemate, redefined as a mutual loss comparable to 1918. BASIC GAME OPTIONAL RULES Sea Movement: Ground units continue moving at sea on a zone-to-zone basis. However, each side may now have ten units, not 40 factors, at sea. Landing at friendly ports costs one movement factor, but movement inland is otherwise unhindered. A major new twist is the introduction of inland ports. These reintroduce four cities into the game -- VV25 being particularly important as it gives Red access to Sea Zones A and B. Inland ports can, of course, be closed by unfriendly units or ZOCs on their estuaries -- however, ANY port can be closed by sea-hex ZOCs as well. For instance, D4 could be closed by a unit on the peninsula to the west, or a unit at G13 or G15 could close the entire west gulf. [Not true for D4. AH has ruled that the board edge sea hexes extend out indefinitely, therefore movement of units at sea is not restricted.] Invasions: Few changes. Rule 20.34 refers to elimination of all assaulting units attacking from sea hexes; presumably this means any unit unable to advance into a vacated beach hex, as rule 20.35 indicates. No movement bonus can be used on landing, a clarification but no real change. Automatic Victory: AVs remain the same (5-1 surrounded or 7-1 outright) and continue to take effect during the movement phase. Aving units advance four hexes after all

other combat, a slight change from the '65 rules. No mention is made here or later of any AV by air units, a serious development, as any rear-area AVs must now involve airdropped or amphibious units. Strategic Movement: An innovation in the '75 rules. A four-movement-factor bonus is allowed, for any units staying out of enemy ZOCs for a given turn. This compensates for armor and artillery units' lack of air transportability, and helps expedite the arrival of reinforcements. Combat Supply: The BLITZKRIEG '75 supply rules are entirely new. The cumbersome 12-factor-per-city-hex ceiling is gone; any home city can supply any number of units as long as the supply lines are unbroken. Occupied cities are conduits, not sources, and must be kept friendly or the roads will be cut. As before, supply can be traced from the sea through friendly ports; and, in any event, supply routes may leave roads only in the last ten hexes overland. Beach supply is now limited to ten hexes inland, and to ten units maximum (not 40 factors). Beach hexes have to be kept occupied, like cities (unless, presumably, you invaded your own country for some reason). The most serious change in the supply rules is regarding non-supply which no longer eliminates units. Unsupplied units do lose strategic movement and advance-after-combat; attack factors and movement capabilities are halved. Even then, isolated units have some consolation: the air transport capability can be diverted into supply airlift, one factor to supply each unit (excluding artillery and armor, a plus for the lowly infantry). This can aid a breakout and certainly compel an enemy to reduce pockets -- which still defend at full strength. The new supply rules have an ultimate, strategic effect -- since cities no longer have a cumulative effect on supply, wide conquest is no longer needed to support larger armies. Players' offensives can be initially narrow, and escalated at convenience. Further, the need for unbroken contact with the homeland is emphasized, and flanking drives become more threatening. NOTE: Most of the Basic-Optional Rules were moved from the '65 Tournament Level. A new level of rules is thus added, for ease of transition by new players. The progression to the Tournament Game is less difficult. TOURNAMENT GAME Combat: As in BLITZKRIEG '65, the TGAT is introduced. However, the TGAT is accompanied by a new and bloody Barrage and Bombardment Table (BBT). The BBT itself is nasty -- three artillery divisions (24 factors) could kill from two to ten factors without direct loss to themselves, as there are no attacker losses. Artillery may use the BBT at two hexes' distance -- greatly enhancing this combat arm. The BBT can be used, once per target, prior to a

TGAT attack. The possible advance is limited to one hex but the result of this, and increased stacking, is heavy defense losses and a way of breaking bottlenecks like the BB31-EE34 isthmus. This is another lesson in the need for combined arms. Two further BBT constraints: First, grounded air units also can be attacked by artillery on the BBT prior to ground units in the hex; second, and more important, the BBT can't achieve AVs. Net result: A new mode of attack is provided, an alternative to an armored blitz -- less speedy, but no less bloody. This sort of offensive, marked by intense artillery preparation, was and is prominent in Soviet doctrine. Substitute Units: As in the '65 rules, units are reduced factor by factor, and surviving factors are replaced by sametype brigades (or air squadrons). A new refinement -- substitutes are stacked and transported as half units (equaling half a division or wing "unit"). Substitution is limited to the substitute units on hand, and can include smaller, inactivated divisions. A major limitation, newly introduced, allows substitutes to recombine into larger units only at the end of the movement phase. These units must be in the same hex, must be the same type, and may not be in a ZOC or otherwise attacking. (The '65 rules said anytime). Rangers: Rangers are considerably enhanced, and now constitute a true elite. They are no longer subject to the one invasion limit, and may land anywhere regardless of concurrent amphibious or (other) Ranger landings. Rangers can, of course, land in any coastal hex, and may also move to sea from any coastal hex (though not in the same turn), provided enemy ZOCs don't interfere. The Rangers have been considerably augmented in the 1975 rules, with new capabilities. Rangers may invade any lake hexes, if they start in a lake port. Better yet, Rangers are air-droppable, and can serve as airborne troops. Replacements: Now pegged at six substitute counters per turn, depending on availability. This is a great improvement over the four-factor rate in the '65 version, and the restrictions have changed considerably. Half the reinforcements on a given turn must be ground troops -- not less than one infantry, not more than one airborne or ranger ("elite") substitute. The other half must be air units -- though selection is left up to the player. One of these air units can be converted into augmentation of air transport by one half-unit capacity, permanently. Aircraft replacements are affected by the number of aircraft cities in operation, and must be placed one per city (three are designated for each major power). Since aircraft must constitute half the turn's replacements, ground force replacement is affected by control of these cities, and accumulation of replacements becomes difficult at these rates.

Minor Countries: These resist invaders much the same in the '65 and '75 rules; the Minor City Reduction Table is identical. Some new changes: Minor cities now have an infantry-type ZOC; invading forces lose four factors in ANY turn that all cities of a country aren't garrisoned, and an invading player is defined as an "aggressor" (his opponent is a "liberator" to that country). [Not exactly true. Two factors are lost by an aggressor at the beginning of the turn to trace supply into or through an unconquered minor country. Two factors are lost at the end of the turn due to guerrilla action in a minor country if the aggressor does not occupy all cities. On an invasion turn, the aggressor could at most lose only two factors due to guerrilla action. On subsequent turns, the aggressor may chose to leave his units out of supply in that country to save the two factor loss -- of course the attack and movement factors of those units would be halved.] The minor country rules now reflect the full impact of partisan warfare. Failure to secure all cities will cause a player to lose four factors inside that country -- two due to direct guerilla action, and two more (according to the rules) as a price for keeping supply lines open. Continual garrisons are vital to prevent this, as the cities are not only loyal to the "liberator," but break supply lines if unoccupied. Further, once the liberator occupies some of that country's cities, the aggressor starts losing more units; logical, as partisan activity will escalate as the Liberation begins. Violated countries will welcome liberation units, including aircraft, whether the cities were reduced or not (another innovation). Bomber Aircraft: Air units are employed under new rules. Three air units may now stack per city hex, over a maximum of three more ground units. Two air half-units or one full air unit may go to sea beside the ten ground units allowed. Seaborne air units are limited to TAC or FTR, as before. Unsupplied air units may not attack; bomber units attack at DOUBLE factor at half-range or less. The old Strategic Air Attack table is gone -- strategic bombing is done on the BBT (although separately from artillery attacks). The use of the BBT means that attacks are now calculated by attack factors, not odds. AVs are no longer possible; ground attack after strategic (BBT) bombardment is, under rule 25.3. Tactical bombing is done as before, except that half or better of TGAT attacker losses must be aviation. Tactical bombers must now match defender factoring, or river defenses will not be undoubled. Finally, the new rules omit mention of city-bombing -- these missions appear later in the Tournament-Optional Rules. The missions shown in the standard Tournament Game -- strategic and tactical -- apply to ground units only. Bombers greatly enhanced power (courtesy of the BBT), and increased tactical air losses, stand out in the new rules. This helps bring BLITZKRIEG forward into the Eighties, from the World War II version seen in the '65 rules. Modern aviation has become much more hard-hitting and flexible, particularly against ground units; lighter, close-support aircraft face greater hazards in turn, due to divisional air-defense artillery and even hand-held missiles.

TOURNAMENT GAME OPTIONAL RULES Air Combat: Fighters are introduced; instead of mere interception, five different missions are described, to include strafing of airfields and even ground forces. There will be more on this in Critical Issue #8; for now, let's say that the utilization of fighters is vastly improved over the old rules. Additional Bombing Missions: City-bombing is greatly refined, but meaningless without the Critical Resources Rules. Air interdiction is redefined and is now performed by TAC or FTR, not SAC. Bombers can also selectively attack air-bases, ports, and industries. Night bombing can also be used to avoid interception. A note on air-unit stacking, now that the air rules have been covered: The three-unit maximum means that up to 22 air factors could be based in one city hex. Conversely, breakdown of these units could lead to space problems, as two one-factor squadrons take up as much space as one eight-factor wing. This is less of a problem with TAC and FTR, which can make the transition from four-factor units to two-factor half-units with little stress. The three-unit stacking allows more use of TAC at the front. As TAC can also perform airfield-bombing and interdiction missions, besides ground support, it is much more useful from land or sea bases. Weather: Considerably improved and explained. Actual weather is mentioned on the chart, not just the results. Clear weather is now automatic during the first seven turns; provisions are rhade for weather after Turn 15, indefinitely. Naval Ascendancy: A new and brilliant innovation. The ability to invade, or trace supplies through sea zones, is now affected by ground forces (and inherent escorts, obviously) at sea, as well as port control, presence of land- and carrierbased air, previous-turn invasions. Thus, the mutual effects of surface escorts, aircraft, nearby naval ports (and the patrol units they would harbor), and amphibious task forces are represented in a neat, abstract format. Further, invasions far from base -- particularly in the enemy homeland -- are mitigated by control of intervening sea zones. Blue, for instance, would find invasion of Red's east coast to be highly difficult. Nuclear Capacity: Omitted in BLITZKRIEG '75. Critical Resources: New, and with the aircraft industry rules, constituting "economic" rules for BLITZKRIEG '75. In effect, every home country city (and some minor-country cities as well) now have some form of critical industry. Aircraft cities were named and discussed in the standard Tournament Game; this rule assigns petro-chemical, naval, or basic industries to the remainder. The Additional Bombing Missions rule set bomb damage at one turn maximum (a step down from BLITZKRIEG '65), but loss of cities to enemy ground troops is obviously more permanent. This rule is subtle in its effects, but, in the aggregate, can destroy a major power. The effects take hold as soon as

the enemy enters a player's home cities, and effectively replaces the 12-factor-per-city rule in the old game. Addendum: One salient feature: The game is now 15 turns long, not open-ended as the Time Record Card still (erroneously) indicates. Players may extend the game beyond that; but with the greatly enhanced power of armored units and the BBT, this extension may not be needed. Thus, the '75 rules. They not only brought BLITZKRIEG equal to state-of-the-art, but also make for a game that is comprehensive and yet manageable -- monstergame concepts on a playable level. Finally, the new rules bring BLITZKRIEG forward from the Second World War -- accurately representing strategy on the deadlier battlefields of the '80s. CRITICAL ISSUE #2: THE TACTICS OF RETREAT The new rules have greatly increased BLITZKRIEG attrition. Artillery, aircraft, armor, and even minor countries are more deadly, with the Barrage and Bombardment Table contributing to much of the carnage. The Tournament Game Attrition Table still offers the most potential for bloodshed. To be sure, direct losses on the TGAT still remain light (attackers lose two factors maximum even at 1-6, as against four defending factors max at 6-1). Also, AVs aren't likely against large stacks. But, retreating units are still TOTALLY ELIMINATED if retreat is impossible. This was, and remains the deadliest aspect of BLITZKRIEG. Five factors contribute to this: -First, and newest, factor in retreat tactics is armored immunity to soft-unit ZOCs Armor can potentially advance through the smallest gaps. -Second, units can advance over AVs, directly into the rear of other enemy units. -Third, units can advance after combat and surround units still to be fought. This can also ruin engaged units. -Fourth, "elite" units (airborne, air assault, Ranger) or a landing force could outflank an enemy by sea and air. -Fifth, air interdiction could also provide vertical envelopment.

above. The 15th Infantry has been bypassed, and can't retreat. Should the 13th Armored be attacked in turn, it could retreat past the 15th even if the Guards Division counterattacks from the other side.

ILLUSTRATION 2: An example of the second possibility -AV -- in action. A gap has been torn where a solid line once existed, and the defenders are in trouble.

ILLUSTRATION 3: Advance after combat is quite effective with armor, given ZOC considerations, and it at its best if the four hex advance shown took place FIRST. Subsequent battles would now involve surrounded defenders.

ILLUSTRATION 1: An example of the first factor is shown

ILLUSTRATION 4: Elite forces demonstrate vertical envelopment, combined with an AV. The enemy security screen is AD'd, allowing the 1st Airborne to drop in its drop zone untroubled by enemy ZOCs. The defending 20th Light Tank Division could retreat [Not correct!], airborne units have a "soft" ZOC, but any infantry with the 20th must stand or die. Note the landing by the Rangers. A final note: The Aving units must delay their aftercombat advance until the other battles are finished. Though they can't help eliminate the defenders, this turn, they can still redeploy against counterattack, or advance next to the survivors and make them uncomfortable.

