
Decision Games WAR IN EUROPE, a program by Greg Plousios
v1.80 Rules, 6/28/97

1.0  Introduction.

     War In Europe is a division level simulation of World War II in the
European Theater of Operations.  The game is designed for two or three
players, or may be played solitaire with one player controlling all sides.
The three sides are the Axis (Germany and its allies), the Allies (France,
the United Kingdom, and the United States), and the Soviet Union.  In a two
player game, one person would play the Axis while the other controlled the
Allies and eventually the Soviet Union.

     To play War In Europe, while in DOS enter WW2, or WW if you want to play
without sound.  The opening screen will appear and a portion of a speech by
Winston Churchill will play.  To abort listening to the speech, click on the
mouse.  The player will be offered four choices:  Start a New Game, Load a Saved
Game, Scenario Editor, or Exit to DOS.

     1.1  Starting a New Game.

     If New Game is selected, the player then chooses the scenario, theatre,
and how many players.  There are eight different scenarios which begin at
different points in the war, and all of which are played until the end of
the war (see Rule 32.0 for suggested victory conditions).

  Poland                Fight the war from the beginning--the German invasion
  9/39                  of Poland (Europe/West).

  France                Begin with the German invasion of France (Europe/West).
  5/1940

  Barbarossa            Start the game on the eve of the German invasion of
  7/1941                Russia (Europe/West/East).

  Stalingrad/Africa     The German army is ready for what it hopes will be the
  7/1942                knock out blow in Russia; the Allies begin their
                        offensive in the Mediterranean (Europe/West/East).

  Kursk/Italy           German and Soviet armies clash on the Russian steppes;
  7/1943                the Allies prepare to invade Italy (Europe/West/East).

  Overlord              The Allied assault on fortress Europe is finally ready;
  6/2/1944              the Soviets are massed against the German Army Group
                        Center (Europe/West).

  Army Center           The Soviets are massed against the German Army Group
  6/4/1944              Center; the Allies hold a tentative beachhead in
                        Normandy (Europe/East).

  Germany               The Allied army has advanced to the Rhine; the Soviet
  1945                  army has reached the outskirts of Warsaw and Budapest;
                        the German army is poised for one final offensive in
                        the West in what will be called the Battle of the Bulge
                        (Europe).

Player Created Scenarios can also be selected by pressing the Player Scenario
button.  Select a Player Created Scenario from the list and then press the
Accept button when you are ready to start the scenario.  For more information
about Creating Player Scenarios with the Scenario Editor, enter the Scenario
Editor and press Help to read the online Instructions to the Scenario Editor,
or you can print or read the file EDIT.TXT located in the WIE source directory
with any text editor or word processor.

     By selecting Europe, West, or East the player determines which theatre(s)
the game will encompass.  If Europe is selected, play will include the entire
European theatre of operations, using the whole mapboard.  If West is chosen,
the game is between the Axis and Allied players.  The Axis player is required
to send a certain number of divisions to the East by 7/41, and after that
a set amount of German Production is automatically used for the East.  Axis
Political Points are adjusted according to set historical events in the East.
Play is restricted from entering the Soviet Union or Finland.

     If East is selected, the game is between the Axis and Soviet players.
Axis production is omitted--instead the Axis player gets a set amount of
historical reinforcements every turn.  Game play is limited to all F, G, and
H hexes of the mapboard, except for hexes in Norway, Sweden, or Turkey.  This
includes all of the U.S.S.R., Finland, the Baltic States, eastern Poland, and
parts of Poland, Germany, Hungary, and Rumania.

     Once you have made your selections, click on the Accept button.  Next a
screen will appear allowing you to select which optional rules you wish to
play by.  After making your choices, click on the Accept button and the game
will begin.

     1.2  Scenario Editor.

     The Scenario Editor allows you to create your own new scenarios by editing
one of the eight included scenarios or another player created scenario.  The
Scenario Editor does not edit games in progress.  The player can create new
ground units, associate them with different nationalities, and add new
production options.  The naval, air, and ground forces can all be edited, as can
reinforcements, production centers, and strategic assets.  The political status
of countries, colonies, and territories can be changed.  The new player created
scenarios keep the label of their parent scenario, but are also labeled Player
Altered Scenarios in the About window (select about after clicking on the Game
button).

     To use the Scenario Editor, click on the Scenario Editor button on the
opening menu.  Separate online documentation is provided when using the Scenario
Editor--simply press Help while in the Scenario Editor to read the instructions.
We strongly recommend you read the complete instructions to the Scenario Editor
before making any edits.  The online instructions for the Scenario Editor are
located in the WIE source directory as the file EDIT.TXT, and can also be viewed
or printed with any text editor or word processor (as can this document,
RULES.TXT).


2.0  The Mapboard.

     2.1  Zooming Around the Mapboard: x12, x6, x3, and Map buttons.

     There are four different levels of viewing the mapboard: x12, x6, x3,
and Map.  Map is the closest view of the mapboard, and displays 10 by 12
hexes.  The other three viewing levels show a larger section of the map but in
less detail.  x12 shows almost the entire map, twelve times the dimensions of
Map, while x6 and x3 show, respectively, six and three times the dimensions of
Map.  To navigate between these different zoom levels, press the corresponding
button: x12, x6, x3, and Map.  When viewing the mapboard at a zoom level, the
corresponding button will be depressed.  While in x12, x6, and x3 you can zoom
directly in on any hex, simply by clicking on that spot on the mapboard.

