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WEATHER DETERMINATION

[Die Roll] 1-2 = OCT (GOOD), NOV (SNOW), MAR (MUD) [DIE ROLL AGAIN] 1-3 = APR (GOOD), MAY (MUD)
3-6 = APR (MUD) , MAY(GOOD)
[Die Roll] 3-6 = OCT (MUD), NOV (GOOD), MAR (SNOW), APR (MUD), MAY (GOOD)

REPLACEMENT/REINFORCEMENT ENTRY STACKING POINT LIMITS:


TOWN: 2 CITY: 3 MAJOR CITY: 4
6.2 Weather Effects on Terrain
VICTORY CITY: 6 MAPOARD-EDGE SUPPLY SOURCE: 6
6.2.1 During any month in which the weather is “Snow”, all swamp and lake hexes and river hex sides on or north-
ADVANCED SEQUENCE OF PLAY east of the Arctic Weather Line (AWL) are considered frozen. There are three separate Arctic Weather Lines, each indicated on
WEATHER DETERMINATION (AXIS PLAYER TURN ONLY) the map as a row of hexes running NW to SE; one is for January only, one for December and February, and one for November
1. REPLACEMENT/REINFORCEMENT PHASE (RRP) and March. If the weather in any of these months is not “Snow”, the AWL has no significance and is ignored.
(a) FORTIFICATION AND DEFORTIFICATION 6.2.2 In “Snow” months (only), rivers are considered frozen along all hex sides upstream (i.e., nearer the source of
(b) ENTRAIN, DETRAIN, AND MOVE FACTORY UNITS the river) of any point where the river flows north-east of the AWL. Small red lines known as 'freeze lines' across hex-corners
(c) BRING ON REPLACEMENTS AND REINFORCEMENTS indicate the points upstream of which these rivers freeze in 'Snow' months.
2. OPERATIONAL MOVEMENT PHASE (OMP) In most cases, “upstream” means in practice north-east of the AWL, because most rivers flow roughly east to west.
(a) FLIP OVER JUGGERNAUT UNITS TO STRONGER SIDE The river system stemming from Gorki (1501), however, flows west to east, and hence the whole of this system is frozen in any
AND PLACE HAB MARKERS. “Snow” month, including November/March when some of it lies south-west of the AWL.
(b) PLACE ZHUKOV MARKER (SOVIET PLAYER ONLY) 6.2.3 Frozen swamp and lake hexes are treated as clear hexes, and frozen river hex sides are treated as clear hex
(c) OPERATIONAL MOVEMENT (INCLUDING OVERRUNS) sides (as if the river did not exist) for all movement and combat purposes.
(d) FLIP OVER JUGGERNAUT AND ARMOR UNITS WHICH USED 6.2.4 The hexes and hex sides of the Baltic Sea never freeze.
THEIR HIGHER MOVEMENT FACTOR. REMOVE HAB MARKERS. 6.3 Weather Effects on Movement
(e) CREATE NEW JUGGERNAUT UNITS 6.3.1 In all “Mud” weather turns, all units have their movement factor halved, with any fractions being rounded up
(f) STACKING LIMITS ENFORCED for all Soviet units and rounded down for all Axis units. The maximum factor of any unit in “Mud” turns (except the Zhukov
(g) FLIP ZHUKOV TO 'AD' SIDE IF SPENT OMP IN MOSCOW (SOVIET unit) is “3”. This restriction is also applied to the Strategic Movement Bonus.
ONLY) 6.3.2 In all “Snow” weather tums, all units have their movement factor halved with any fractions being rounded up
3. RECOVER PHASE for both sides.
(a) REMOVE DISPERSED MARKERS 6.3.3 In “Snow” months, each hex of the break-out path which is on or north of the Arctic Weather Line equals one
(b) REFIT ARMOR UNITS less RF. (See Disbandment and Breakout)
4. COMBAT PHASE 6.3.4 THAW: In the first non-”Snow” game-turn after any Winter, any unit which begins its player-turn on an all-lake
(a) SPECIFY ALL ATTACKS hex is not immediately eliminated but may move or attack from that hex to any permitted hex, treating the lake hex sides as if
(b) RESOLVE OVERRUN/BLITZ ATTACKS they were river hex sides No unit may move or attack into an all-lake hex during such a “Thaw” turn, and any unit still on an all-
(c) RESOLVE ASSAULT ATTACKS lake hex at the end of its own player-turn is then eliminated.
(d) VOLUNTARY DISBANDMENTS AND BREAK-OUTS 6.4 Weather Effects on Combat
(e) STACKING LIMITS ENFORCED 6.4.1 In all “Mud” turns, All Axis and Soviet “Assault” attacks (attacks other than overrun and blitz attacks) are
(f) ELIMINATE PHASING UNITS WHICH ARE ISOLATED modified by a one-column shift to the left on the CRT in addition to all other effects.
(g) CHECK VICTORY CONDITIONS (VICTORY DETERMINATION TURNS a. In "Mud" turns, no Armor unit may make a two hex advance after Combat. (Armored Cavalry May)
ONLY) 6.4.2 In “Snow” turns, all Axis attacks in “Snow” turns, are modified by a one-column shift to the left on the CRT in
(h) 'NO RETREAT' ORDERS FOR NEXT PLAYER TURN addition to all other effects. Soviet attacks are unaffected.
6.5 Winter "Snow" turn 1941/1942 Special Rules
6.5.1 All Soviet Shock Armies (Sh) retain their normal movement factor.
6.5.2 All Axis units have any fractional movement factors rounded down.
VICTORY REQUIREMENTS TABLE (CITIES): 6.5.3 No Axis Unit may make a two hex advance after Combat.
YEAR DEC 1941 DEC 1942 DEC 1943 DEC 1944 MAY 1945 6.5.4 Axis Juggernaut units which end their OMP on or north of the Arctic Weather Line and outside of any city or
town must immediately flip over to their weaker side, irrespective of the movement factor used. All Axis Juggernauts on or
SOVIET 8 6 8 11 14
north of the AWL which are still stronger-side up at the end of their Combat Phase are flipped over to their weaker side
AXIS 10 12 10 7 3 regardless of being in a city or town.
6.5.5 In “Snow” months of the winter of 1941/42 (only), no Axis unit on or north of the Arctic Weather Line may use
MOSCOW AND BERLIN EACH COUNT AS THE EQUIVALENT OF TWO VICTORY the HAB.
CITIES.

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