ILLUSTRATION 6: Interdiction is shown to advantage here. For some reason, the enemy didn't intercept, so the Blue 1st Armored is surrounded. The FTR unit does NOT have a ground ZOC -- four factors or more are needed -- but it still provides an aerial ZOC and can intercept enemy fighters as a patroller. Critical Issue #2, in discussing retreat tactics, has distilled BLITZKRIEG tactics to its essentials. Players will find that most game casualties will be due to blocked retreats, especially now that the supply rules have changed, and tactics will devolve into a struggle for encirclement. CRITICAL ISSUE #3: TURN ONE -- BLUE GREAT BLUE, Imperial Federation of. One of two Great Powers on its continent, Blue is primarily bounded by West and South Gulfs, with a separate province on the Northwest Peninsula. Blue possesses a large coastline and a maritime-based economy, and is equal to Big Red in population, despite its smaller land area. Blue now has a marginal lead in the recent arms race, prompted by the rise of popular, revanchist sentiment and a military-backed Regency. -Domesday Encyclopedia, v.5 Blue's options on the first turn are somewhat limited, due solely to geography. Yellow is the only minor country that borders Blue; further, Yellow is the largest of the minors, with some cities barely accessible. Green is the only other country, after Yellow, with invasion beaches on minor-country soil -- putting all other minor countries out of Blue's reach. Blue has an additional problem in that it is a non-contiguous, i.e., two-part, state-like pre1939 Germany or pre-1971 Pakistan, or the continental U.S., with Alaska. The province containing the River Sparling becomes vulnerable if Yellow isn't annexed, for Red could get access to that sea zone through VV25. So, an invasion of Yellow is almost inevitable. Further, Yellow is vital to Blue offensively, as well as defensively. From the pivotal city of EE25, Blue can directly threaten Green, Brown, and the desert. With this in mind, five strategies become apparent. First, a word on air force deployment -- without Yellow, Great Blue has only two airbases close to the critical theaters around the lake. Of the two -- S25 and V33, only the latter is conve-

ILLUSTRATION 5: Amphibious forces demonstrate another way of outflanking an enemy. This invasion was not anticipated. Note the AV by airdropped Air Assault and Ranger units, clearing the way for the landing.

nient to Green and, as a port, provides clout under the Naval Ascendency rule. Putting three wings of FTR into V33 (and a fourth in Sea Zone C) will cover the area under the Naval Ascendancy and Air Combat rules -- but air units in S25 and the capital would see little action in most cases. Thus, the deployment shown in many of the strategies below. Diversion of MDM and TAC to Q16 is a way of providing Turn One action for the bomber forces and, coincidentally, ties up Sea Zone B under the Naval Ascendancy rule. These units can, of course, stage into Yellow on Turn Two well in time for combat with the Red Air Force. Five strategic options are apparent to Blue, as italicized. I provide setups for most of them, to illustrate their potential and limitations. The options are: 1. Invade Yellow. This is a standard Blue opening. Chart 1 illustrates one method of subduing Yellow in one turn. Since armored units can ignore city ZOCs, and stacks of three units per hex are allowed, capture of EE25 is easier than in BLITZKRIEG '65. Blue will have units left over, after the needed 24 factors are allotted to each city, so as much armor as possible should deploy forward to EE25. Such a mass, backed by infantry at V20, would permit a second-turn offensive in Green or Brown. This would catch Red off-balance, especially if Red invaded Green on Turn One. 2. Invade Yellow and Green. Chart 2 shows one way. Other than an extreme-range armored drive past X27, the invasion of Green will require sea and air landings. This will require all ten amphibious divisions and every jump-trained soldier in Great Blue, including the Rangers, who take up room for two divisions at sea and must fly in, instead. Note that CCl5 can be reached by armor, just barely. The Yellow-Green option, regardless of tactics, will scatter Blue forces over half the map, and weakens the V33 garrison. The invasion had better succeed. The limited reach into the Green interior leaves the entire Blue bridgehead open to counterattack, no matter how well set up. Attacks on ten cities will entail large losses, of course. Finally, Red can counterattack directlyacross the South Lawrence -- or indirectly, through Brown or the desert, throwing Blue off-balance. This option has slight advantages -- Red will be surprised, and may not be able to retaliate effectively unless he is massed in force around NN48. Further, NN48 itself could be bombed by Blue SAC units from V33, without violating Black neutrality; the raid need not be a night mission, either, if Red fighters aren't at NN48 by some fluke. Finally, Blue can confront Red on the S. Lawrence, not the isthmus, and can eventually enter Black. Finally, successful invasion of Green will help secure Sea Zone C, which would screen the Blue homeland from amphibious assault. All this, of course, is contingent on the survival of the Blue forces in Green. 3. Invade Green. Refer to Chart 2, the invasion force will be the same as with the Yellow-Green option, less the overland armored drive, of course. The difference would have to be made up with MDM and TAC units from east Blue. A sealift of ten armored divisions could enter Sea Zone C hoping that at least one port is functioning on the second turn; this

sealift would be the second wave of a war backed solely by sea and air power. Once the first and second waves have been deployed to their bases and ports, the remaining ground forces can be poised along the Yellow border. This feint must look convincing, or Red will prepare a severe counterattack from NN48. This plan uses Yellow neutrality as a shield, closing off much of the board. Red would escalate the war into the north and center only by entering Yellow as an aggressor, with all the disadvantages that entails. Blue, however, would not be directly threatened, but would be fighting a remote war on Red's doorstep, with an advance into Black and southern Red intended. Of course, air and naval superiority over Sea Zone C is essential if this option is to be more than a pipe-dream. The risks of a Green-only option are manifest -- but God help Red if it succeeds! A final note on Options 2 and 3: Blue may be going a gulf too far. Observant players will spot the obvious: Red forces from NN48 will cross the South Lawrence like a jealous husband. Armored forces will surround and destroy much of the first wave, south of the isthmus, and Blue's only antidote is the piecemeal deployment of the 12th Air Assault Division along the river. The resulting tangle of AVs may slow the Red juggernaut somewhat, if the late 12th Air Assault is well deployed. Certainly, the Option 2 and 3 attacks will be fallible because of the inherent weak spots in southern Greece [Green]-- AND holding it -- with ten amphibious and four airborne divisions (counting the Rangers among the latter). Even in later turns, a Blue invasion of Green will still have trouble getting armor as far as DD33, leaving the rest of the country insecure. I do not highly recommend these two options, but maybe there's a solution to this puzzle. If we can put a man on the moon, Great Blue can certainly put a few across Sea Zone C. Some other object lessons: 4. Sit Tight. In short, wait for Red to come and enter Yellow aggressively. This would make central Yellow the main battleground. This is a possible strategic option, after all, with the faint advantage of getting Red strung out. However, this option would concede much of the victory conditions. 5. Other Options, Turn One. Blue will find, quickly enough, that the minor country rules pretty much compel unilateral invasion of neutral countries -- nothing piecemeal. That leaves few options, other than the ones described so far. What else is left-invade Red directly? That would be foolhardy under the Naval Ascendancy rules. Invade any other minor country, with or without invading Yellow? Impossible, if only due to sheer distance and lack of coastline. Thus, Blue's possible options on the first turn, viable

and otherwise. Of the first three options, only the first-direct invasion of Yellow-allows Blue any initiative on the second turn. The conquest of Yellow is challenging enough, but Blue can still mass around EE25 and at sea, if there are no sideshows. Any invasion of Green, as discussed in Options 2 and 3, will require Blue recovery on Turn Two, consolidation of conquered territory, establishment of defenses, the regathering of a strategic reserve. Though Options 2-5 are presented mainly as object lessons, the invasion of Green is not to be wholly condemned. The risks, and rewards, are merely increased. Blue players should consider some way of balancing their geographical disadvantage because despite Blue's firstmove advantage, Red may easily capture the strategic initiative. CRITICAL ISSUE #4: TURN ONE -- RED RED, Corporate State of, usually referred to as "Big Red." Largest Continental nation, with several western cities, acquired during the First War, bordering directly on its neighbors. Increasingly hostile to all Continental governments since the advent of the Monolithic Party -- with the possible exception of the military junta in Yellow... -Domesday Encyclopedia, v.14 Red's first turn options actually include the setup phase. Blue's frontier and sea dispositions may indicate an invasion other than Yellow, and a Red counter can be devised from a massed, mobile force around NN48. Red has six options, and many involve possible counterstrokes to radical Blue openings. Since White and Black cities are within an easy march of Red frontiers, many options can be explained without charts, bearing in mind that 24 factors should be assigned to each minor city. Any minor country should be subdued on the turn of invasion, of course. The options: 1. Invade Black. A safe, conservative option. Mass at NN48 and YY43, especially the former; attack all four cities with 24 + factors each, massing the (armored) excess around JJ38; have eight infantry divisions and four Ranger battalions in Sea Zone C, with airborne reserves well in hand at NN48; and, leave White neutral as a buffer, Blue will find it nearly impossible to conquer. This option allows Red an immediate second-turn invasion of Brown or Green; without breaking stride, the Red Army will have walked into Blue's front yard. Further, Red would be able to lacerate any Blue invasion of Green. Finally, Red will be able to keep seaborne and airborne reserves uncommitted -- a high-visibility, highly-mobile threat. 2. Invade Black and Green. A daring option, which can easily shift to a counteroffensive if Blue invades Green first. Chart 3 illustrates a means of taking both countries, assuming a Blue invasion of Yellow only, first turn.

Unlike Blue attempts at Green, Red can introduce large armored forces from the NN48 area, able to reach CC39 and AA42. This means that amphibious forces are impeded only by geography. Of these, six units can reach BB31 and/or EE34 from the beaches. The remaining four amphibious divisions (the Rangers went airborne), though barred from the isthmus by rough terrain and the beach stacking problem, can still assist the overland offensive at CC39, and help screen the isthmus from Blue paratroops (hex BB34). Still, Red will need to commit the airborne forces, if only to ensure a secure line from BB31 to EE34. Ranger battalions should drop with them, if the air transport rules allow (Red already has four divisions). Blue may be caught off-balance by this offensive, but can be expected to strike from X27, V20, and EE25 with any forces at hand, and land at BB31 as well. At the very least, Blue will close off the isthmus at the north end. This bottleneck can be stoppered easily. The Black-and-Green option has much potential. Certainly, it might catch Blue off-balance and unable to retaliate. Further, Green will provide two ports on Sea Zone C, many industrial centers, and airbases within range of the Blue homeland itself. Still, Red players should realize that a) their army will wind up facing north, not west, b) Blue could launch a counter-invasion two or more turns later, c) even a Blue defensive effort could make lavish use of artillery and air power on the BBT. Finally, the Green isthmus, being easily stoppered, will require expansion of the war into Brown, and the war will be won or lost there -- not in Green. 3. Invade Black and White. Easily accomplished, as all cities are vulnerable to ground attack. However, the setup should be based on Blue intentions, and weighted in one of three ways: a) make the Black invasion armor-heavy, and plan on fighting in Brown and/or Green with only a garrison in White; b) make the White invasion armor heavy, with ten units in Sea Zone A, with a desert war in mind; or c) spread evenly across both countries -- not a viable choice. The 1975 change in supply rules no longer encourages city-grabbing. Such a wide advance by Red could easily dissipate the effort, and certainly leave one country or the other open to Blue liberation. Red may prefer to invade one country or the other (see Options 1 and 4), and escalate the war later. 4. Invade White. An overture to a desert war, possible and even inviting under the 1975 rules, as 1) supply is no longer such a problem, 2) armor gets double-movement in the desert, and 3) VV25 is now a port. Essentially, Red strikes into White with all available force, less 48 factors in southern White and strong garrisons on the Red south coast. The main drive will cross northern White and proceed into the desert (assuming Blue has already violated Yellow). A maximum force in Sea Zone A is essential.

A possible use of this option is shown on Chart 4. Note that ten armored divisions drive immediately into Yellow, with airborne forces available behind them. In forces at sea, provided Blue doesn't invade near CC15, can liberate that city on Turn Two, or: a) cut supplies to the Blue desert forces by landing along the beach road, or b) invade Blue near G4. A note on desert air forces: Air bases are limited, especially for Red. The setup shows some air units on the south coast, put to alternative use securing Sea Zone D. What the Chart 4 setup doesn't show is the second-turn staging. The Red Air Force should reassemble thus: VV25 -- two SAC and one FTR wing; WW32 -- two FTR, one TAC; BBB33 -- one TAC and two MDM (optional). The SAC units are needed against enemy troops and to bomb the enemy supply line at CCl5. The FTR units are needed, if nothing else, to protect the supply line and port at VV25. Other missions can include interdiction and interception of paratroop drops, with the TAC units helpful in the former role. The MDM units may not be too useful unless Blue forces approach White -- a better use of the BBB33 units may be on the south coast, securing Sea Zones D or E. The MDM can be staged into Yellow later if all goes well. The war can be limited to the desert. Of the three avenues of attack in the center board, the desert is the widest and most volatile. A successful offensive by Red could prevent an escalation of the war into Brown (a drive on EE25 will stop that). The tactical fine points discussed in Critical Issue #2 will realize their fullest potential there in the desert. Finally, Red will find that the second- and third-turn reinforcements, which include seven more armored divisions, will fit in nicely. This option is the most radical. It can succeed, but Red should reevaluate it if Blue is threatening Green with a first-turn invasion. If so, Red may want to setup a Black-only option and plan to counterattack. A march into the desert could unbalance a Blue invasion of Green, but both players will face a risky game, with the neutrality of Black and Yellow being key issues. A successful desert war will depend on Black neutrality-and Red's status as liberator of Yellow. 5. Invade White, Black, and Brown. Once Brown becomes a first-turn objective, other countries become involved in the planning. Since the most direct route is across southern White, that country will have to be violated. Since the war is being fought south of the mountains, Black will have to be invaded sooner or later, or why bother? Besides, the most direct road from Red to Brown runs through White AND Black (YY43 to VV42, then into White at UU37, then on to NN33). Thus, the crux of the invasion. Seven Black and White cities would require 84 factors. Three armored divisions could follow the "direct" road from YY43 to NN33, violating three countries at once, and reinforcing 22 airborne factors in Brown, which is all that can reach. Without the armored forces, the airborne couldn't both take Brown and defend it-thus, the three-country invasion. The resulting mess is illustrated by Chart 5, showing

the possibilities and risks of this offensive. Chart 5 makes the (questionable) assumption that Red airdrop and air-transport capabilities are somehow independent, so SIX units (each Ranger battalion equalling one-half unit) drop into Brown. Even so, the attack will entail high losses to minor country resistance, particularly in the low-odds attacks in Brown. Airborne losses will be particularly bad, even if Blue doesn't counterattack for some reason. Red will be scattered badly, and will spend the second turn consolidating and reorganizing. The second turn will also be for staging aircraft -- preferably forward into Brown. A third-turn offensive to the west will preclude an invasion of Green or occupied White. The advantage of this option is that Red is into Brown on the first turn, right in Blue's lap. Furthermore, the attack on Brown can be called off, and it had better be if Blue invades Green first. Red's forfeiture of the initiative is offset by the fact that a second-turn invasion of Brown would be considered anyway. Unfortunately, Blue would get away with a secondturn invasion of Green, with Red off-balance. Further, Blue has the option of closing off western Brown, between the mountains and the lake. This done, Blue could then escalate the war into Green or the desert. This option is possible, even plausible, but not recommended. 6. Other Options. A Black-Brown or Brown-White invasion were already ruled out, as direct supply and reinforcement would be difficult because of the peculiar road-net in southern White and northeast Black. Further, a BrownWhite invasion would make Brown a sideshow to the desert war, with Blue able to undermine it all with a drive through Brown into southern White. Finally, a Green-only or Blue-only invasion, on the first turn, would be patently absurd. Other options are too fantastic even to consider; thus, Red's many options have been described. Red is fortunate in that setup and movement are performed after Blue's. Further, Red is more flexible than Blue on the first turn, if only because of Red's longer land frontiers. CRITICAL ISSUE #5: TURN TWO "If it be now, 'tis not to come; if it be not to come, it will be now; if it be not now, yet it will come. The readiness is all." -Hamlet, Act V, Scene II The second turn, although largely guided by the first turn's offensives, is critical in its own right. This is the turn that Red and Blue will confront each other directly, and the first meeting engagements will often occur then. Continental geography will determine much of the planning at the first turn's end. Unless Blue is already com-