     2.2  Scrolling Around the Mapboard.

     While in x6, x3, or Map level, you can scroll around the mapboard.
Simply click on the arrow (at the top right of the screen) which points in the
direction you wish to scroll, or, while in Map level, move your mouse to the
edge of the screen and the computer will scroll the map in that direction.
Also, while in Map level, if you click on a hex at the edge of the screen,
then the screen will center on that hex.

     2.3  Locate Button.

     Another way to move around the map, is to press the 'Locate' button.  A
window, entitled Map Locator will appear displaying a miniature picture of the
entire mapboard.  The Map Locator draws a rectangle around where you are on
the mapboard.  Further, you may instantly center on any point of the map by
clicking on the corresponding point of the Map Locator's miniature map.  Like
most windows, the map locator can be dragged around the screen by clicking
onto the colored bar at the top of the window, and dragging the mouse across
the screen while holding down the mouse button.

     2.4  Display Button.

     If you click on the Display button, you will be presented with nine
options: Terrain Mode, Control Mode, Air Range, Country Names, Auto Scroll,
Front Map, Climate Map, Sea Map, and Confirm Done.

     The first two options, Terrain Mode and Control Mode, are the two
different modes the mapboard can be viewed in.  A check mark will appear next
to the mode you are currently in.  If you wish to change viewing modes, simply
click on the other viewing mode.  Terrain mode displays the terrain of the map.
Rough terrain is represented as gray, mountains as brown, forest as green, swamp
as a green/gray pattern,  clear as white, broken as white with black dots, and
water hexes as light blue (frozen water is dark blue).  Control mode does not
represent terrain, but rather who controls a hex and its supply status.  Axis
owned and supplied hexes are represented as gray and unsupplied hexes as brown,
Allied supplied hexes as green and unsupplied as dark green, Soviet supplied
hexes as red and unsupplied as orange, and neutral hexes as white.  When playing
with the Fog of War option, Fogged and Partially Fogged hexes will be colored
yellow in Control Mode.

     When Air Range is checked the computer will graphically display the borders
of Axis air range in black, Allied air range in bright gray, and Russian air
range in orange.  The Air Range window allows the player to only display one or
all sides air ranges as well as show air ranges from both minor and major
supplied hexes or only major supplied hexes.  Note, air range is 12 hexes for
Axis and Allied player and 6 hexes for the Russian player.

     When Country Names is checked the names of most Countries, Territories, and
islands will be displayed on the map.

     When Auto Scroll is checked and the mouse is placed at the edge of the
screen while in Map level, the mapboard will scroll automatically in the
direction of the screen edge until the mouse is removed from the screen edge.

     Front Map, Climate Map, and Sea Map will each display the whole mapboard
with fronts, climates, and seas, respectively, labeled and delineated.  Click
the mouse to go back to the regular mapboard.

     When Confirm Done is checked the computer will automatically display the
Confirm Done window whenever the player ends a phase by pressing the Done button
or ends the player turn by selecting End Turn.  The player will then have the
chance to cancel ending the phase or turn, or confirm the command.

     2.5  Hex Display Window.

     To view the characteristics of a particular hex, including what units
are stationed there, go into Map level, and click the right mouse button on
the hex you wish to learn more about.  A window will appear describing the hex
in detail, and listing any units in the hex.  Whenever you are in Map level
you can almost always view a hex in this manner, even in the midst of movement
or combat.

   Click on any friendly unit listed in the Hex Display, and a Unit Display
Window will appear, listing the status of the unit and any orders it has been
given. Click on the Name button to give the unit a nickname that will appear
in the Unit Display window.  Click on the Clear Go To button to clear any
hex destinations given for automatic movement or automatic rail movement.

     2.6  Reinforcement Screen

     Click on the Rein (Reinforcement) button to go to the Reinforcement
Screen. A large calendar is displayed, with each box representing a Strategic
Cycle (4 turns), and each row of boxes representing a year.  The color of the
box indicates the season for that cycle: blue, gray, and white representing
snow, mud and clear climates, respectively.  Boxes that are half gray and half
white represent cycles in which two game turns are mud, and two are clear.  A
button inside a box indicates that reinforcements are due on that cycle.  (For
the Allied player this is only an approximation-- the course of the U-boat War
will determine exactly when non-French Allied reinforcements are received.)

     Many cycle boxes contain additional information.  German cycle boxes will
indicate the German Production Multiplier for that cycle (PM) and the
Interceptor Percentage for assigning interceptors against Allied strategic
bombing.  Allied cycle boxes will indicate the current Escort Range (ER).
Soviet cycle boxes will indicate the Personnel Multiplier (P) and Arms
Multiplier (A) for that cycle.

     For the Allied and Axis Player there will be a chart at the bottom of
the screen listing how many infantry replacement points (IRs) and mechanized
replacement points (MRs) the player has in each front.  After reinforcement
phase and before combat phase, arrow buttons will appear next to the IRs and
MRs, and the player may transfer IRs and MRs between fronts.  Click on the
Down button to remove an IR or MR from a particular front, and the IR or MR
will be added to the Unassigned box.  To add replacement points to a front,
simply click on the Up button next to that front, and replacement points will
be added and taken from the unassigned box.

     For the Soviet Player at the bottom of the screen there is a list of
permanent production centers in Siberia, and a dialog box that lists all the
Soviet Units currently in Siberia.

     The Allied and Soviet Players also have a Partisan button at the bottom
of their Reinforcement Screens.  Click on this button for information about
the Allied or Soviet Partisan effort and capabilities.  (See the rules on
Partisans for further explanation).

