Any or all are optional rules
Destroyed blocks are not available for cadre build in the first production after being destroyed
Destroyed Mechanised, Armour and Shock blocks, when removed from play, are placed face down and cannot be rebuilt in the following production phase. At the end of each production phase any face-down blocks are turned face-up and can be rebuilt in the following phase.
Reduced Rail Moves during Surprise DOW
If a Country is attacked and is surprised (HQs disrupted) it automatically has strategic rail movement reduced to 5 hexes as a reflection of initial disruption and delays in responding. This has a major effect on the Soviet response during the initial player turn of Operation Barbarossa.
Increased U-boat Production affects Allied Shipping
Similar to the various Fronts the Axis player can increase/decrease the U-boat effort seasonally as follows:
Modified Front Air Power Rules
Any side may move one (1 or 2 point) Paratroop block at a cost of one Strategic Move/ Paratroop strength point, up to 10 hexes to a Friendly-controlled hex in supply.
This has been play-tested and generally does not have a significant effect on the game but can help alleviate extreme results which can affect the game significantly (generally during Blitz operations in Poland, France & Soviet Union).
Points to note
Eurofront Air Power Disruption
...or how to replicate the Battle of Britain
Instead of Airpower being used in Combat Support any Battle or Theatre or Supreme HQ may roll on the Airpower Disruption table below:
Destroyed Mechanised, Armour and Shock blocks, when removed from play, are placed face down and cannot be rebuilt in the following production phase. At the end of each production phase any face-down blocks are turned face-up and can be rebuilt in the following phase.
Reduced Rail Moves during Surprise DOW
If a Country is attacked and is surprised (HQs disrupted) it automatically has strategic rail movement reduced to 5 hexes as a reflection of initial disruption and delays in responding. This has a major effect on the Soviet response during the initial player turn of Operation Barbarossa.
Increased U-boat Production affects Allied Shipping
Similar to the various Fronts the Axis player can increase/decrease the U-boat effort seasonally as follows:
- At the start of any season (Winter/Summer) the Axis player may allocate 5 PP per turn from West Front Production to Enhanced U-boat Production. Whilst this allocation is in effect the Allied player may suffer Allied Atlantic Shipping Losses in the following Season.
- There is no initial effect but at the beginning of the following season the Axis player rolls 1D6 and on a ‘1’ result the Allied player must roll for shipping losses on every 5 PP not resident in the United Kingdom. This incudes any Arctic convoy supply to the Soviet Union.
- Should the Axis Player stop all PP allocation (less than 5 PP) to Enhanced U-boat Production the following production phase all benefits end.
- The Axis player can increase the chances of Allied Atlantic Shipping Losses by the following methods:
- If an additional 5 PP (i.e. at least 10 PP each turn) are allocated for a full Season to Enhanced U-boat Production which will deduct -1 from all future Allied Atlantic Shipping Losses die rolls from the start of the following Season (it still takes a full season of production allocation before there is any effect). The increase can only be 5 PP/turn each Season.
- If either Norway and France (Brest is in rail-supply) is Axis controlled then deduct -1 from every Allied Atlantic Shipping Losses die roll from the start of the following Season.
- If Spain is cooperating or has joined with or surrendered to the Axis powers or Gibraltar is Axis then deduct -1 from every Allied Atlantic Shipping Losses die roll attempt from the next Production Phase.
- If the Allies are subject to Allied Atlantic Shipping Losses in a turn then they do not have Air Superiority (Rule 13.3).
- The Allied player may reduce the effect by allocating production to Enhanced Escort Development. This costs 5 PP per turn for a full season before it counters any one modifier (Norway & France, Spain or Gibraltar) and may be further enhanced in future seasons.
- It can nullify totally the Enhanced U-boat Production if there are no Axis modifiers in effect if it matches the U-boat PP allocation for three turns. Once this is done the Axis can no longer gain any benefit from Enhanced U-boat Production (i.e. no Allied Shipping Losses).
Modified Front Air Power Rules
- If the East Front is not activated the Axis retain TF Airpower in the West (and Allies remain at SF until the Season after USA enters the War) or may allocate it the Med Front whilst reducing Air power in the West to DF.
- Once East Front is activated all Air Power is at levels stated in the rules.
- Should the Axis gain Desert Victory their Air power on all Fronts is upgraded to TF on all Fronts whilst this is in effect (otherwise use historical ratings).
- Should the Axis gain Axis Oils Supply (Rule 17.1) they get one level of Air Power higher in either the East or West Fronts whilst it is in effect
Any side may move one (1 or 2 point) Paratroop block at a cost of one Strategic Move/ Paratroop strength point, up to 10 hexes to a Friendly-controlled hex in supply.
- Multiple moves are possible.
- Moves into Med Front are possible but Desert Acclimatisation and Maintenance costs apply if in effect.