mitted to Green, that player will see three avenues from EE25; south into Green, southeast into Brown, and northeast into the Great Koufax Desert. A fourth option, a massing at EE25 for a crushing third-turn counteroffensive, would trade the initiative for a tactical advantage over the Red vanguard. Red will be more constrained, as Red forces will already have been deployed in the north or south. Red's sphere of interest is split by a great range of forests and mountains running from EE25 to Lake Frederick-a divide that Blue will not yet have reached. Red will have been committed north or south of the Divide on Turn One. Few players would, or should, fight a three-front war. If Red is committed to the desert, as Critical Issue #4 showed, the war will be largely fought there. Strategy will narrow to the desert's confines, and is dealt with in Critical Issue #6. A Red drive in the traditional area, south of the Divide, will pose two choices on the second turn: Attack north or south of Lake Pinsky. Waiting at JJ38 is not a realistic choice, for Red should not allow Blue the initiative, or access to the ZocchiSouth Lawrence line. Much of the preplanning for Turn Two is described in Critical Issues #3 and #4. Players will find that a followthrough strategy is best, if only to be prepared for the Turn Two challenge. A weak offensive on that turn, due to poor planning or weak forces, will be crushed before reinforcements can arrive. The actual theaters of battle, and the tactics used once a player enters them, are addressed, one by one, in Critical Issue #6. Chart 6 shows the balance of forces during the reinforcement turns, before the players fall back on replacements. Blue starts the game with a slight advantage in numbers, but this will peak by Turn Three. Red's parity will improve on the fourth and fifth turns, though the all-armored Turn Three reinforcements puts them ahead of Blue in that category. Blue reinforcements enjoy a surge in the sixth and eighth turns leaving both forces roughly equal in armor and infantry units. A critical problem is Red's advantage in "elite" formations -- one additional airborne division for the first two turns, and one additional Marine division for the course of the game. Still, this picture is an abstract. The actual balance of forces will be determined by the carnage the players will inflict on one another-which will begin in earnest after Turn Two.
CRITICAL ISSUE #6: PRIMARY THEATERS

where Red and Blue will meet in decisive battle. GREAT KOUFAX DESERT. Arid region north of the Koufax Mountains characterized by barren tracts and low winter temperatures. Scene of some First War actions, and the subsequent (and bloody) Great Koufax War between Yellow and White. The Koufax has proven to have large oil deposits -the sole industry and export of both countries. The Koufax is thought to be suitable for armored warfare, though maintenance will be a problem in a protracted war. -Domesday Encyclopedia, v.8 BLITZKRIEG '75 introduces players to a dramatic new field of battle: the Koufax. Supply constraints, other than line of supply, have been removed, and armored movement is now doubled. The result is an area where any breakthrough will have major consequences. The Koufax is easily the widest front. The doubled armor movement, the enhanced armor ZOCs and stacking, and the exposed supply line will allow turbulent, game-winning offensives. Finesse will be well-rewarded; casualties will be large because the featureless terrain affords no refuge. Obviously the only possible defense will be the counterattack. Oddly, terrain isn't a tactical factor. The desert has no forests, rivers, mountains, or cities to break it up and impede movement (except at the edges). Pure, abstract tactics can be utilized, as illustrated in Critical Issue #2. Thus, the desert is a clear, sanded arena for the protagonists. Some unique disadvantages persist, however. Both sides will find the lack of airbases a problem. Only four cities lie at either end: CC15 and EE25 in the west; VV25 and WW32 in the east. However, any player possessing Brown will find an ideal site for airbases -- particularly OO30, three hexes from the Koufax, and shielded by mountains. Thus, escalation into Brown will be tempting if the desert war is protracted. Another disadvantage is the supply line. An army proceeding past the halfway point will find that supplies must follow the coast road -- an umbilical cord easily cut by sea or air landings. Strategic bombing of CC15 or VV25 will also cut the road, and fighter deployment at either end is crucial if for no other reason. The Koufax has three primary exits: West past CC15, southwest toward EE25, and east into White. Two minor exits should not be overlooked: Southeast past WW32, and south through hex NN25. The latter is particularly valuable as it provides access to Brown, at the cost of only a slight delay -- the mountains narrow to only one hex there. Armies emerging from any exit will find enemy airbases more numerous, with friendly air support initially lacking. The secondary exits are of local interest; the primary exits are critical, and the objects of the desert war. Red forces emerging from the west end of the Koufax will be in a position to liberate Yellow and divide Blue in two pieces at the Adams River.

Two massive terrain features, in the center of the BLITZKRIEG board, split the battlefields as dramatically as the Pripet Marsh or the Thuringerwald (between the Hof and Fulda gaps). The BLITZKRIEG features, Lake Pinsky and the Divide (particularly the Koufax Mountains in Brown and west-central White), effectively create three avenues, theaters

Red forces moving southwest through EE25 can easily cut off Blue armies in Brown and Green. Blue forces, on their part, emerge from the eastern Koufax directly into the Red heartland. In summary: Neither army, once committed to the Koufax, dares falter. Defeat on this one front will lead directly to final blackout. BROWN, Kingdom of. As small as White in population (though not quite as poor); smallest minor country in size. Brown has the fortune of natural obstacles on virtually all sides -- the Koufax Mountains, Lake Pinsky, and two rivers. The capital is deep in rough country; fortunate, as Brown has had to rely on its traditional neutrality, as its days of feudal power have long since. -Domesday Encyclopedia, v.3 Brown is analogous to real-life Belgium -- the opposing forces will find it a useful stepping-stone to outflank the other fronts, especially Green. Further, Brown narrows at its east and west ends, and an invader will easily defend it against counterattack, especially if Green, White, or Black are neutral. West Brown can be defended along a line from the mountains to the lake (five hexes, or four if Green is neutral). Blue can hold east Brown along the River Zocchi -- half its length will suffice if either White or Black are neutral. The advantages of seizing Brown first are manifest: Airbases convenient to both the desert and the Green isthmus, a means of cutting off enemies in Green, direct access to the enemy's front yard, and, for Red, a chance to turn the flank of armies in the western desert. Defensive advantages are enhanced by Brown's lack of seacoast, negating all but the occasional Ranger raid. An invasion of Brown usually occurs on the third or fourth turn, to outflank an adjoining theater. Brown can be invaded first, i.e., on Turn Two, but the enemy can defend at the far end of this one front, and both players will face a critical decision: Where to escalate next, and when? GREEN, Mercantile League of. Long, narrow country bordering much of South Gulf, with two major ports. Topography -particularly the lake, the border rivers, and the rough country in the north and south-serve to protect Green somewhat. Green's independence is primarily due to the lack of land borders with any Great Power. Great Blue's air force and Red naval presence in the Gulf continue to threaten Green's pursuit of prosperity. Green is the most industrialized minor nation, with a GNP of... -Domesday Encyclopedia, v.7 Green is the most tactically dangerous theater. Two beaches pose a continual threat from seaward. Great Blue airbases are close by; conversely, Red air forces in Green can threaten Blue cities in turn. The two northern cities are astride an isthmus that can easily be blocked, which will end the armored threat -- but instead start a round of artillery and air bombardment that will make Verdun look like a musical comedy.

Green is difficult to pass by, however. Three of its four cities have critical industries. Further, one-turn conquest will put an army deep in enemy territory. Blue invaders will reach a (risky) springboard into Black at the South Lawrence. Red, if first in, will have two ports on Sea Zone C, air bases for raids into Blue, and a possible threat to southern Yellow and western Brown. However, Blue can usually counter a Red invasion by closing off the isthmus at the north end, making Red's advantages on this front more subtle than direct. The rough country in central Green is critical during invasions. Of the beach hexes, BB32 is only useful for attacking Township BB31; AA32 is mountainous and prevents further movement. The forest to the south will limit access to Township EE34 -- only beach hex AA33 is within four hexes of the city, so only three seaborne units can reach. The remainder of the southern beach is useful only for attacking CC39 and establishing defenses in the mountain and forest hexes. Blue may not be able to establish a line on the South Lawrence unless paratroops are diverted, and AA42 will still have to be taken. Overland access to Green, of course, is from far to the north, from occupied Yellow. The result of a Blue seizure of a Blue invasion of Green, on Turn One or whenever, is one of two evils-seizure of only the northern two cities, with the partisan activity that will result; or, an attempt to take the whole country, with the inherent risks, as discussed in Critical Issue #3. Any Blue invasion from the north and/or west will have, at best, weak screening forces along the South Lawrence, and Red armored forces could retake central and southern Green in short order. So, Blue may not find aggression worthwhile in Green, if Blue still has the initiative at that time. Green will benefit Red mostly. Blue should figure on winning there only with a counter-invasion later, or in a war of attrition. Blue will probably have to win the war, offensively, in Brown. CRITICAL ISSUE #7: SECONDARY THEATERS Some examination of the remaining minor countries is in order, partly due to first-turn problems of conquest, partly due to possible action later. Major nations' topography will not be discussed -- by the time the war reaches into a player's home country, a defeat is near. YELLOW, Republic of. Recreated at end of First Continental War, largely out of Green and Great Blue territory; annexed desert province from White later. Largely rural economy; unable to compete with Great Blue rearmament. Yellow is the largest minor country; much of its unique political geography is indefensible. Separatist movements on both sides of the Yellow-Blue frontier continue to threaten Continental peace. -Domesday Encyclopedia, v.23 Eastern Yellow, the desert, has already been mentioned. The remainder of Yellow bears discussion. Yellow is squarely in Blue's way, and separates the two halves of Great

Blue, leaving that player with little alternative to immediate invasion. Yellow is not only the largest minor country in size, but in cities as well -- six of them, far more than the three-tofour-city norm. The eastern-most cities are difficult for Blue to reach. Still, three armored divisions can reach CC15 along the coast road, going from hex L6 to BB15. Other armored units can reach EE25 and Q16, bypassing V20 along the way. Blue's Option 1, as discussed in Critical Issue #3, concentrates armor at EE25 -- leaving CC15 to airborne and amphibious assault; the result is a large armored concentration on the Brown frontier at the end of Turn One, poised and ready. Thus, Township EE25 is the fulcrum with which Blue can move the game. EE25 can serve as a springboard into Brown, as infantry can airlift into the city and follow the armored forces. EE25 can also serve as a doorway into Green. Other Blue forces could have massed at V20 during the first turn, ready to assist. Finally, EE25 is a convenient base for deployment into the Koufax, given the desert movement bonus. First-turn seizure of Yellow will require 24 factors against each city, if losses are to be minimized, and capture guaranteed. To keep Blue forces forward for the second turn, the remote cities (M14, U11, and X27) can be taken with the aid of tactical air and artillery. Blue air units will find few eastern bases initially, for V33 is the only forward base in east Blue, S25 is in an awkward spot, and X27 is neutral at start. Basing TAC and MDM back in Q16, as an alternative, will not only allow them to strike at most of Yellow, but affords control over Sea Zone B under the Naval Ascendancy rules. Conquest of Yellow will allow the air units to stage into Yellow on Turn Two, into the excellent forward airbases at X27 and EE25. Some supply considerations: three cities, as road junctions, form choke-points for the Blue war effort. Bombardment or seizure of EE25 in particular would cut off supplies to the main fronts around Lake Pinsky, especially in Brown. The junction at V20 is another obvious bottleneck, controlling all access to the Blue mainland. All supplies to the eastern desert, of course, must pass through CC15. All three cities (EE25, V20, and CC15) are thus particularly important targets for Red bombers, as roads can be cut by bombing city road nets, and loss of EE25 and one of the other two would be serious. Red, with access to a better road-net in Black, is not as vulnerable. Yellow's four ports border on no less than three sea zones. X27 is particularly valuable as a sea and air base, nicely supporting V33. The absence of a road from X27 into Green is not as advantageous, but Blue reinforcements can be introduced to the fronts through V20. A note on garrisons: All cities as vulnerable to some form of sea or air attack. EE25, V20, CC15, and especially X27 should elicit concern in this regard, if only because of the reason discussed above.