     2.7  Air Screen

     Click on the Air button to display your air assets and view their
assignments by front.  (See Air War for an explanation of the different air
assignments).  Click on the button Combat Results in order to view the results
from the last joint air war.  Click on the Fronts button to view the different
air fronts.

     2.8  Navy Screen

     Click on the Navy button to access the Navy Screen.  The Navy Screen
displays a map of the different seas.  Under the name of each sea, all the
navies that can operate in that sea are listed.  Additionally, all the active
navies and a list of their fleets are displayed in two windows in the upper
left and lower left corners of the screen.

     The Axis player has an additional radio button displayed on the Naval
Screen-- the High Seas Supply button.  By clicking on the radio button, the
Axis player indicates he wishes to trace supply through the High Seas and
into Axis High Sea port hexes.  This will require the use of a Transport and
Surface fleet each turn it is in effect, and expose the Transport and Surface
Fleet to a possible attrition once each game turn.  See Rule 11.10.

     The Axis player also has the German Surface Fleet button during Sea
Movement Phase.  The Axis player may assign German surface fleets to defend
naval movement by clicking on the German Surface Fleets button.  Up to six
fleets may be assigned, assuming there are that many available.  Upon assigning
the surface fleets, the German surface fleets are exposed to an attrition,
losing 1-6 surface fleets (but no more than were assinged).  The losses are not
experienced until the end of sea movement phase--all the German surface fleets
assigned defend naval movement in the baltic for that turn.  For every surface
fleet defending there is a 1/6 less chance the unit and transport fleet will be
eliminated.  Thus, if there are 6 surface fleets, no units will suffer
attrition.  See Rule 11.8.

     The Allied player has an additional button, Horn, which allows him to
view which units are traveling around the Horn of Africa, to and from Suez.
To reverse the direction of a particular unit, click on it and it will change
its course.  See Rule 11.13.

     2.9  Political Screen

     Access the Political Screen by clicking on the Polit (political) button.
At the top of the screen the current total Axis Political Points is displayed.
Every country, and most territories/colonies are listed, as well as their
current status (Neutral, Pro-Axis, Pro-Allied, Axis, Allied, Occupied,
Liberated, or what country controls them in the case of colonies).  Allied
countries are highlighted in blue, while Axis countries are highlighted in
gray.

     To declare war on a neutral country, click on the Declare War button,
and then click on the country you wish to attack.  To review recent political
and military events, click on the News button, and a newspaper with headlines
of all the developments in the game will be displayed.  You can view the rules
on any particular country by clicking on that country, and Help will open the
appropriate section of the rules.

     2.10 Game Button.

     Click on Game Button to access the following commands: Save Game, Load
Game, Quit Game, Edit Game, Sound/Music, Find Unit, Inventory, Supply, Air
Range, Review Turn, Retreat Orders, Change Password, End a Turn, and About.

     Save Game allows the player to save a game in progress in one of ten
saved game slots in the Games subdirectory, or in a new directory with
another ten saved game slots.   Quit Game returns the player to DOS (or
Windows).  Load Game loads a previously saved game.  (Games can also be saved
and exited from the display screen at the beginning of a player turn or cycle.)

     Edit Game is a "cheat" function provided for the players convenience and
is not part of the rules.  A window will appear with four buttons, allowing
the player to Edit a Hex, Add Units, Delete Units, or Edit Units.  To Edit a
Hex, depress the Edit Hex button, and then click on the hex you wish to edit
and a window will appear giving you options to change the owner, rail status,
rail gauge, port damage, or port transport damage of a hex.  To Delete Units
from a hex, depress the Delete Unit button, and then click on the hex and
select which units to delete.  To Add Units to a hex, depress the Add Unit
button.  The window will show what type and nationality of unit will be added.
To change the type or nationality of the unit to be added, click on the
appropriately labeled button.  Once you are happy with what unit will be
added, click on the hex and the unit will be placed there.  To edit counters
already on the mapboard, depress the Edit Units button.  Click on the hex the
counters are in, and then select which counter to edit.  The radio buttons
allow you to change whether a unit is in supply or entrained, or has fought,
moved, force marched, transported, amphibious assaulted, or air assaulted that
turn.  You can also change how many movement points a unit has for that phase,
the production status of production centers, how many turns off-line a Strategic
AFB, Arms Center, Training Center, or Fortress is, and which sides of a Fortress
are active.  Any edits made are recorded and can be viewed by the player or
opposing player by selecting Review Turn.  Further, when playing two or three
player games, the opposing players passwords must be entered before the computer
allows a player to use Edit Game.

     Sound/Music allows the player to turn the Sound and Music on or off, and
to adjust the volume for the Music.  (Note: Sound and Music are only available
if you have started the game by entering WW2; a game begun with WW does not
have any Sound or Music capability).  Shutting off Sound will stop the sound
effects during combat; shutting off Music will stop the playing of music during
the game.

     Inventory provides a listing of the Axis, Russian, or Allied troops.
The Scope of the search can be restricted to either the entire mapboard (the
default scope), any individual country or territory, or any front, by clicking
the Change Scope button.  Click on the print button to print the inventory list
to an attached printer (do not forget to turn your printer on first).  It might
take a few seconds before the list is printed, but continue about your turn in
the meantime.

     The Supply option can only be used during Combat Phase, and it allows
the attacking player to recalculate supply at any time simply by selecting it.