This has been play-tested and generally does not have a significant effect on the game but can help alleviate extreme results which can affect the game significantly (generally during Blitz operations in Poland, France & Soviet Union).
Points to note
- Defenders do not get this advantage as they roll first
- This could be applied to all units but might cause excessive delay
- TF & QF units do not get this bonus as it is already built into the system
Eurofront Air Power Disruption
...or how to replicate the Battle of Britain
Instead of Airpower being used in Combat Support any Battle or Theatre or Supreme HQ may roll on the Airpower Disruption table below:
How to use the table
Choose a target hex that is both in range of the activated HQ and adjacent to either a friendly controlled hex or an enemy-controlled disrupted hex. A hex can be targetted by more than one active HQ.
Cross reference the difference between the active player and non-active player in the Theatre in which the target hex is situated. If this gives the active player an equal or positive difference then continue using the appropriate row on the table above.
The active player then rolls his combat dice based on the activated HQ strength. There are three results possible:
Supreme HQs have a greater air range but suffer from the same restrictions as Battle HQs except that if they are rolling for Airpower Disruption and the target hex is not in range of an activated Battle HQ then they require two ‘Target Hex Disrupted’ results for the result to be effective.
Alternative Play Rules
Sequential Activation Rules
Players choose to activate one or more HQs (one or more times) in each month turn by the following repeated activation procedure to determine the order in which HQs are activated:
Choose a target hex that is both in range of the activated HQ and adjacent to either a friendly controlled hex or an enemy-controlled disrupted hex. A hex can be targetted by more than one active HQ.
Cross reference the difference between the active player and non-active player in the Theatre in which the target hex is situated. If this gives the active player an equal or positive difference then continue using the appropriate row on the table above.
The active player then rolls his combat dice based on the activated HQ strength. There are three results possible:
- ‘Target Hex Disrupted’
- Enemy HQs in the hex are Airpower Disrupted (disrupted as per standard rules)
- No enemy Block can receive Combat Air Support in that hex whilst it is Airpower Disrupted
- Naval Supremacy is reduced to Naval Parity or Naval Parity is reduced to Enemy Naval Supremacy in the hex in question
- Any production in that hex is interdictable and no cadres can be built nor block strengths rebuilt in the hex whilst this is the case.
- One Airpower Disrupted marker per hex is removed at the end of each month unless:
- at the end of a month it is surrounded by friendly-controlled hex or one that has an Airpower Disrupted marker on it
- The owning player chooses to remove it
- an enemy Target Hex Disrupted result is applied to that hex
- ‘-’ indicates a no effect result
- ‘Own HQ Disrupted’ means that for the rest of the month the friendly activated HQ is disrupted
Supreme HQs have a greater air range but suffer from the same restrictions as Battle HQs except that if they are rolling for Airpower Disruption and the target hex is not in range of an activated Battle HQ then they require two ‘Target Hex Disrupted’ results for the result to be effective.
Alternative Play Rules
Sequential Activation Rules
- Play is no longer player-turn based (i.e. you go, I go) but based on an HQ Activation System.
- There are no fortnightly turns (play continues in a series of Activation Phases) - just straight months
- There is no priority as to which side moves first, dependant on weather
- Blocks that have been moved via railroad cannot be moved in the following Activation Phase, but are stood up at the end of that phase and after that can be moved normally.
- Weather is rolled for (during Mud & Snow possible turns) in each Activation Phase.
- Disruption due to Surprise is cancelled when the penalised side becomes the 1st Player (never in the first Activation Phase).
- There is no Blitz phase (it is replicated by multiple HQ activations)
- Paradrop Link up must take place by the end of the following Activation Phase
- A maximum of one amphibious invasion per target hex per Activation Phase
- Supply tests are carried out at the end of each Activation Phase
Players choose to activate one or more HQs (one or more times) in each month turn by the following repeated activation procedure to determine the order in which HQs are activated:
- Both players roll for weather as normal
- Players secretly choose which Strength point HQs they wish to activate (covering any/all Battle, Tactical & Supreme HQs) and how many to be activated in this phase by using a chit for the relevant HQ strength, that is once chosen, placed face down in front of the owning player.
- Even if no HQs are to be activated a zero chit is still placed face down in front of the player on the HQ Activation Display.
- In the first round each player reveals their chit for his chosen HQ strength and rolls 1D6 adding:
- +3 x chit strength to the die roll result if it is the 3 Strength Point HQ chit
- +2 x chit strength to the die roll result if it is the 2 Strength Point HQ chit
- +1 x chit strength to the die roll result if it is the 1 Strength Point HQ chit
- The player with highest score is deemed the First Player & activates a number of that strength HQs equal to the difference in scores. Then the Second Player activates all his chosen strength HQs and then finally the First Player activates his remaining HQs.
- The same Sequence is carried out again (steps 1 – 5) until both players have chosen zero HQs as their activation option. At this point the month turn ends.