Finally, Yellow has 23 mountain hexes, more than any other minor country. These are well-scattered throughout Yellow, and make excellent strongpoints. WHITE, Free State of. Northern half desert; southern half largely rough terrain; the whole undesirable to conquerors historically. The new port and refinery complex on the River Szekely has provided White with an improved economy, although the land is still too impoverished to compete in the arms race. Competition with Red refineries upriver, and controversy over North Sea container trade, has been a source of some Red-White discord. -Domesday Encyclopedia, v.20 The entire northern half of White, being desert, was addressed in the preceding Critical Issue. With two Red cities on or near the border, any Blue invasion from the desert would threaten Red's very survival. A key geographic factor is that White is split across the middle by considerable mountain and forest terrain, making access from Brown difficult. Movement from the north is well-nigh impossible if the central pass is defended. Thus, a guarantor of White neutrality, at least from Blue's standpoint. For this reason, Red has a compelling reason to keep White neutral, if a desert campaign is declined. A Blue invasion, even if launched from the Yellow border, will not reach UU37 unless Blue already possesses Brown. In the event, Red could enter White as a liberator, and Blue will lose four factors per turn, guaranteed. A neutral White will also allow Red to have a secure right flank, as the Red Army drives through Black and Brown. Escalation of the fighting into White can come at Red's leisure. If Brown falls to Blue, Red can defend the lower Zocchi and invade White later, using it to turn Blue's flank. BLACK, Democratic People's Republic of. Comparable to Green in population and urban development, but without any major industry. Largely flat, with a transverse belt of forests and hills, Black is the most heavily forested of the minor powers. Black shares a long border with Big Red, a disadvantage since the recent ideological rift. The Witz River is still regarded as a protection against Red, though not tested during this century. -Domesday Encyclopedia, v.2 Black is usually fated to be Big Red's doormat. Red forces can reach all cities without resorting to airborne or sea forces -- even infantry can get from NN48 to the lake port at JJ38, providing an alternative to armor losses. The lake port provides an outstanding air base, and is convenient to invasion of either Green or Brown. The other three cities are also useful as air bases to a varying degree; JJ46 can additionally serve as a port. Ranger operations can be mounted from JJ38. All cities in Green and Brown are one turn's march from the Black frontiers, especially the Black lakeshore area. A Red concentration at NN48 can easily proceed on into

Green, especially as a means of counter-invasion. Blue will find access to Black to be difficult. Overland approaches to Black must cross one of two major rivers. Black has no beach anywhere near, and Blue will have no port in that sea zone until most of Black has fallen. Further, Red can use the curve of cities, forest, and hills from JJ46 to UU37 as a defensive line. CRITICAL ISSUE #8: AVIATION The Tournament Game adds a new dimension to the game-players will have to use air power, and not merely exploit an abstract, as in RUSSIAN CAMPAIGN. Actual air strategy and tactics will come into play, particularly on the interaction of various air and ground units. Players who remember BLITZKRIEG '65 should study the air rules with particular care. Little of the old game is recognizable. Bombardment of cities is less effective than before; all other aviation capabilities have been amplified and diversified. Ground troops and supply lines suffer particular damage, a trend in real life as well as in revised BLITZKRIEG. Abstracts of air unit capabilities are found in Charts 7 and 8. SAC and MDM units are particularly effective against ground units; TAC and FTR units excel at interdiction and anti-air missions. Interdiction is particularly disruptive to the ground war. Bombing of cities should be selective, as the effects are of short duration. The proximity of NN48 and V33 to the fighting fronts means that Red naval and Blue air industries are vulnerable to harassment, especially as no minor country has aircraft plants. The best means of attack is against the city road net, as this would have the most dramatic effect. The war, after all, will have to be won on the ground. Fighters will find two missions possible, with Patrol or Interdiction missions being the only ones carried over into an enemy turn. The Patrol missions are critical to interception, as the rules require some sort of early warning if interception is to occur. In short, the radius of action of interceptors is limited to how far the enemy flew after passing friendly air or ground ZOCs (electronic countermeasures must be neutralizing ground radar under these rules-not implausible these days). Escort missions will be of some importance. Even a token escort will mean that all units therein can return fire, and the intercepting force is doubled, not tripled, in firepower. Besides, bombers intercepted without escort will bomb at half-effectiveness. Even a token escort can be backed by a Hunt mission, which is more potent. If more than one bombing mission can be arranged adjacent to a hunt mission, the hunt is that much more effective. Players will find that the subtleties of hunt, escort, and patrol missions will be as attractive as the more dramatic interception and patrol sorties. Indeed, a balance of all five missions is best. Finally, a note on bases. Fighters should be furthest

forward, for ease of deployment, and the fact that "interceptors" can avoid any pre-emptive attacks. V33 and the three lake ports are particularly well-sited fighter bases, as is OO40 for central and desert operations. CRITICAL ISSUE #9: THE HOME FRONT Some economic statistics may be useful, as illustrated by Chart 9. Blue and Red start the game with the minimum number of each industry, be it aircraft, petrochemical, or whatever. The naval stores and basic-industry cities are particularly resistant to bombing, in that they possess two and three hexes each, not one. [Not true. Avalon Hill has ruled, in effect, that all the resources attributed to a multi-hex city are concentrated in the specific hex cited in paragraph 36. That means that successfully bombing only that single hex effects that resource. Therefore, naval stores and basic-industry cities are no more resistant to bombing than aircraft or petrochemical cities.] However, acquisition of minor-country industries will be necessary to provide a cushion. Minor countries possess six critical-resource cities. Of these, three are in Green; the remainder are divided among Yellow, White, and Brown; Black has no critical resources. The remaining 14 minor-country cities are useful mainly for transport purposes: air bases, road/supply links, and, in a few cases, as ports (unlike BLITZKRIEG '65, minor country cities are no longer sources of supply). Port facilities are of passing interest; Chart 10 clarifies the picture. Red is distinguished by fewer ports, a factor pertinent mainly to naval ascendancy. Of the minor-country ports, Green provides Red with access to Sea Zone C. White provides Red access to Sea Zone A and can be used by Blue for seaborne reinforcements, slightly faster than overland. The port at VV25 serves as an alternate, seaborne supply link to the desert front, distinct from the road net. As noted, a player can be damaged by loss of criticalresource cities which make up ALL of the home-country cities. A direct invasion of a player's homeland, fortunately, must maintain supply lines through intervening sea zones, (players are urged to use the Naval Ascendancy rules). Indeed, the first countermeasure to such an invasion should be to introduce aircraft to an intervening sea zone. Thus, a large air presence in, say, V33 or JJ46 will both aid the main effort and defend the homeland, indirectly. This is just as well, for a city such as G4 could be hit by as many as nine units (44 factors), ignoring Rangers, from three beach hexes. Marine divisions are particularly potent in stacks of three, and are the largest amphibious units available. So, a city close to a beach in Sea Zone C, the likeliest invasion site, should have not less than an eight-factor garrison if it (and its aircraft) is to avoid destruction. Other coastal cities, those not directly threatened, should not be that well-garrisoned as a rule, as there would be few troops left for the front. Since invasions out-of-zone are unlikely, given the Naval Ascendancy requirements, coastal defenses should be moved to face enemy task forces, as they move from zone to zone.

A token string of one- and two-factor garrisons will augment your coastal defenses and are a minimum requirement to keep the Rangers out. If a Ranger battalion were to enter an unguarded port, eight or nine divisions could follow by sea, plus four airlifted divisions, all in one turn. Naval ascendancy or not, a token guard should hold all ports, including those away from beaches like M14. Invasions deep in an enemy country are not advisable, if for no other reason than this: Such efforts do not contribute to the land war, where the game is won or lost. Invasions are best, and likeliest, immediately in the rear of a fighting front (such as in Green or the desert) or close enough to contribute (such as V33). Blue would be well-advised to keep paratroops at the vital V33 base whenever they are on standby-even an unsuccessful Red attempt at V33 would be no fun. All of this coastal defense discussion runs counter to what older players remember of BLITZKRIEG, even to what I wrote in "Blitzkrieg Invasion Possibilities" (Mar-Apr '74, Vol.10 No.6). The change in stacking rules means that greater concentration is possible and this is important to invaders coming off a beach to attack a nearby city. Stripping forces from the main fronts won't guarantee a secure home front. However, an invasion can only succeed if supplies can be traced from friendly ports and control of the sea will determine this. The best defense of one's homeland is careful attention to the Naval Ascendancy rule, particularly in deployment of aircraft. A final reminder: The critical resources rule, including the aircraft industry, will be the undoing of a player forced into the last ditch. Once the enemy crosses the border, a reversal of fortunes will become increasingly unreachable.

CHART 1. GREAT BLUE: THE YELLOW OPTION DIVISION TYPE START HEX END HEX MISSION 3 Marine Sea Zone C Sea Zone C Standby 1 Infantry Sea Zone C Sea Zone C Standby 4 Ranger Bn Sea Zone C Sea Zone C Standby 1 FTR Sea Zone C Sea Zone C Standby 2 Infantry P29 Sea Zone C Standby 3 Infantry (detachments) 2 factors: C20/D31/P29 Static Garrison 24 factors total 1 factor: P15/P16/D7/L19/G4/H33** Static Garrison 4 Infantry Sea Zone A BB14/DD16 Attack CC15 2 Airborne S25 CC16 Attack CC15* 1 Hvy Arm, 2 Armor Q16 EE24 Attack EE25 1 Hvy Arm, 2 Armor P15 DD24 Attack EE25* 3 Lt Tank P17 CC23 Standby 1 LT, 1 Arm P16 DD23 Standby 2 Infantry V33 W27 X27: Attack* 3 Infantry R20 V21 Attack V20 3 Infantry P18 V19 Attack V20 Air Aslt V33 V33 Standby 1 BA, 2 Inf L11 N14 Attack M14* 2 BA S22 W26 Attack X27* 3FTR V33 V33 Cover Sea Zone C 2 TAC P16 P16 Attack M14 2MDM P15 P15 Attack U11 1FA, 1 Inf L6 T11 Attack U11* 2 SAC P19 P19 Standby BA--Breakthrough Artillery, LT--Light Tank, Hvy Armor--Heavy Armor (8-factor), Inf--Infantry, *--advance after combat, **--P15/P16 garrisons start in L19. NOTE: Abbreviations remain the same for subsequent invasion charts.

CHART 2. GREAT BLUE: THE YELLOW-GREEN OPTION DIVISION TYPE START HEX END HEX 1 Inf P29 V33 3 Inf Detachments -- see Yellow Option 2 MDM P15 P15 2 TAC P16 P16 1 Hvy Arm, 2 Armor L6 BB15 3 Inf K6 T11 1 LT, 1 BA L11 N14 1 Inf Sea Zone C: 2 Inf AA35 BB38 2 Inf AA36 CC38 2 Inf AA37 BB39 1 Inf BB32 BB32 3 Mar AA33 EE33 1 FTR Sea Zone C Sea Zone C 3 FTR V33 Green 1 Hvy Arm, 2 Arm U26 BB30 3 Inf V27 W27 1 FA, 1 Inf T25 W26 2 BA S22 V21 2 Inf P16 V19 3 LT Q16 EE24 2 Arm P15 DD24 2 SAC Capital Capital 2 Airborne S25 AA41 1 Air Aslt V33 BB42 2 Rgr Bn V33 AA43

MISSION Garrison Garrison duties Attack U11 Attack U11 Attack CC15 Attack U11* Attack M14 Attack CC39* Attack CC39* Attack CC39* Attack BB31 Attack EE34* Interception Patrol/Intercept Attack BB31* Attack X27 Attack X27* Attack V20* Attack V20* Attack EE25 Attack EE25* Bomb NN48 Attack AA42 Attack AA42 Attack AA42*

CHART 3. BIG RED: THE BLACK & GREEN OPTION DIVISION TYPE START HEX 3 Marine BB32** 2 Inf AA33** 1 Marine AA33** 1 Inf Z33** 1 Inf AA37** 2 Airborne YY43 1 Air Assault YY43 1 Airborne NN48 1 Inf NN48 3 BA SS45 1 Inf TT45 1 BA, 2 Inf ZZ48 1 Tank, 2 Inf QQ50 2 Hvy Arm NN49 1 Armored 3 Armored OO50 3 Armored PP50 1 Inf Four 1-factor garrisons: 1 Inf RR50 1 Inf RR50 2 TAC YY43 2 MDM NN48 1 SAC NN48 1 SAC YY43 3 FTR NN49 1 FTR Sea Zone C 1 Inf YY43 YY43 4 Rgr Bn BBB54 2 Inf BBB54 * -- Advance after combat. ** -- Invasion; starts in Sea Zone C. *** -- Advance one unit.

END HEX BB32 DD33 CC32 BB34 BB38 EE33 EE35 AA43 JJ39 OO41 PP41 WW42 JJ45 BB42 II38 DD40 RRR39/RRR54 JJJ56/BBB54 NN48 NN49 YY43 NN48 NN48 YY43 NN49 Sea Zone C YY43 Sea Zone D Sea Zone D

MISSION Attack BB31*** Attack EE34*** Attack BB31 Security Attack CC39 Attack EE34* Attack EE34 Attack AA42* Attack JJ38 Attack OO40* Attack OO40* Attack VV42* Attack JJ46*** Attack AA42 Attack JJ38 Attack CC39* Garrison Garrison Attack VV42 Attack JJ46 Standby Standby Intercept/Patrol Intercept Garrison Reserve Reserve

CHART 4. BIG RED: PLAN WHITE OPTION


DIVISION TYPE 4 Marine 4 Ranger 4 Infantry 2 Hvy Arm, 1 Armored 3 Armored 2 Armored 1 Armored 1 Tank 3 Airborne 1 BA, 1 Inf 1 BA, 1 Inf 1 Air Aslt 2 BA, 1 Inf 1 Inf 1 Inf 2 Inf 1 Inf 1 Inf 2 Inf (detached) 2 MDM 2 SAC, 1 Inf 2 TAC 3 FTR 1 FTR START HEX Sea Zone A Sea Zone A Sea Zone A CCC29 DDD29 EEE30 BBB33 BBB33 FFF30 GGG31 CCC34 ZZ48 ZZ41 NN48 NN49 BBB54 RRR40 RRR54 6 factors -- ZZ48 1 factor -- JJJ56 1 factor -- YY43 YY43 FFF30 BBB33 NN48/49 Sea Zone A END HEX Sea Zone A? Sea Zone A? Sea Zone A? OO23 PP24 QQ24 PP26 via ZZ30 PP27 UU24 WW26 XX32 VV32 VV38 NN48 NN49 BBB54 RRR40 RRR54 MISSION Standby or Invasion: CC15, G4 Invade Yellow Invade Yellow Invade Yellow Security Security Attack VV25* Attack VV25* Attack WW32* Attack WW32* Attack UU37* Garrison Garrison Garrison Garrison Garrison Garrison Garrison Garrison Attack UU37 Standby Attack WW32 Secure Zone/Intercept Intercept/Interdict

YY43 FFF30/BBB33 BBB33 NN48/49 Sea Zone A

CHART 5. BIG RED: THE WHITE-BROWN-BLACK OPTION DIVISION TYPE START HEX 2 Hvy Arm YY43 1 Armored 4 Ranger 1 Air Assault 1 Airborne 1 Airborne 1 Airborne 1 BA, 1 Inf 2 MDM 1 BA, 2 Inf 2 TAC 2 BA, 1 Inf 1 Tank 3 Infantry 2 Armored 3 Marine 1 Marine 1 Infantry 1 Infantry 2 Armored 3 Infantry 2 Armored 3 Infantry 1 FTR 3 FTR 2 SAC 2 Infantry ZZ48 ZZ48 BBB33 BBB33 BBB33 CCC29 FFF30 CCC34 BBB33 ZZ41 ZZ42 NN48 NN49 Sea Zone C Sea Zone C RR50 ZZ51 PP47 SS45 WW47 ZZ48 Sea Zone C NN48 YY43 3 factors -- BBB54 2 factors -- RRR39 2 factors -- RRR54 1 factor -- JJJ56

END HEX OO34 via VV42, UU37 areas 1 ea at JJ28 and JJ30 2 ea at II31 3 factors ea: II32 OO31 II32 NN29 OO31 WW26 FFF30 XX32 BBB33 VV38 UU38 JJ39 KK39 JJ45 KK46 NN48 YY43 OO41 PP41 UU42 WW43 Sea Zone C NN48 YY43