     The Air Range option allows the phasing player to recalculate air ranges.
The computer only calculates air range at the beginning of each player turn.
Normally, this will be enough, however the phasing player may sometimes find it
useful to recalculate air ranges and he may do so at any time.

     Find Unit allows the player to find the next unit of any type and
nationality.  Change the nationality or unit type by clicking on the Country
and Unit buttons.  Press the Find button and the computer will center the map
on the next hex containing the unit selected, and open a Hex Display Window.
When playing with the Fog of War option, only friendly units can be found.

     Review Turn opens a window presenting the player with three choices:
Review Notices, Review Combat/Edits, and Review Air Combat.  Review Notices
allows the player to view notices that have been shown during the last game
turn.  When playing a two or three player game, notices from the other players
previous player turns will automatically be shown at the beginning of each
player turn.  Review Combat/Edits will center the map on the battles that
occurred during the previous player turns, and a notice will appear telling the
results of the battle.  Ground combat, port suppression, naval combat, air
interdictions, air and amphibious assaults, and map edits using Edit Map are all
shown.  Review Air Combat will show the previous air combat results.

       Retreat Orders allows the player to set the retreat orders for a
particular front.  A player can either order Normal Retreats or No Retreats.
No Retreats mean that defending units exposed to a retreat result will instead
accept a defender eliminated result in order to hold the hex (assuming at
least one unit will form a battle group).  Further, defending units that are
eliminated and form battle groups will not retreat from the defending hex.
Normal Retreats mean that defending units will retreat rather than face
elimination, and that defending units reduced to battle groups might retreat
depending on the computers determination.  Once selected, orders are issued to
all hexes in the front, and any news hexes taken will be set to the default.
Hexes can be given individual retreat orders--separate from the General Order
for the font--by clicking the Order button in the Hex Display window.

       Change Password allows the player to select a new password, and only
works in games with two or three players.  The password is used to access the
player's turn.  Also, to use the Edit Game function the player must enter
opposing players' passwords.

     End Turn will end the current player turn, skipping any remaining phases.
When ending a turn the computer will first check to see if all amphibious and
air assaults have been resolved, if any units are overstacked, and if all
units that performed air assault are in supply.

     The About option displays information about the current game being played
and about the program War in Europe.  A window will list the current game
Scenario and number of players, the War In Europe version number, and how much
free memory (RAM) your computer has available.  Click on the Options button
to view the optional rules you have selected for the current game.  Click on
the More button to view game credits.

     2.11 Help Button.

     Click on the Help button to access these instructions and rules.  The
section of the rules pertinent to where you are in the game will be displayed.
To see other portions of the instructions, click on the Go To button and select
the section you want to view.  You can also scroll through the rules by clicking
on the up or down arrows on the scroll bar.  These online rules are located in
the WIE source directory as the file RULES.TXT, and can also be viewed or
printed with any text editor/word processor.

     2.12 Done Button.

     Click on the Done button to end a phase or to exit browse mode.  (Note:
To end a player turn, and skip the remaining phases, click on the Game button
and select End Turn.)

     2.13 Hexes.

     The mapboard covers Europe and North Africa, and is divided into over
18,000 hexagons (hexes).  Each hex is equivalent to 33 kilometers or 20 miles
in distance.  Rail lines are shown on the map as black lines, solid if
functioning, and dotted if cut.  Rivers are represented as thick blue lines
bordering hexes (dotted if frozen).  National borders are very thick red lines
between hexes.  Cities are represented as black dots in the center of a hex,
with the name appearing beside them.  Capitols are a large black dot with a
circle around it.  Minor ports are a represented by an anchor, and major ports
an anchor with a circle around it.

     Hexes are owned by the last player to have occupied the hex.  To view
graphically which hexes are controlled by which side, click on the Display
button and select Control Mode.  You may also see who owns a particular hex by
clicking the right mouse button on that hex, and a window will appear giving
you information on the hex, including who owns it.  When playing with the Fog
of War option, Fogged and Partially Fogged hexes will be colored yellow in
Control Mode.

     2.14 Unit Type and Size.

     Units are represented on the mapboard by counters placed in hexes.  Units
vary in size, though most units are division level.  Combat units have five
different sizes: Corps (xxx), Division (xx), Brigade (x), Regiment (iii), or
Battle Group (ii).   Corps and Divisions with a combat factor of 4 or more
form Battle Groups instead of being eliminated during combat or forced marches.

     Most units have two numbers, separated by a dash.  The first number is
the combat factor, representing the units unmodified attack and defense
strength.  If the first number is in parentheses, then the unit has no attack
strength, and the number in parentheses represents the defense strength.  If
the second number is in parentheses, then the first number is the attack
strength, and the second the defense strength.  The last number represents
the unit's unmodified movement allowance.  Thus a 4-5 unit has a combat factor
(both attack and defense) of 4, and movement allowance of 5.  A 10(1)10 unit
has an attack strength of 10, a defense strength of 1, and a movement
allowance of 10.

     The vast majority of units in War in Europe are combat units.  There are
different types of combat units: Armor, Mechanized-Infantry, Infantry,
Motorized-Infantry, Mountain, Paratroopers, Air Landing, Cavalry, Artillery,
Anti-tank, and Partisans.  Non-combat support units include Mobile Supply (MSU),
Railroad Repair (RR), and Fortified units, Arms and Training Centers, Strategic
Air Force Bases, Fortifications, and Fortresses.

      A distinction is made between Mechanized units--a general term including
several types of units including armor and mechanized-infantry--and between
Non-Mechanized units--such as Infantry and Cavalry units.  Units which have a
movement factor of ten are Motorized--such as Motorized-Infantry and Artillery--
and these units share characteristics of Mechanized and Non-Mechanized units.
Depending on which general category a unit is classified in will determine
(1) the movement cost for different types of terrain, (2) the effect of
season and climate on movement, (3) during which movement phases a unit may
move, (4) the effect of season and climate on combat, (5) whether halved when
attacking anti-tank units, and (6) whether Zone of Control extends into certain
hexes.  However, many units share characteristics of Mechanized and Non-
Mechanized units.  The following is meant to clarify how to classify each type
of unit in each situation.

     Specific Type: Air Landing
     Counter Description: wings on top of crossing diagonal lines in a box.
     (1) Movement Cost: Non-Mech.
     (2) Season and Climate's effect on Movement: Non-Mech.
     (3) Movement: Initial Movement Phase.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: No effect.
     (6) ZOC: Non-Mech (i.e., ZOC extends into all terrain).

     Specific Type: Anti-Tank
     Counter Description: A triangle and a dot in a box.
     (1) Movement Cost: Mechanized.
     (2) Season and Climate's effect on Movement: Mechanized.
     (3) Movement: Only during Mechanized Movement Phase).
     (4) Season and Climate's effect on Combat: Mechanized.
     (5) Anti-Tanks: N/A.
     (6) ZOC: None.

     Specific Type: Armor
     Counter Description: an ellipse in a box.
     (1) Movement Cost: Mechanized.
     (2) Season and Climate's effect on Movement: Mechanized.
     (3) Movement: Initial and Mechanized Movement Phases.
     (4) Season and Climate's effect on Combat: Mechanized.
     (5) Anti-Tanks: Halved when attacking.
     (6) ZOC: Mechanized (i.e., ZOC does Not extend into rough, mountain, or
              swamp terrain).

     Specific Type: Arms Center.
     Counter Description: Two rifles criss-crossed.
     (1) Movement Cost: N/A.
     (2) Season and Climate's effect on Movement: N/A.
     (3) Movement: N/A.
     (4) Season and Climate's effect on Combat: N/A.
     (5) Anti-Tanks: N/A.
     (6) ZOC: No ZOC--not even in its own hex.

     Specific Type: Artillery
     Counter Description: A dot in the middle of a box.
     (1) Movement Cost: Mechanized.
     (2) Season and Climate's effect on Movement: Mechanized.
     (3) Movement: Only during Mechanized Movement Phase.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: No effect.
     (6) ZOC: No ZOC.

     Specific Type: Cavalry
     Counter Description: one diagonal line in a box.
     (1) Movement Cost: Non-Mech.
     (2) Season and Climate's effect on Movement: Non-Mech.
     (3) Movement: Initial and Mechanized Movement Phases.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: No effect.
     (6) ZOC: Non-Mech (i.e., ZOC extends into all terrain).

     Specific Type: Fortification
     Counter Description: the sun.
     (1) Movement Cost: N/A.
     (2) Season and Climate's effect on Movement: N/A.
     (3) Movement: N/A.
     (4) Season and Climate's effect on Combat: N/A.
     (5) Anti-Tanks: N/A.
     (6) ZOC: No ZOC.

     Specific Type: Fortified Division
     Counter Description: the sun.
     (1) Movement Cost: N/A.
     (2) Season and Climate's effect on Movement: N/A.
     (3) Movement: N/A.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: N/A.
     (6) ZOC: No ZOC.

     Specific Type: Fortress (such as the Maginot Line).
     Counter Description: guns on the borders of the hex.
     (1) Movement Cost: N/A.
     (2) Season and Climate's effect on Movement: N/A.
     (3) Movement: N/A.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: N/A.
     (6) ZOC: No ZOC.

     Specific Type: Infantry
     Counter Description: crossing diagonal lines in a box.
     (1) Movement Cost: Non-Mech.
     (2) Season and Climate's effect on Movement: Non-Mech.
     (3) Movement: Initial movement phase only.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: No effect.
     (6) ZOC: Non-Mech (i.e., ZOC extends into all terrain).

     Specific Type: Mechanized-Infantry
     Counter Description: an ellipse on top of crossing diagonal lines in a box.
     (1) Movement Cost: Mechanized.
     (2) Season and Climate's effect on Movement: Mechanized.
     (3) Movement: Initial and Mechanized Movement Phases.
     (4) Season and Climate's effect on Combat: Mechanized.
     (5) Anti-Tanks: Mechanized (i.e., halved when attacking).
     (6) ZOC: Mechanized (i.e., ZOC does Not extend into rough, mountain, or
              swamp terrain).

     Specific Type: Mobile Supply Unit
     Counter Description: Half filled Circle in a box.
     (1) Movement Cost: Mechanized.
     (2) Season and Climate's effect on Movement: Mechanized.
     (3) Movement: Initial and Mechanized Movement Phases.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: N/A.
     (6) ZOC: No ZOC.

     Specific Type: Motorized
     Counter Description: crossing diagonal lines in a box (same as infantry
                          but has movement factor of 10).
     (1) Movement Cost: Mechanized.
     (2) Season and Climate's effect on Movement: Mechanized.
     (3) Movement: Initial Movement Phase.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: No effect.
     (6) ZOC: Non-Mech (i.e., ZOC extends into all terrain).