MISSION Attack NN33* Screen Attack HH31 Attack HH31 Attack OO30 Attack HH31* Attack OO30 Attack OO30* Attack VV25* Attack VV25 Attack WW32* Attack WW32 Attack UU37* Attack UU37 Attack JJ38* Attack JJ38 Land, Attack JJ46 Land, Attack JJ46* Garrison Garrison Attack OO40* Attack OO40 Attack VV42 Attack VV42* Interception Patrol or Interception Bomb EE25 road Garrison Garrison Garrison Garrison

CHART 6. THE BALANCE OF FORCES


TYPE OF TURN DIVISION 1 2 3 4 5 Infantry 21 24 27 31 31 4-4 (17) (20) (20) (24) (27) Marine 3 3 3 3 3 6-4 (4) (4) (4) (4) (4) Artillery 4 5 6 7 7 8-4-4 (4) (5) (5) (5) (6) Armored 6 8 9 10 10 6-6 (7) (9) (11) (11) (13) Tank/Lt Tank 4 4 4 4 4 4-6 (1) (1) (3) (3) (3) Hvy Armor 2 2 2 2 2 8-6 (2) (2) (3) (3) (3) Airborne 2 2 3 3 3 4-4 (3) (3) (3) (3) (3) Air Assault Divisions remain in the same at one each. Aviation Wings remain equal at six bomber and four fighter wings each. 6 34 (31) 3 (4) 7 (6) 11 (13) 4 (3) 3 (3) 3 (3) 7 34 (31) 3 (4) 7 (6) 11 (13) 4 (3) 3 (3) 3 (3)

Blue (Red) 8 37 (35) 3 (4) 7 (6) 12 (13) 4 (3) 3 (3) 3 (3)

CHART 7. FIGHTER MISSIONS FLOW CHART


Start
Stand by for Interception
No

Your turn?
Patrol or Interdict Go to Patrol Hex =<12 hexes Choose Mission

Yes Escort
=<12 hexes Join Bombers in Target Hex

Hunt
En Incept @1-1 No Remain into Enemy Turn

Yes

Proceed to Hex Adj to Target


=<12 hexes

Enemy Interceptio n

Yes
Enemy Inceptrs Adj? No Mission? Interdiction En Trps In ZOC? Yes No Hunters Inceptd? Yes Attack Inceptrs Return Fire: Bombers + Esc 1/2 strength

No

No Losses?

Patrol No En a/c spotte d? Yes

Adj to Gnd En Air Units? Strafe

Yes No Yes Remove Escorts First

Intercept

En Airbase In range?

Strafe!

Yes

No

X2-ACT AA x 1/2-ACT

Bomb Target

=< 12 hexes Strafe Return Fire

=<12 hexes

Return to Base at end of Enemy turn. Total range: =<24 hexes

Return to Base at end of your turn. Total range: =<24 hexes

CHART 8. BOMBER UTILITY CHART Mission Unit SAC MDM X X TAC X X X X X X X X X X X FTR Uses Chart BBT TGAT ACT ACT BBT BBT* BBT* BBT* BBT** *** n/a Ground Attack: Strategic X Tactical Strafe: Ground Units Air Bases Bomb: Air Base Port X City-Road X Industry X Night X Interdict Naval Ascendancy * -- any result other than no-effect succeeds ** -- as in port, road, or industrial mission *** -- see Strafe, above (on occasion) per 33.7

X X

X X

CHART 9. ECONOMICS CHART INDUSTRY Nation Aircraft BLUE 3 RED 3 Yellow 0 Green 0 Brown 0 White 0 Black 0

Naval Stores 3 3 0 1 0 0 0

Petro-chem 3 3 1 1 0 1 0

Basic Indus. 3 3 0 1 1 0 0

None 0 0 5 1 2 2 4

TOTALS Cities 12 12 6 4 3 3 4

City Hexes 21 21 6 4 3 3 4

CHART 10. PORT CHART Nation


BLUE RED Yellow Green Brown White Black

Port
6 4 4 2 0 0 1

Inland Port
2 1 0 0 0 1 0

Lake Port
0 1 0 1 1 0 1

"A New Look" Challenged


From: The GENERAL 20-6
[The following Letter to the Editor appeared in Volume 20, Number 6, of the General magazine. It corrects some of the errors in Mr. Harmon's preceding article. - cgm] Dear Editor: Your decision to publish a full-length feature on BLITZKRIEG was a most welcome one. The game is in many ways a neglected masterpiece. In his praise of the game, Mr. Harmon forgot to add one other important factor: it's one of the few games that is truly balanced (because it is contrived rather than quasi-historical). Most games, as AHIKS recognizes, have to be played twice, once from each side, to get a true "winner". However, Mr. Harmon's knowledge of the game is not what it might be in some respects. There are various mistakes and oversights in his article, some mechanical ... 1) Armor cannot go from L6 to BB15 on Turn 1. The distance is 14 road bests (4.66 MP) plus two non-road hexes (total, 6.66 MP). No unit may pass through an unreduced city (29.4). 2) Infantry cannot go from NN48 to JJ39 on Turn 1. The distance is seven road hexes (2.33 MP) plus two non-road hexes (total. 4.33 MP). 3) Bombing 2- and 3- resource Cities is no more difficult than the 1-hex ones. Only one hex need be bombed (or in ZOC) to take out that city for resource purposes. (The rules are not so clear here. but that was the answer to a rules query I made of AH some three years ago). 4) He has six units parachuting in his "white-BrownBlack" invasion plan. The limit is four. The tactical errors area more serious matter, however: 1) Mr. Harmon doesn't recognize the value of rule 30.8. Attacking at double strength on Turn 1 with TAC and MDM releases up to 16 ground factors for garrison and sea duty. 2) He fails to note that attacking a neutral city with only 11 factors reduces the city only two times in six (with an average loss of 4.5 factors). Even the best result puts just eight factors in HH3I in his White-Brown-Black attack, and Blue can come at him with a BBT attack better than 20 factors and then polish them off with a 3-1 or 4-1 surrounded. 3) He assumes that in a first turn invasion, one must take all the Cities in a country. If Red is tackling Brown, it is quite safe to leave OO30 unreduced. The cost is four infantry factors for supply; but if Blue takes the bait and flies in his limit of four infantry units, their inevitable loss will compensate the Red player well enough. Nor is there any disadvantage to Blue leaving AA42 or CC15 unreduced (he can only take one of them in the Yellow-Green option). Red can pour If Red wants to try the White-Brown-Black option, perhaps against a defensive-minded Blue opponent, the proper lineup is: Units (3) 4-4 Inf 6-10 MDM (2) 6-6 Arm (2) 6-6 Arm (2) 6-6 Arm 4-4 Inf, 8-4-4 Arty (2) 6-4 Mar 6-10 MDM 4-4 Inf 4-4 Inf, (2) 8-4-4 Arty (2) 4-4 Inf, 8-4-4 Arty 4-4 Inf 4-8 TAC (3) 4-4 Inf 4-4 Inf, 8-4-4 Arty (2) 8-6 Arm, 4-6 Arm (2) 4-4 Abn (2) 2-6 A-Aslt 4-8 TAC 4-4 Abn, 1-6 Arm 2-4 Inf Start OO48 NN48 NN48 NN49 SS25 RR46 WW45 YY43 ZZ41 ZZ42 AAA36 BBB36 BBB33 CCC29 DDD29 YY43 ZZ48 ZZ48 SZ C NN49 UU45 Finish KK46 NN48 KK39 JJ39 NN39 OO41 VV43 YY43 VV37 VV38 XX33 XX32 BBB33 WW25 WW26 OO34 HH30 HH30 SZ C KK28 NN37 Attacks JJ46 JJ46 JJ38 JJ38 OO40 OO40 VV42 VV42 UU37 UU37 WW32 WW32 WW32 VV25 VV25 NN33 HH31 HH31 HH31 Block Rd 29.6 in quite a few factors but both are natural traps for the defender. The siege may last several turns, but Red will lose most of what he puts in, and with their loss the strategic initiative passes to the Blue player.

Thomas Butcher, Shibuya-ku, Japan

33

BLITZKRIEG '85
From: The GENERAL 21-6
[The following article appeared in Volume 21, Number 6 of the GENERAL magazine.] Advanced Tournament Optional Rules This article and its attendant rules were designed to update BLITZKRIEG '75. Although helicopters and other new units are included, the design intent is not so much to make BLITZKRIEG more representative of modern conflict as it is to bring these venerable rules more in line with current standards. Much thought was given to including HQs, reserve and exploitation movement, and generally increasing the level of realism/complexity. But these thoughts were put aside until BLITZKRIEG '95 so as to prevent the current addendum from overwhelming players. Finally, it should be noted that, unless specifically contradicted by these new rules, all the BLITZKRIEG '75 rules are in effect. Generally, players will find that with the new rules the options for encircling the enemy are broader, their forces are smaller, their air units will take more losses, and the impact of strategic warfare is greater. It is quite possible to build a massive ground army at the expense of air and naval support. But if so ... how much of that army will be tied down in the rear areas? This is the stuff good games are made of. 37. SEQUENCE OF PLAY: Unless action is specified as pertaining to both players, then Blue player will always finish one player turn and then permit Red to complete one player turn. 37.1 COLD WAR (See 38.8) 37.11 Blue player secretly spends up to 1025 points (see 38.7) while Red player simultaneously secretly spends up to 1000 points (see 38.7). 37.111 Blue player places his purchased units in stacks (to legal limit) in any home country hex. 37.112 Red player places his purchased units in stacks (to legal limit) in any home country hex. 37.12 Determine if war starts. If war starts, go now to 37.9 (Hot War). 37.13 If war does not start, return to 37.11. 37.2 Pre-game Setup (if no Cold War as per 38.8): 37.21 Blue player secretly spends up to 4100 points (see 38.7) while Red player simultaneously secretly spends up to 4000 points (see 38.7) 37.211 Blue player places his purchased units in stacks (to legal limit) in any home country hex. 37.3 HOT WAR 37.31 Determine and spend production points as per 38.71. 37.311 Player places his purchased units in stacks (to legal limit) in any home country city. 37.32 Move all naval units. 37.33 Move all air and airborne units. 37.34 Move all ground units. 37.35 Resolve air interception attack and defense. 37.36 Resolve all combat. 37.37 Return all non-patrolling, non-interdicting air units to base. 37.8 Return to 37.31 for next player turn. 38. PRODUCTION POINTS 38.1 Production points represent the industrial and intellectual output and the manpower of the country and its allies. Instead of initial or reinforcement forces, players are given points. Points may be spent to buy or repair units and on intelligence efforts. 38.2 All full strength and replacement units are available for purchase at the onset of the game. During Pre-game Setup or Cold War, units may be set up in any home country hex subject to normal stacking and terrain limitations (e.g.. naval units must setup in ports). Any unit, except naval (see 38.3), may be purchased and set up at any time during the game subject to point and counter mix limitation. (Note this alters basic rules 4, 6, 26, & 28) 38.21 During Cold War pre-game turn (37.1) and Pre-game Setup (37.2), any number of helicopter and air units may be purchased subject to counter limitations. Once Hot War begins a player may only produce or upgrade one helicopter/air unit per functioning aircraft city. The helicopter/air unit(s) produced or upgraded during Hot War must be placed in a functioning aircraft city. 38.3 Naval units may only be bought before game starts (eight during Pre-game Setup or Cold War pre-game turns). Naval units may be repaired during the course of the game. 37.212 Red player places his purchased units in stacks (to legal limit) in any home country hex.

38.4 For each occupied minor country city without a functioning critical resource, the owning player gets two additional points for unit purchase starting the turn after occupation. 38.5 For each occupied minor country city with functioning critical resource, the owning player gets six additional production points starting the turn after occupation and industrial repair. Note that a player can still get two points for an occupied minor country city that has unrepaired critical resources, but not both two and six points from one city. 38.6 Occupation of enemy home country cities never yields additional points. Damage to friendly home country cities never causes loss of points. 38.7 Production points may be saved. A written, open, record of all production points must be kept. Markers are provided. 38.71 For each of the first three turns both sides get 400 points per turn. After that each side gets 200 points per turn. This is in addition to any points garnered by conquest. 38.8 Cold War: Game starts in Cold War state only if both players agree prior to onset of game. 38.81 Players get 25% of Hot War point value per pre-game turn (represents one season). War starts on a die roll of 3 or less. Players may secretly choose to modify die, spending no more than thirty points per pre-game turn. For each 10 points spent die may be modified +1 or -1. 39. UNIT BREAKDOWN AND REGROUPING 39.1 Units may breakdown in the field either voluntarily or as a result of combat. 39.2 Units may not recombine in the field. However, a unit may be upgraded or recombined in a friendly home country city to a stronger unit at the cost of the new unit minus the purchase cost of the "trade-ins" as per 26.3. This is true even if the recombination yields a full strength unit at no point cost (e.g., 2-4 plus 2-4 yields a 4-4 at no cost). (Note this alters 26.3). 40. UNIT POINT COST 40.1 The point cost for a unit is its Attack value plus Defense value times the Movement value [e.g.. 4-4 Infantry = (4 attack + 4 defense) x 4 movement = 32 production points] with following exceptions: 40.2 6-4 Infantry (+4). Thus to produce a new 6-4 costs 52; to produce one from a 4-4 and a 2-4 costs 4. 40.3 8-6 Armor (+12)

40.6 FTR are assessed as if movement were "10", and SAC are assessed as if movement were "12". 40.7 New unit cost is noted in Section 41 below. 40.8 Note that all unit purchases are strictly limited by counter availability. The sole exception is damaged markers (which cannot be purchased). 41. NEW UNITS 41.1 Amphibious group -- strength 1, cost 30 points; three in counter mix per side. 41.2 Transport Helicopters -- strength 2-8 or 1-8, cost 32 and 16 points respectively; four of each strength in counter mix per side. 41.3 Attack Helicopters -- strength 4-2-8 or 2-1-8, cost 48 and 24 points respectively; four of each strength in counter mix per side. 41.4 CV group -- strength 1, cost 100 points; four per side in counter mix. 41.5 BB group -- strength 4, cost 100 points; four per side in counter mix. 41.6 Escort group -- strength 2, cost 40 points; ten per side in counter mix. 41.7 Naval Transport group -- strength (1), (2), and (3) cost 8 points per stacking unit transportable; three per strength per side in counter mix. 41.8 Submarine wolfpack -- strength 4*, cost 40 points; two per side in counter mix. 41.9 Airfields -- strength (1), cost 10 points; two per side in counter mix. 41.10 Damage markers -- Light and Heavy; ten of each. 41.11 Transport Aircraft -- strength (1/2), (1), and (2), costs 8 points per 1/2 stacking unit transportable; four per side per strength in counter mix. 41.12 Production Point markers -- 0, 00, 000: one of each. 41.13 The above totals 88 additional counters to each side. Note that in the original game it would be assumed that player was given one Amphibious, one CV, five Escort, ten full unit naval transport capacity, and five full unit air transport capacity. 42. NAVAL RULES (This replaces 35 and 30.3)