     Specific Type: Mountain
     Counter Description: crossing diagonal lines in a box with a small
                          triangle at the bottom of the box.
     (1) Movement Cost: Special (i.e., same as Infantry but only costs 1 MP
                        for Rough and 2 MP for Mountain terrain).
     (2) Season and Climate's effect on Movement: Non-Mech.
     (3) Movement: Initial Movement Phase.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: No effect.
     (6) ZOC: Non-Mech (i.e., ZOC extends into all terrain).

     Specific Type: Paratrooper
     Counter Description: wings in a box.
     (1) Movement Cost: Non-Mech--except for Allied Motorized Paratroopers which
         are effected as if Mechanized.
     (2) Season and Climate's effect on Movement: Non-Mech--except for Allied
         Motorized Paratroopers which are effected as if Mechanized.
     (3) Movement: Initial Movement Phase.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: No effect.
     (6) ZOC: Non-Mech (i.e., ZOC extends into all terrain).

     Specific Type: Partisans
     Counter Description: P in a box.
     (1) Movement Cost: Non-Mech.
     (2) Season and Climate's effect on Movement: Non-Mech.
     (3) Movement: Initial Movement Phase.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: No effect.
     (6) ZOC: Non-Mech for Partisan Divisions (i.e., ZOC extends into all
              terrain), but Partisan cadres have no ZOC, and partisan units
              only have ZOC in their own hex if not occupied by enemy combat
              units.

     Specific Type: Railroad Repair
     Counter Description: RR in a box.
     (1) Movement Cost: Special (i.e., 1 MP per hex--restricted to rail line).
     (2) Season and Climate's effect on Movement: Mechanized.
     (3) Movement: Initial Movement Phase.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: N/A.
     (6) ZOC: No ZOC.

     Specific Type: Strategic Air Force Base.
     Counter Description: Two diagonal bars (runways).
     (1) Movement Cost: N/A.
     (2) Season and Climate's effect on Movement: N/A.
     (3) Movement: Non-Mech N/A.
     (4) Season and Climate's effect on Combat: N/A.
     (5) Anti-Tanks: N/A.
     (6) ZOC: No ZOC--not even in its own hex.

     Specific Type: Training Center.
     Counter Description: Triangle filled in.
     (1) Movement Cost: N/A.
     (2) Season and Climate's effect on Movement: N/A.
     (3) Movement: N/A.
     (4) Season and Climate's effect on Combat: Non-Mech.
     (5) Anti-Tanks: N/A.
     (6) ZOC: No ZOC.

     Mechanized Replacement Points (MRs) can be used to bring Armor,
Mechanized-Infantry, and Artillery battle groups up to full strength divisions.
All other battle groups may be brought to full strength divisions with Infantry
Replacement Points (IRs).  The one exception to this is the 2-10 German
Motorized Infantry battle group which requires a MR to form a 7-10 motorized
division.


3.0  Sequence of Play

     War in Europe is played in Game Turns representing a week of real time.
A Game Turn has three Player Turns: Axis Turn, Allied Turn, and Russian Turn.
Each Player Turn is divided into eight phases:  Reinforcement Phase, Initial
Movement Phase, Rail Movement Phase, Sea Movement Phase, Air Movement Phase,
Combat Phase, Mechanized Movement Phase, and Air-Interdiction Phase.  After
completing a phase, click on the Done button to proceed to the next phase.  To
end a player turn, and skip the remaining phases, click on the Game button,
and select End Turn.

     When playing Solitaire, before each Game Turn there is Joint Tactical Air
War, in which each side allocates air points to missions, and air combat is
resolved.  If any player has Air Points in Air-Sea, then Port Suppression is
conducted.

     If playing with two or three players, Joint Tactical Air War is broken up
so that each player may assign their Air Points during their own Player Turn.
The Axis assign their Air Points for the current Game Turn before their Player
Turn begins.  The Allied and Soviet players assign their Air Points immediately
following their Player Turn.  The Allied and Soviet air assignments take effect
the next Game Turn.  Air Combat is resolved immediately after the Axis assign
their Air Points.  Port Suppression is conducted as part of each players
Player Turn as the first phase.

     Four game turns make up a cycle, with thirteen cycles in a year.  During
Cycle, players receive reinforcements, Germans and Russians engage in
production, and U-boat War and Strategic Air War are resolved.  Dates in War
in Europe are given as cycle/turn/year.  Thus, 13/2/43 is the second game turn
in the thirteenth cycle of 1943.

The sequence of play for a full cycle looks like this for Solitaire Play:

Strategic Cycle:
     U-boat War
     Allied Reinforcements and Strategic Air War Assignments
     Russian Production
     German Production and Strategic Air War Assignments
     Strategic Air War Resolution

4 Game Turns:

     Joint Air War
          Axis Air Allocation
          Allied Air Allocation
          Soviet Air Allocation
          Air War Resolution
          Port Suppression

     Axis Player Turn
          Reinforcement Phase
          Initial Movement Phase
          Rail Movement Phase
          Sea Movement Phase
          Air Movement Phase
          Combat Phase
          Mechanized Movement Phase
          Air Interdiction Phase

     Allied Player Turn
          (same phases as in Axis Player Turn)

     Soviet Player Turn
          (same phase as in Axis Player Turn)

The sequence of play for a full cycle functions as follows when there is more
than one player:

Strategic Cycle:
     U-boat War
     Allied Reinforcements and Strategic Air War Assignments
     Russian Production
     German Production and Strategic Air War Assignments
     Strategic Air War Resolution

4 Game Turns:

     Axis Air Allocation
     Air War Resolution

     Axis Player Turn
          Port Suppression
          Reinforcement Phase
          Initial Movement Phase
          Rail Movement Phase
          Sea Movement Phase
          Air Movement Phase
          Combat Phase
          Mechanized Movement Phase
          Air Interdiction Phase

     Allied Player Turn
          (same phases as in Axis Player Turn)
     Allied Air Allocation

     Soviet Player Turn
          (same phase as in Axis Player Turn)
     Soviet Air Allocation


4.0  Stacking

     At the end of each phase, the player may not have more than four units
stacked in any one hex.  For the Soviet Union, the limit is three Russian
units in a hex.  Partisan Units, Partisan Cadres, Fortifications, Fortresses,
and units without any defense strength, do not count against stacking.  When
units are overstacked a yellow box with a red O will be displayed on top of
the units in the hex.  To determine how many more units may be placed in a
hex, view the hex by clicking the right mouse button--stacking information
will be displayed, such as Stacking: 2/4, indicating how many total units are
stacked in the hex, and how many may be stacked.

     When ending any phase in which units are overstacked, the program will
center on the overstacked hexes, and give the player the option of continuing
with the phase (in order to rectify the overstacking), or of eliminating units
to comply with the rule.  Defending units which retreat during combat do not
have to comply with stacking restrictions until the end of their own initial
movement phase.  Attacking units which retreat during combat, must comply with
the stacking restrictions by the end of mechanized movement phase.


5.0  Zone of Control (ZOC)

     Combat units exert a zone of control into directly adjacent and
connecting hexes.  Armored and mechanized infantry units do not exert a zone
of control into swamp, forest, or rough terrain hexes.  Enemy units do not
exert ZOCs into fortresses (such as the Maginot Line and The Liege).  Zones of
Control effect movement and tracing supply.  When a country is first attacked,
its forces and allied forces do not project ZOCs across the attacked country's
national borders until after initial movement phase of the attacking player's
turn.  The Hex Display Window will state if a hex is in friendly or enemy ZOC,
or both.


6.0  Supply.

     Supply is calculated at the beginning of every Reinforcement, Rail,
Mechanized Movement, and Air Interdiction Phase. (There is no need to calculate
supply at the beginning of every phase, as it will not change during certain
phases).  The following rules explain how the computer calculates supply, and
its importance to the game.

     6.1  Supply: Quality and Source Type

     There are three types of supply Quality: Major, Minor, and Beach Head.
There are two types of supply Source: Great Power and Lesser Power.  The Source
of the supply indicates what units can be supplied by it; the Quality
indicates the strength of the supply.

     For the purposes of supply, Germany, the United Kingdom, the United
States, and the Soviet Union are all considered Great Powers, and all other
countries are considered Lesser Powers.  Supply traced from a Great Power
supply source is Great Power supply, and may supply any friendly unit,
regardless of nationality.  However, supply traced from a Lesser Power cannot
supply a friendly Great Power unit.  Thus, German units cannot trace supply
from Rome, but Italian units can trace supply from Berlin.  Lesser Power
supply is always displayed in parentheses.

     The Quality of the supply indicates how far it can be traced back to a
Supply Head: Major supply has 10 MP, Minor 4 MP, and Beach Head 1 MP.
However, if a hex is in supply, it does not matter what Quality the supply is,
all the units in the hex are in supply (assuming the Source of supply is
compatible with their nationality).  Although the Quality of supply does not
effect the units in the hex (a unit is either in supply or not), it does
effect other functions.  Air operations, such as Air-Sea Interdiction and Air-
Ground Interdiction cannot be based from a hex with only Beach Head supply,
but require a hex with Minor or Major supply.  Airborne units using Air
Transport must start in a hex in Major Supply, and Free French conversion
requires the Vichy or French Partisan units to be in a hex that has Major
Great Power supply.

     6.2  Supply Sources and Supply Heads.

     Most countries have one or more Supply Sources in their country, usually
including the capitol (see Rules 25.0-27.0, describing each country and
listing its supply sources).  From these Supply Sources, supply is spread over
rail hexes and through ports to the seas and then to other ports as well as
through mobile supply units--all are Supply Heads.

     If a Supply Source is connected to rail, the supply will travel as far
as the rail will permit--there is no movement limitation.  Supply will travel
through all friendly connected rail hexes except for hexes that are both in
enemy ZOC and vacant of friendly units.  Each supplied rail hex then becomes
a Supply Head.

     Supply can be traced into any sea which the player has naval transport
capacity (see the Naval Screen, Rule 2.8), and in which there is a Supply
Source which is a port in that sea, or a friendly port that is connected to a
Supply Source by rail.  If these conditions are met, supply can be traced
through that sea, and into any friendly port hex or beach head, making that
port or beach head hex a Supply Head.

     Supply Sources are always of Major supply.  Supply Heads are of Major
supply unless they had to trace supply at one point through a minor port, or
through a beach head.  Any Supply Head that had to trace supply through a
functioning minor port (such as a damaged Major port) has Minor supply.  Any
Supply Head that traces supply through a beach head will have Beach Head supply.

     6.3  Tracing Supply to a Supply Head or Supply Source.

     All units must trace supply from their hex to a Supply Head or Supply
Source.  If the unit is tracing supply to a Supply Source, or to a rail Supply
Head or Mobile Supply Unit Supply Head, then it has 10 MPs to trace supply to
that Supply Source or Supply Head.  If the unit is tracing supply to a
functioning minor port Supply Head it has 4 MPs, and if it is tracing supply
to beach head Supply Head it has 1 MP (or one hex minimum).