40.4 8-4-4 Artillery (+6) 42.1 Sea Zone Movement 40.5 All elite (airborne, air assault, and ranger) cost double the basic value. Thus to produce a 2-6 Air Assault costs 48. 42.11 The following are all considered One Sea Zone move: (Note a full sea hex adjacent to a coastal hex is called a peri-

coastal hex.) 42.111 From friendly port to AT SEA box in the same Sea Zone or vice versa. 42.112 From friendly port to pericoastal hex in same Sea Zone or vice versa. 42.113 From friendly port to friendly port in same Sea Zone. 42.114 From pericoastal hex to AT SEA box in the same Sea Zone or vice versa. 42.115 From one AT SEA box in the Sea Zone to AT SEA box in the adjacent Sea Zone. 42.12 Note: One cannot move from one AT SEA box in the Sea Zone to adjacent Sea Zone's pericoastal hex or port in one Sea Zone move. Nor can a player ever enter a enemy-controlled coastal hex or unfriendly port. 42.13 Naval units may never enter or leave an inland port whose waterway is blocked by enemy ZOCs/units. 42.131 Naval units, and the units they transport, may ignore all ground units (or ZOCs) except when the naval units try to travel on inland waterways. Note that ground unit ZOCs do extend into pericoastal hexes but they don't affect naval units. 42.14 Inland waterways are not considered coastal hexes for any purpose. 42.15 Naval units may only be in a port, a pericoastal hex, or in an AT SEA box. 42.16 Rangers need no naval vessels for lake crossing. 42.2 Naval unit speed 42.21 Transports and Amphibious HQ vessels move two Sea Zones per movement phase. 42.22 Submarines may move one Sea Zone per movement phase. 42.23 CV, BB and Escort Groups may move three Sea Zones per movement phase. 42.24 Submarines may never move into pericoastal hexes (thus may not be involved in combat there). 42.3 Naval unit carrying capacity 42.31 A CV may carry four Defense Strength points of FTR, TAC (this alters 30.3). 42.32 An Escort may carry one Ranger Battalion. 42.33 Each Naval Transport may carry the number of full strength (or their equivalent) units as noted on the Naval Transport counter. The Naval Transport has no combat

strength and may never attack any unit. No ground unit aboard a Naval Transport may ever attack any unit. Transports may carry an air or helicopter unit in lieu of a ground unit but that air/helicopter unit may only unload at a friendly port and must spend its turn in that port. 42.4 Naval Stacking 42.41 Maximum naval stacking in a port is any three naval units. This is above and beyond any air or ground unit stacking. 42.42 There is no stacking limit in a Sea Zone or pericoastal hex. 42.5 Naval Combat (this alters rule 19.5) 42.51 To attack any naval unit it must first be spotted. A spotting die roll can only be made if both players have either naval units and/or coastal port based TAC/MDM in that Sea Zone. An airfield on a coastal hex counts the same as a coastal port for TAC/MDM basing. 42.511 Naval units in a port are always spotted. Naval units in a port may only be attacked by air units (TAC and MDM only). Artillery units (this includes Attack helicopters) and Naval units may not attack. Bombers move to the target and announce they are attacking the naval units in the port. This attack does not affect the port in any way. To attack the port itself, see 54.2. The effect of air strikes against naval units is defined in 42.6. 42.512 Naval units in pericoastal hexes are always spotted in the hex they are in and thus may be freely attacked by any surface naval unit in the same AT SEA Zone or by any ground based air unit, subject to the normal range restrictions. Naval units in pericoastal hexes may also be attacked by artillery (including Attack Helicopters) at 1/4 (fractions rounded down) the artillery strength. 42.513 Units in AT SEA boxes must be spotted before they can be attacked. Spotted enemy naval units in the AT SEA box may be attacked by any friendly naval and air units in the same AT SEA box and by any TAC or MDM (MDM attack at half-strength) based in coastal ports in the same sea zone. NOTE: Only one die roll is made to locate all surface naval units of both players in a single AT SEA box. (Exception: See Submarine 42.518). 42.514 Each player may apply a "1" die roll modifier (either plus or minus) to the spotting die roll if friendly air units are present in the Sea Zone, either aboard a CV or in a Port. 42.515 If both players desire combat in a AT SEA box, the spotting die roll must be 4 or less to "locate" all naval forces in the AT SEA box. 42.516 If only one player desires combat in the AT SEA box, then die roll must be 1 or less. This reveals all naval forces.

42.517 If neither player desires combat, then combat cannot occur in the AT SEA box. 42.518 Submarines are the sole exception to the spotting rule. Submarines can never be spotted while at sea if they do not desire combat. If a submarine unit desires combat, then that submarine spots all enemy units on a die roll of 2 or less, subject to a modification for any air forces present. Even if one submarine spots enemy forces, this does not spot enemy units for any other friendly unit including other submarines. 42.52 In all combat in pericoastal hexes air combat occurs first, then attacks by artillery and attack helicopters then surface naval combat. Note that a pericoastal hex is the only sea hex in which all three kinds of attack can occur in a single game turn. Note also it is possible for enemy units to be not "spotted" at sea and thus invulnerable to attack, yet still send their naval air to strike enemy forces in the pericoastal hex (naturally, if they engage you in surface combat they suffer damage as per 42.7). 42.53 Naval units in AT SEA boxes cannot have surface combat if either player has sea-based air unit(s) in that AT SEA box. If naval air is present, then all naval units may be spotted as per normal rules, but only air units may attack. Naturally, this includes any port-based air units capable of attacking. If both players have air units capable of attacking, then both sides may attack. If only one side has air units that may attack, then only that side may do so. 42.54 Naval Air Range: All air strikes within an AT SEA Zone or from an AT SEA Zone to a coastal/pericoastal hex within that zone are considered to take place at eight hexes range. 42.541 The range to and from a pericoastal hex is always counted normally. 42.542 If the CV is in the AT SEA box, then CV-based FTR and TAC may strike any spotted naval force in the same Sea Zone (either in a pericoastal hex or in the AT SEA box). 42.543 If the CV is in the AT SEA box, then CV-based FTR and TAC may strike any coastal hex in the same Sea Zone. 42.55 Naval Interception: Any turn in which a stack of naval units tries to move through an AT SEA box containing enemy units, the enemy player may call for an immediate spotting die roll. If successful, the moving player must immediately halt the moving stack in that AT SEA box. This interception does not require combat nor can it be used to prevent a player from simply entering or exiting an AT SEA box. Interception attempts may be made as often as the moving player tries to move unit(s) through an AT SEA box, even by enemy naval units that have made previous interceptions or attempted interceptions. 42.6 Air-Surface Resolution 42.61 (See also 50.) All surface Naval units fire AA equal to their strength on ACT versus TAC and MDM. This AA

strength does not include naval transports, units being transported on naval vessels nor submarines, none of which has any AA strength. Naval unit AA fire may be added to a port's, and any ground units' in that port, AA fire strength. Air units take half losses (fractions rounded down) before they strike naval targets; they suffer the rest of their losses after attack is complete. All the units in the same AT SEA box or pericoastal hex may fire together at any TAC and MDM air units of their choice. 42.611 CV-based FTR units may be placed on Patrol missions, in the AT SEA box only, if in the AT SEA box, or in any hex in range if the CV is in a pericoastal hex. 42.62 Following removal of the first half losses, air units attack any naval unit of their choice. Air strength is then crossindexed on the BBT. The numbers on the BBT for attacks on ships have the following effect: "-" means no effect; "1" = light damage; "2" = heavy damage, and "3" = sinks that ship. Note that there are no breakdown counters for naval units. 42.63 Following resolution of the damage to ships and air units, the air units return to base. 42.7 Surface-Surface Resolution 42.71 If attacked units are in a pericoastal hex, or if neither player has sea-based air AND surface naval units are "spotted" (by die roll) in the same AT SEA box, then surface combat ensues. 42.72 The moving player advances one surface naval unit. The non-moving player matches that with one of his surface naval units. This matching process continues till all of one player's surface units are gone. The other player may then either add his additional surface naval forces to any or all of the matched "piles" or hold them out of combat. 42.73 Each matched pile simultaneously attacks the other pile once and only once on the BBT. Effects are the same as per 42.62. If there is more than one unit in a pile, the owning player chooses which unit is affected. A single attack can do no more than sink one naval counter. 42.8 Submarine-Surface Resolution 42.81 Once a submarine has spotted all enemy units, it attacks one enemy naval unit chosen at random on the BBT. All escort and naval TAC units in the AT SEA box, after the sub attack is resolved, then return fire combining their strength on the ACT. Effects of these numbers from the BBT and ACT are the same as per 42.62. 42.9 Damage Effects 42.91 All damaged naval units must move as rapidly as possible back to a friendly port. They may engage in any normal activity along the way so long as they move directly back to a friendly homeport.

42.92 Lightly damaged naval units have their combat strength halved (fractions rounded down). 42.93 Heavily damaged naval units have their combat strength multiplied by 1/3 (fractions rounded down). Further CV, BB and Escort units may only move two Sea Zones per turn. In addition CV units may not have naval air units land or take off from them. If naval air was flying that turn and there is not adequate space aboard other CVs in that AT SEA box to accommodate those naval air units, they are destroyed. These in-flight naval air units may move to a port box within range if the damaged CV was in a pericoastal hex. Once the heavily damaged CV is in a friendly homeport, air units may transfer normally to any airfield or city. 42.94 Any damaged naval unit that is damaged again in any manner is sunk. 42.95 Units transported by damaged naval vessels are unaffected by that damage unless the naval vessel is sunk. The transported unit is lost. 43. REPAIRING DAMAGED NAVAL UNITS 43.1 Repairs may only begin when a damaged naval unit starts its turn in a friendly home country port. The cost to repair a lightly damaged naval unit is one-third its purchase cost, fractions rounded down. At the beginning of any turn this cost is paid, a lightly damaged naval unit may be taken from any friendly home port and placed on the Turn Record Track two turns further on. Thus, if taken off-board on Turn 7, it is placed on the Turn 9 spot. This naval unit may on Turn 9 may be placed in ANY friendly home port (even one other than that it returned to) as a fully functional unit. 43.2 The cost to repair a heavily damaged unit is two-thirds its purchase cost, fractions rounded down, and it is placed on the Turn Record Track four turns further on. 44. SHORE BOMBARDMENT 44.1 BB and Escort units in pericoastal hexes may attack ground units or facilities/resources in any adjacent coastal hex on the BBT. In addition, BB units may attack any hex, onehex inland from the coast on the BBT as if the BB were artillery. 44.2 Ground units may never attack naval units, even if the naval unit is in an adjacent pericoastal or port hex. Artillery and Attack helicopters may attack naval units in pericoastal hexes. 44.3 Any naval unit in a port hex that is occupied by enemy units is automatically considered destroyed. 45. INVASION (alters 20) 45.1 For ground units to invade any beach, a friendly Amphibious unit must be present in a pericoastal hex adjacent to one hex of that beach.

45.2 No enemy unit may invade a beach at which an Amphibious unit is in an adjacent pericoastal hex and at which beach has landed a ground unit in the previous turn. 45.3 Each Amphibious unit in an adjacent pericoastal hex by a beach allows the supply of up to ten full stacking (or their equivalent) ground units through that beach Out to a ten-hex range. (This alters Rule 23.5.) 45.4 Rangers never require the presence of an Amphibious unit for either invading a hex nor for supply. 46. HELICOPTERS 46.1 Helicopters are considered replacement ground units for all movement, stacking and combat purposes. 46.2 Helicopters move at a cost of one movement point per hex through all terrain including sea and lake. Nothing alters their movement ability except weather. However, helicopters may never end their movement in all water hexes. 46.21 In Gale, Fog or Ice, helicopter units may not move and are considered to have an attack strength of 0 and defensive combat strength of 1. 46.22 In Rain and Snow, the combat factor of helicopter units is halved (retain fractions). They retain normal movement. 46.3 All helicopters are considered half stacking (replacement) ground units. 46.4 Helicopter transport 46.41 Transport helicopters may transport any infantry unit whose combat strength does not exceed that of the transport helicopter. Thus a 2-8 helicopter may move any 2-4 infantry unit. Three 2-8 helicopters could move a 6-4 infantry division. 46.42 Any infantry unit that moves by transport helicopter may only use its inherent movement to move two movement factors. This 2MF move may take place only after helicopter transport. 46.43 All helicopters, and any infantry unit moved by transport helicopter, are considered to be armor pieces for all ZOC purposes. Any infantry movement not made with a helicopter is considered infantry movement. Thus, infantry may be transported through infantry ZOCs by a helicopter but may not move out of an infantry ZOC if using the infantry's inherent movement ability, even if moving from one hex that contains a friendly transport helicopter to another such hex. 46.5 Attack helicopters: Attack helicopters may not transport any infantry unit but attack as if they were artillery, including the two-hex range. However, their ZOC extends out only to adjacent hexes. 47. FIGHTERS 47.1 Fighter range: All fighter strength for activity that takes

place beyond 8 hexes range from their initial base is halved (fractions rounded down). This halving occurs after any doubling or tripling from attacking bombers or air transport but before any modification for night fighters. Fighter units retain full strength in air operations when they both travel no further than 8 hexes to their intended target and land within 8 hexes range after attacking. Note that this applies to Patrol Interception as well. (This rule reflects the limitations on fighters with little "loiter time".) 47.2 Fighter Escort 47.21 Fighters may escort other friendly air units by moving to the hex the air unit starts in or is currently moving through and then accompanying the air unit for all or part of its movement before the fighter returns to base. 47.3 Fighter Interception 47.31 Rule 32.31 is now modified so that Case C reads "Entering the first sea hex of a Sea Zone containing six or more naval surface combat strength points." 47.32 Fighter interception of air transport may now take place in any hex of the air transport movement as triggered by Rule 32.31. 47.33 Fighters attacking air transport attack on the ACT. Each number obtained on the ACT is the number of half stacking unit transport destroyed. Thus, if a "3" is obtained, the defender loses the air transport capacity to move 1 1/2 full-strength units. Any ground unit being transported on air transport that is shot down is itself also destroyed. Breakdown may occur for air transport and the units they are transporting as air combat is resolved. The owner of the air transport always has the choice of witch units are lost if there is such a choice to be made. (This alters 32.33) 47.34 Night bombing now may be intercepted but all FTR strength is halved after all other modifications (fractions rounded down). 48. ANTIAIRCRAFT FIRE 48.1 All AA fire is resolved on the ACT. (This alters 32.6 and 33.) 48.2 Ground Unit AA 48.21 All ground unit AA fire is determined before bombing effects are resolved. Air units take half losses (fractions rounded down) before they strike ground units, then suffer the rest of their losses after the air attack is complete. 48.22 Each full stacking, and only full stacking, ground unit has an AA value of two when bombed by TAC and/or MDM. (Thus, helicopters may never fire AA versus air attack.) 48.23 No ground unit has effective AA versus SAC. 48.24 If ground units are strategically bombed by both MDM

and SAC, the ground units may fire just at the MDM. 48.3 City and Airfield AA 48.31 All cities and airfields have an AA value of five for all attacks on the city itself, critical resources, and strafing and bombing attacks on either the airfield or air units thereon. Any full strength ground units present in the hex may add their AA strength to that fire versus TAC or MDM. 48.32 Note that air units present on the air base do not effect AA fire. 48.33 All cities and airfields have an AA value of one when bombed by SAC. 48.34 All city/airfield AA fire is resolved before bombing effects are resolved. Air units take half losses (fractions rounded down) before they strike their targets, then suffer the rest of their losses after the air attack is complete. 48.4 Naval Unit AA 48.41 All naval unit AA strength is as per Rule 44.61. 48.42 All naval unit AA fire is determined before bombing effects are resolved. Air units take half losses (fractions rounded down) before they strike naval units, then suffer the rest of their losses after the air attack is complete. 48.5 All units present in a hex that may fire AA may combine their AA strength to fire against attacking aircraft. Note that this may allow ground units, plus the city-port, plus the naval unit(s) in the port to fire against attacking aircraft AND to cause half of the destroyed attacking air units to be lost before the air attack is resolved. (It not easy to strike a well defended port.) 48.6 Night Bombing: Night bombing causes AA effect to be halved (fractions rounded down). 49. AIRFIELD 49.1 Any infantry unit that spends one complete turn doing nothing else and is out of all enemy ZOCs may construct an airfield at the end of that game turn if the appropriate production points are spent. 49.2 An airfield may be built only in clear terrain. 49.3 An airfield may be used the turn after construction and may base any three air units. 49.4 An airfield may never move. At the end of any owning player's turn, that player may voluntarily destroy any friendly constructed airfield occupied by a ground unit. However, he gets no points back on the "trade-in". 49.5 If the enemy player advances onto the airfield, he immediately becomes the owner of the airfield. He need not replace

the captured airfield with one of his own color and it remains his as long as he keeps any unit present in the hex. If at the end of any move the enemy player does not have a unit present in the hex, his aircraft there are considered destroyed by partisan action and removed from the board. 50. AIR TRANSPORT (alters 9.3 and 9.4) 50.1 Air transport craft are now air units. Their basing requirements are the same as combat air units. Range is 20 hexes. 50.2 Air transport craft have no combat strength. They, and any units they transport, may never attack any unit. 50.3 Attacks on air transport craft is as per Rule 32.3. 50.4 Effects of attacking air transport craft is as per Rule 47.35. 50.5 Except for armor or artillery, Air Transport units may transport any ground unit (including helicopters). Air Assault units (the air-droppable armor) are the only armor units that may be moved by air transport. Each Air Assault unit requires twice the normal air transport capacity to move. Thus, the full-strength Air Assault unit requires two air transport capacity; one replacement Air Assault unit requires one full strength air transport capacity. 50.6 Air Transport units may also be used to drop para-droppable units within 20 hexes of their takeoff city. 50.7 Air Supply 50.71 One half stacking capacity air transport may be designated during air movement to supply any two isolated replacement units, or their equivalent, with a movement of four in the same hex. 50.72 One half stacking capacity air transport may be designated during air movement to supply any one isolated replacement unit with a movement greater than four. This includes other air units. 50.73 If the isolated unit is on an airfield/city, the air transport may fly up to 40 hexes and land in the hex (up to normal stacking capacity). 50.74 If the isolated unit is in a non-airlanding hex, the air transport may fly up to 20 hexes and "drop" supplies to the unit. 50.75 Units that receive air supply are supplied for the one enemy and friendly player turn following delivery of supply. 50.76 Air transport units designated for air supply are subject to interception. Air transport units designated for air supply may do nothing else that player turn. 51. VICTORY CONDITIONS

51.1 Victory Condition C is now changed to read "If neither player has fulfilled Victory Condition A or B, then at the end of Turn 15 a die is rolled. If the die roll is a 1-4, the Blue player must have 35 or more city hexes friendly to him or he loses. On a die roll of 5 or 6, the Red player must have achieved the same. (This eliminates tie games and puts most of the burden of victory on the player who started the war.) 52. BOMBARDMENT EFFECT (this alters 33): 52.1 Medium Bombers are halved (fractions rounded down) in strength when used for tactical bombing (30.41). 52.2 Airbase bombardment: Players may bombard (by TAC, MDM, attack helicopters, naval units, or artillery; although air units may never combine their bombardment with that of naval units, artillery and Attack Helicopters) an airbase (either in a city or open terrain) in attempt to prevent that airbase from functioning. Bombing the Airbase has no effect on the units on the airbase. 52.3 City bombardment: Players may bombard (by SAC, MDM, naval units, artillery, or attack helicopters) a port, cityroad, city-supply, or critical resources in attempt to prevent them from functioning in that capacity. Each bombardment may have only one target even if the city has more than one capacity. 52.4 Bombardment Effects 52.41 BBT results of "1" or "2" cause light damage. BBT results of "3", or more cause heavy damage. BBT results of "-" have no effect. 52.42 Light damage causes the attacked facility to be inoperative for all the purposes of Rule 33 for one friendly and one enemy player turns. 52.43 Heavy damage causes the attacked facility to be inoperative for all the purposes of Rule 33 for two friendly and two enemy player turns. 52.44 Note, it is impossible to destroy a facility; but an unlimited number of heavy and light damage may be applied to any facility. One level of damage is removed per friendly player turn during the Intelligence Phase. Thus, if a port had two light and one heavy damage markers, at the end of the owning player's intelligence phase he could remove one light or convert the heavy to light damage, but would still have two turns to go before the facility was functioning. 52.45 Repair of facilities is assumed to be a local task and costs the player nothing. 52.5 City Capture Effects 52.51 Reduced minor city critical resources are always assumed to sustained heavy damage in its reduction. 52.52 Any time a city falls through combat all critical re-

sources are assumed to sustain heavy damage. 52.6 A player may freely apply any single light or heavy damage level to any facility he currently occupies with a ground unit at the end of his player turn. He may also choose not to remove damage if he wishes. 53. CRITICAL RESOURCES 53.1 For all purposes of Rule 36.2, "units at sea" refer to naval units not air or ground units. 53.2 For all purposes of Rule 36.3, "sea zone superiority" is ignored. With the use of only two, only ten naval units are allowed at sea. With the use of only one, only five naval units are allowed at sea. With the use of none, only five units are allowed at sea, and only a zone with a friendly port. 53.3 Ignore Rules 36.42-36.44 (including the non-recovery provision). With the use of only two, only ten naval units are allowed at sea. With the use of only one, only five naval units are allowed at sea. With the use of none, only five naval units are allowed at sea, and only a zone with a friendly port. 53.4 Failure to meet the restrictions of all cases (53) costs the owning player production points equal in value to the units in violation each turn these units are in violation. This is the only rule which a player may voluntarily break (or may be forced to break depending upon naval unit location.) If production points ever get below zero, the owning player automatically loses. By Jon Mishcon

TOTAL KRIEG
From: The GENERAL 23-3
[The following article appeared in Volume 23, Number 3 of the GENERAL magazine.] NBC IN BLITZKRIEG more significant, and personnel in the open, even at a kilometer from "ground zero", would still experience burns and a blast wave equating to 100-mph winds. Personnel in buildings and armored vehicles would be protected from much of this, given reasonable distances from ground zero. Communications would be disrupted, and ground zero itself would remain "hot" even if no fallout was released. Incidentally, those wondering about "vaporization" would be disappointed. The fireball would be only .04 mile in radius (or 420 feet in diameter) and would be well off the ground anyway. So, in a 30-kilometer hex, the fireball would not be as important as the four effects just described. American and Soviet policy alike is in that initial use must be authorized at the highest political level (i.e., the White House or the Politburo). The United States would grant this permission as authority to use a "package" -- numerous weapons -- in a set time-frame and area, usually a corps sector. Soviet doctrine may well parallel this, but is unclear at the moment. Nuclear weapons in "Total Krieg" are tactical. Strategic (thermo-nuclear) weapons are separate, with unique delivery systems. The two major nations in this game can be assumed to possess a number of thermo-nuclear warheads on ICBMs; these would be strictly controlled by the political leadership. The players, as field commanders, will not control these as they are outside the purview of the game. 54.1 Delivery systems and effects are as described in the accompanying NBC Effects Table. 54.2 When any nuclear attack occurs, the NBC Repercussions Table must also be rolled, once for each attack, using two dice. The effects and repercussions are implemented immediately. 54.3 All nuclear attacks must be written one turn in advance, during the friendly Movement Phase for the player. Attacks occur on the following turn, during the opponent's Combat Phase. Written attacks must specify, for each attack: 54.31 The weapon desired as shown on the NBC Effects Table. 54.32 The number of packages requested that turn, for each attack. No more than six packages per turn, total per player, are allowed. Thus, in effect, 12 packages can be dropped in one full game turn, with no limit on the number of turns that this can continue. 54.33 Target areas, written as a single-hex coordinate. That hex, and a radius of two hexes around it, constitute the "target area". The number of packages in the area, up to two maximum, must be specified. No more than four target areas may be designated for a given turn, and these areas may not over-

As complete as it is, some aspects of modern warfare have been omitted from BLITZKRIEG '75 (and its revision as "BLITZKRIEG '85" in Vol. 21, No.6 of the GENERAL). The current game offers an accurate overview of European-type, conventional warfare in the last third of the 20th Century. Yet, however, another European war may very well feature an added dimension - NBC (Nuclear-Biological-Chemical warfare). The rules that follow, like their real-life phenomena, are optional. A game scenario of the 80's technology is assumed. 54. NUCLEAR WEAPONS Both NATO and the Warsaw Pact have made no secret of their stockpiling, not only of strategic nuclear weapons, but of a newer generation of tactical warheads. These tend to have yields of a half-kiloton (KT) or less and appear in sizes down to 155mm. The temptation to resort to low-KT weapons may prove irresistible, especially with the advent of neutron (low-fallout) weapons. Nuclear weapons have three major effects: thermal (that is, the visible light and heat emitted from the fireball), blast and radiation. Since tactical weapons will probably be set for air rather than ground-level burst, residual radiation will be minimal. Airbursts would still produce, and even maximize, the effects of blast, heat and initial radiation. Electromagnetic Pulse (EMP) is the fourth effect of a nuclear explosion. An atomic bomb emits a wide spectrum of "radiation" visible light, heat, nuclear radiation, and in this case radio and electromagnetic impulses at random. An EMP is usually sufficient to scramble or damage most radio, TV, microwave, computer and transistorized equipment over a vast area. Armored units, for instance, though best able to withstand blast, heat and radiation, would still be debilitated by EMP. Nuclear effects on the BLITZKRIEG mapboard are planned for a standard area - the "hex". Since a Soviet motorized rifle division currently attacks on a 10-16 kilometer frontage, and can defend up to 45 kilometers, the mapboard (and units) are presumably geared to 30-kilometer hexes. Thus, nuclear effects on the BLITZKRIEG map are less than you'd think, given such large areas. As to general nuclear effects, given a weapon equal to 1000 tons of TNT (or 1KT), some radiation fatalities would occur out to 800 meters. Thermal and blast effects would be

lap. 54.34 The turn of attack, for attacks may be plotted more than one turn in advance (although the limit of six packages in any single turn is still enforced). 54.4 When attacks are made, they must be delivered exactly as written. Particular attacks may be partially or wholly aborted at the time of the attack, and is the only deviation allowed from the written instructions. Attacks may occur anywhere within the target area, as declared by the player at the time of attack. 54.5 If a delivery system -- SAC, for instance -- assigns more factors than needed to deliver the package, then the last factor destroyed can be assumed to have the nuclear weapons (e.g., a SAC half-unit out of an original two units on the mission). The escort rule (32.4) continues to apply, except that unescorted bombers never employ nuclear weapons at half-effectiveness (contrary to the ACT notes). If they get through, too bad. 54.6 If a bomber force is whittled down to less than the minimum number of units (as cited on the NBC Effects Table), the mission is aborted. This is on a weapon-by-weapon basis, and applies mainly to chemical missions. One bomber factor is sufficient to drop a nuclear warhead. 54.7 All nuclear weapons assigned to a target area can be dropped in any of that area's hexes. Each nuclear weapon must be used on no more than one hex; however, all weapons in the package can be concentrated on a single hex. 54.8 The player receiving a nuclear attack may himself request one package or more for the next turn. Failure to complete a "retaliatory" nuclear strike of not less than one package will require the player to roll on the NBC Repercussions Table on the Failure line at the end of the second friendly Combat Phase after the nuclear attack. 54.9 The Night Bombing mission may not be used for nuclear attacks. (All-weather radar and fighters would certainly react, as effectively as in daylight given the '80s technology.) 54.10 No NBC attacks are allowed in sea or lake hexes! Also, only delivery systems named by the NBC Effects Table may ever be used. 55. CHEMICAL WEAPONS Chemical weapons are a reality on today's battlefield. First used in 1915, toxic gases have appeared as recently as 1980 in Afghanistan. Over 100,000 full-time chemical personnel serve in the Soviet forces; the Warsaw Pact regards chemical weapons as an integral part of conventional warfare. Chemical weapons -- specifically toxic chemicals used in battle -- can be delivered by aerial spray, airdropped aerosol containers, or, more likely, in shells and barrage rockets. These are local in effect (within a single BLITZKRIEG hex) but can be used wholesale to support (or stop) a general offensive. Chemical warfare is more cumbersome than nuclear

warfare, even given the potency of certain nerve gases. Given one of the most deadly -- "Sarin" (nerve agent GB) -- and ideal weather conditions, the results of a sample attack would be surprising. Under such conditions (little or no wind, an inversion layer, 50 degrees F, no rain, open country), 1150 rounds of 155mm shells would be needed for 50% casualties. And that's in a 100-hectare area (a BLITZKRIEG hex encompasses about 600 hectares). An entire artillery division would have to be dedicated, and that's under ideal conditions. Other agents or other chemical weapons would require even greater concentrations. Chemical weapons appear in the following varieties: a) Nerve Agents, which attack the nervous system, usually kill by paralysis of the lungs. Nerve agents require only one drop to kill, whether breathed in or absorbed through the skin. Symptoms, often slow to appear, may not begin until after the damage is done. b) Blister Agents are mustard-type gases which inflame and burn the skin, eyes, lungs (and can be fatal in the latter case). Blister agents cause fewer fatalities, but cause many casualties nonetheless, burdening the medical services heavily. Recovery will be slow, and the mustard-gas victims may be out of the war for good. These gases, and the choking agents, accounted for one-quarter of all World War I casualties. c) Choking Agents, such as phosgene and chlorine, damage and flood the lungs when breathed and are potentially lethal. d) Blood Agents, cyanide-type gases, interfere with oxygen absorption in the blood stream. These enter the body through the lungs and kill rapidly. Blood agents also attack gas mask filters, rendering them ineffective. Non-fatal agents occasionally appear on the battlefield, as tearing, incapacitating, or vomiting gases. These are rarely found in military hands and are generally left to the civil police, outside the BLITZKRIEG player's consideration. "Chemical" weapons, as termed, don't usually include flame weapons. Such weapons as napalm, white phosphorus, flame-throwers and starshells are integral to conventional operations and are not classed with the more "uncivilized" poison gases. The distinction is moot. The varied toxic agents fall into two tactical classes. Persistent agents are those which contaminate an area for days or weeks; these include all blistering, and some nerve, agents. Non-persistent agents are those which disperse or lose potency quickly (but need very little time to kill); these number some nerve agents, and all blood and choking agents. Military planning hinges on these two classes in an NBC environment. Areas that friendly forces might enter would get non-persistent agents, so that an offensive would not be impeded. Enemy rear area targets, such as road junctions, munitions dumps, airbases or missile sites would face contamination from persistent agents. These two categories are shown on the NBC Effects Table. Persistent attacks, on the chart, include combinations of persistent and non-persistent agents. All varieties of chemi-

cal weapons are narrowed down to these two classes, for simplicity's sake. On the BLITZKRIEG game scale, effects on units would not only include casualties, but the attendant disruption and manpower diversion as well. Clean-up after persistent agents would be as damaging as losses, for the decontamination of equipment, personnel, and buildings would require much of the survivors' time and much specialized equipment as well. Some units would be more resilient. Tanks, armored personnel carriers, and self-propelled artillery would be able to button up and avoid some of the hazard (especially with internal mask systems for the occupants). Vehicles in artillery, infantry and airborne divisions would be mostly wheeled and lack NBC protection. Forces in a chemical environment, including many untouched by direct attack, would have to don protective masks and clothing and have to work and fight in them. Fatigue and heat exhaustion would be rife within hours, and soldiers would find usual activity (eating and other acts of nature) to be personal crises. Civilian populations would not be so protected, and occupying armies will thus have a further drain on medical resources, not to mention the loss of war production or the roads clogged with desperate, panicky refugees. 55.1 For delivery systems and effects, see the NBC Effects Table. 55.2 Players may use chemical weapons during any attack, including AVs during the Movement Phase (non-persistent agents only). Any use of chemical weapons will require a roll on the NBC Repercussions Table for each attack. Effects and repercussions are immediate. 55.3 Rule 25.3 still applies -- only one BBT attack of any sort may be made against a single hex on a given turn. If the BBT attack was with non-persistent agents, units may advance more than one hex, up to the maximum allowed by the TGAT. 55.4 Players are each permitted four chemical attacks per turn. No advance notation is required. Only one attack is permitted per hex, or per city, per turn. Chemical attacks only affect one hex (or one city) each. 55.5 Failure to retaliate to chemical attack is punishable with a roll on the "Failure" line of the NBC Repercussions Table. The attacked player must roll at the end of the next friendly Combat Phase if he has failed to make at least one chemical attack. Retaliation need not occur in the same locality. 55.6 Persistent agents (only) may be employed against a vacant hex, with contamination being automatic. This still constitutes one attack, but there are no defending casualties unless units enter the hex later. 55.7 In a target hex, armored units take chemical losses last, after other units are eliminated (air assault units are considered armored). When armored units are eliminated, they suffer losses equal to half the remaining BBT/TGAT losses (frac-

tions rounded up). 55.8 Rule 54.6 applies to bomber chemical missions. 55.9 Weather rules, if used, do affect chemical attacks as described below: 55.91 Fog: Non-persistent agents now roll at +3 columns on the TGAT. BBT losses are doubled. 55.92 Rain: Negates all contamination. 55.93 Gale, Ice, Snow: No chemical attacks are allowed. 56. BIOLOGICAL WEAPONS Biological agents (i.e., "germ warfare") would hit war-weary populations very hard. Diseases employed against troops and civilians would be highly contagious and include ordinary and mutated strains of anthrax, Q-fever, encephalomyelitis, or worse. Detection would be difficult initially, and authorities would be slow to move to stop an epidemic which, once rampant, could attain the scale of the "Black Death". Even if a ready cure were available (usually not), distributing it in time under war conditions may not be possible. Biological agents can be employed by one of three methods: aerosol or spray involving aerial dispersion; vector dissemination, which utilizes insect carriers (mosquitoes, lice, ticks, etc.); or covert dissemination, using espionage forces to introduce biological agents into water or food supplies. Beyond the obvious losses, the attacked nation would be forced to divert manpower to containment and decontamination attempts. However, the diseases could spread to the attacker's own forces, boomeranging through POWs and refugees. Even the technical units would not be immune. To be sure, aircraft, artillery, and armor would be intact. But the crews would not be, nor the service and support personnel; and the equipment itself would require decontamination. There would be no rapid replacement of these units -- even with reclaimed equipment. Biological warfare is the nightmare of every service, the single greatest threat that hangs over the modern battlefield. 56.1 One biological attack may be made per game, per player. Retaliation is mandatory within two turns, but may be made with nuclear weapons (two packages minimum) rather than "in kind". Failure repercussions are rolled at the end of the second friendly Combat Phase after attack, if not. 56.2 A biological attack may be made against any hex on the map, and affects the target hex and all others within two hexes (except lake/sea hexes). If any part of a city lies within the affected region, all adjacent city hexes are affected. 56.3 Biological agents are rolled on the NBC Repercussions Table, and then on the Biological Attack Table, with results applied immediately. Biological agents are made during a

player's Combat Phase, and do not require pre-notation. 56.4 Entry of a contaminated site of city results in immediate elimination. 56.5 Biological attacks may not be made during Rain. Rain also is considered to remove any biological contamination immediately. 56.7 Any hexes affected by a biological attack remain contaminated for four full turns after the attack, or until a Rain turn. "Total Krieg" was written to show the effects and constraints of NBC, using the BLITZKRIEG game as a format. With nuclear and chemical weapons rife among the superpowers, and with nuclear proliferation even among the minor nations, the subject is timely. It remains a simulation, in the sense that player's options have been deliberately limited. NBC represents a global "Pandora's Box"; even if belligerents strive to limit NBC to tactical levels; and so, political authorities have kept these weapons under tight control. Indeed, the time delays and limits on employment of these weapons represents the only saving grace. But the artillery and bomber units of the superpowers will certainly have nuclear warheads and chemical weapons nearby in the next war. The Repercussions Table is a part of the simulation mode. Though field commanders may profess to be apolitical, their decisions will not be. The chemical and biological agents are so potent, in fact, that simplification becomes necessary. It really doesn't matter which gas or microbe gets you, for they will all kill you just as dead. Thus, I discarded the fine distinctions between specific weapons in this variant. These rules are intended to be used as a complete variant (i.e., if one rule or one NBC weapon is employed, then all are in effect or use). When any part of the unthinkable is possible, then nothing is too horrible. So, if the Biological Attack Table, or the NBC Repercussions Table, represents a hideous risk, you'll have some concept of NBC. Pray that our heads of state think likewise. By Robert D. Harmon

NBC EFFECTS TABLE


WEAPON/ PACKAGING Chemical -Persistent TABLE BBT (AF x 2) DELIVERY SYSTEM(s) MDM/BA MIN # OF UNITS 1 CITY EFFECT SRIX, RCX, PX SRIX One turn SRIX, Perm. SRIX, RCX or PX perm. GENERAL EFFECTS
No friendly unit may enter on turn of attack. Surviving enemy (other than 2 DF decon MUST leave. Target hex is contaminated. All effects lift upon decontamination. Friendly/enemy units may enter hex freely. No contamination. Friendly units may advance through hex. No contamination Eliminate one ground unit OR all air units in hex (attacker's choice). Attacking ground units may not enter that turn; surviving defender units must retreat 2 hexes. Contamination is present; no units may enter till attacker's next movement phase; contamination lifts automatically. Friendlies may not be adjacent during attack. Surviving enemy retreat 4 hexes. Same contamination effect as Tactical Nuclear above.

Chemical -Non-persistent Neutron (1 package) Tactical Nuclear (1/2 package) 0.5 - 50 KT

BBT (AF x 2) TGAT + 1 MMT (AF x 2) N/A

MDM/BA or TAC/BA MDM/BA SAC/MDM/BA

1 1 1 1/2

Theater Nuclear (2 packages) 100-500 KT Thermonuclear 1-25 MT Biological

BBT (24)

SAC

1/2

SRIX, RCX & PX

NOT USED N/A

BY PLAYERS N/A 0 SRIX Perm.

Chemical Decontamination

Nuclear Decontamination NOTES TO NBC EFFECTS TABLE

Affects target hex and all hexes two or less away. All units in affected hexes eliminated. Contamination last four full turns or till rain; contaminated cities are RCX during contamination Persists indefinitely. Removable by placing 2 DF in hex for one full turn (invert unit). Decon unit removes contamination unless attacked or eliminated; decontamination is complete at end of friendly movement phase when decon unit spent ENTIRE phase without moving. Any other ground units entering or failing to evacuate hex rolls 16 column on BBT upon ending movement. Air units in a contaminated hex must leave and may not fly any combat missions that turn. Air units may fly over, but not land, in contaminated hexes. None, contamination lifts at start of attacker's next movement phase. Any unit entering before then rolls the 20 column on the BBT (once per stack, or unit, as they move through). SRIX, RCX, PX - See Rule 33 DF - Defense Factors AF x 2 - Multiply AF by 2, including BA AF (1 BA Div x 2 = 16)

ABBREVIATIONS: BA - Breakthrough Artillery AF - Attack Factors TGAT + 1 - Shift TGAT one column in attacker's favor Package - This is PER ATTACK. KT/MT - Provided for scale. No effect in game. Neutron - Each package represents several warheads. Necessary on a map of this scale. Each attack = 1 package.

BIOLOGICAL ATTACK TABLE


DIE ROLL 1-4 5 6 RESULT
EPIDEMIC. Attack succeeds; results are as determined by NBC Effects Table. Defender must remove four infantry or airborne units from the board immediately (equivalent substitute units are acceptable), to be returned as reinforcements on the defender's turn AFTER contamination ends. Defender also forfeits air transport on the first turn of contamination. BOOMERANG. Infection spreads to attacker's forces: nearest attacker-occupied city is contaminated. Same results to attacker as above and as found on NBC Effects Table. Defender suffers same effect as EPIDEMIC result above. PANDEMIC. Epidemic breaks out of control and spreads throughout Continent. Five percent of human population survives none of it as an organized society. The game is over.

NBC REPERCUSSIONS TABLE


ATTACK METHOD/HEX Nuclear/Country Nuclear/City Chem-NP/Country Chem-NP/City Chem-P/Country Chem-P/City Biological/Any Hex Failure to Retaliate ROLL TWO DICE: 2 3 4 N N M U U N E N M U U N N N N U U N T F E T Y C 5 M N M N N N N S 6 A N A M M M O U 7 A M A M A M O N 8 M M A M M M O M 9 M N A N M N N S 01 M N M N U N E C 11 N T N U U U F Y 12 U T U U E T T T

NOTES: Biological: Case "M" applies in all cases Failure: Cases "M" and "N" apply IN FAVOR of the player who failed to retaliate. Case "U" applies against the failing player. Roll: This table is rolled by the attacking player, or the failing player if that line is rolled. Respective player rolls one per attack; all effects immediate.

NBC REPERCUSSIONS TABLE COMMENTARY


A C E F M N O S T
Attack proceeds as shown on NBC Effects Table; no other effect. Coup. Five units must be moved to the capital of the player rolling this, on his/her next movement phase. All surviving airborne and air assault units must be included toward this total. These units must then stay in the capital one complete movement phase after that. Failure to perform this requirement means immediate surrender by the new government. Enemy army mutinies. It may not attack during next enemy turn; all engaged units are eliminated immediately from enemy army. Failed attack; your agents caught in act. Attack has no biological effect, ignore NBC effects table. Enemy receives four inactive divisions (or eight substitutes), all of them infantry, on next enemy movement phase, over and above replacement rate. No more biological attacks allowed by either side; enemy need not retaliate. Minor country that is site of attack recognizes attacking player as "aggressor," other player as "liberator," regardless of previous status. If a player reverts to aggressor status in a particular country for the SECOND time on this table, country becomes permanently unfriendly to both players, regarding both as aggressors. Nearest neutral country to site of attack recognizes attacking player as "aggressor," the other as "liberator," without violation occurring physically. Does not apply if no neutral country bordered attacked country. Case M above applies automatically. Political leadership overrules and cancels attack. No effect; enemy need not retaliate; another attack can be made by player rolling this. Ignore NBCET. Separatist movement. Player rolling this regards following cities as unfriendly under rule 5: Blue player D7, G4, I12; Red player NN48, ZZ48, YY43. Rule 23 does not apply. Cities remain supply and critical-resource sources for owning player. Thermonuclear attack ordered by political leadership in both major powers. All cities in Red and Blue are no longer supply sources; all units therein are destroyed; no units may enter them, or the hexes adjoining them, permanently. Cities are permanently RCX, SRIX, PX (see rules 33 and 36). All supply and critical-resources rules take effect; all scheduled replacements and reinforcements are forfeited by both sides. The game continues under the usual victory conditions. General uprising. All cities in country being NBC-attacked (held by player rolling this) revert to "unreduced" status under rule 29.4, and must be reduced all over again. All garrisons lose one defense factor per city and must retreat two hexes. This roll not applicable if attack was against country not held by attacker; roll again, if so. Your army mutinies. Sec case E above and apply it to yourself.

U V

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