     For example, if a mobile supply unit was tracing supply to a minor port
hex, it would need to be within 4 MPs of the port.  Any unit tracing supply
to the mobile supply unit would need to be within 10 MPs.  The supply traced
through the minor port and then through the mobile supply unit would be Minor
Supply, and therefore, for instance, no air assault missions could be based
from those hexes.

     Supply is traced as if an imaginary infantry unit was moving from that
hex to the Supply Head or Supply Source.  ZOCs and Air Interdiction are
ignored for this purpose, but supply cannot be traced through a hex in enemy
ZOC unless it is occupied by friendly units.  If a unit cannot trace supply to
a Supply Source or Supply Head, the unit is out of supply, which is indicated
by a '(NS)' appearing after its name.

     6.4  Mobile Supply Units.

     Mobile Supply units can act as a Supply Head to whatever Supply Source
or Supply Head they can trace supply to.  A line of Mobile Supply units could
be made, all within 10 MPs of another Mobile Supply unit, as long as one
of the Mobile Supply units was within 10 MPs of a supplied major port or rail
line, 4 MPs of a supplied minor port, or 1 hex from a supplied beach head.
The quality of Mobile Supply unit's Supply Head (Major, Minor, or Beach Head)
will depend on the quality of the Supply Head it is tracing supply to.  If a
Mobile Supply unit is functioning as a Supply Head, and it is in a rail hex
that is otherwise not connected to a Supply Source by rail, then supply from
the Mobile Supply unit will be spread through the rail hex to any other
connected rail hexes and they will all function as Supply Heads.  Italian
Mobile Supply units cannot supply German units, as they operate as a Lesser
Power Supply Head.

     6.5  Viewing the Supply Status of a Hex.

     To view the supply status of a hex, click the right mouse button on the
hex, and look at the Hex Display Window.  The supply status of the hex is
listed next to the heading Supply.  If the hex cannot trace supply to any
friendly Supply Head or Supply Source, it will say None.  Otherwise, it will
list the best quality supply the hex can trace to.  If the hex can trace
supply to a better quality Lesser Supply, than it will list both the Greater
Supply, if there is any, and then the Lesser Supply in parentheses.  For
example, Supply: Minor (Major), would indicate the hex is in Minor Great Power
supply and Major Lesser power supply, while Supply: (Major), would indicate
the hex is not in any Great Power supply, but is in Major Lesser Power supply.

     You can also view the status of the rail supply by looking under the
category of Rail.  The supply of a hex will be at least as strong as the
supply of the rail, but it could also be stronger.  The hex could be tracing
supply to another Supply Head, while the rail hex might not be connected by
rail to a Supply Source or Supply Head, and therefore would not be acting as a
Supply Head.

       The supply capacity of a port is also displayed in the Hex Display
Window.  Under Port Capacity--Supply:, the supply capacity of a port will be
listed.  Although normally major ports have Major supply capacity, and minor
ports Minor supply capacity, port supply capacity can be temporarily reduced
by port suppression, capture, or freezing.  Note, that just because a port
has supply capacity does not mean it will act as a Supply Head.  To act as a
Supply Head (to trace supply through the port), the player must have naval
transport capacity in that sea, and must be able to trace naval movement to
that port.

     6.6  Season and Climate.

     For all units, except Russian and Finnish, supply range is halved during
Snow and Mud turns in Moderate and Severe climates.  Supply range is halved
for Soviet and Finnish units during Mud game turns in Moderate climate.
Supply range is halved for all units in the Arctic.  For more information on
climate and season, see Rule 16.0.

     During the first year of the German invasion of Russia, all Axis units
tracing supply to Major Supply Heads in Severe climate have only 6 MP with
which to trace supply to the Supply Head (or 3 MP during Snow and Mud).

     6.7  German High Seas Supply.

     The Axis player does not automatically trace supply into the High Seas.
The Axis player can indicate he wishes to trace supply through the High Seas
and into Axis High Sea port hexes, by going to the Naval Screen and clicking
on the Yes button next to Axis High Seas Supply.  This will require the use of
a Transport and Surface fleet each turn it is in effect, and expose the
Transport and Surface Fleet to a possible attrition once each game turn.
However, it will allow the Axis player to trace supply into the High Seas and
supply isolated ports or beach heads.

     6.8  Fortresses.

     Hexes with Fortresses are always in supply, and all friendly units in the
same hex are also in supply.

     6.9  Supply during Combat Phase.

     During Combat Phase supply is supposed to be calculated instantaneously,
unlike the other phases where supply is determined at the beginning of the
phase.  However, it would slow the game down unnecessarily to recalculate
supply after every battle--most battles have no effect on the supply status of
units that will be involved in the remaining battles.  Instead, the player whose
turn it is, the phasing player, has the option of recalculating supply whenever
he wants during combat phase.  The rationale for this is simple.  Although it is
possible that as the result of a battle the phasing player might place units
that have not yet attacked out of supply that were in supply, and that these
units may then be used in combat as if they were in supply, this will at most
very rarely happen, if ever.  Instead, recalculating supply during combat is
almost always only to the advantage of the phasing player, if it is of advantage
to anyone.  Thus, we leave it up to his discretion.  To recalculate supply
during combat phase, click on the Game button and select Supply.


7.0  Joint Air War Turn.

     When playing solitaire, Joint Air War Turn is conducted before the
beginning of each game turn.  Each player assigns Air Points (APs) to fronts
and missions during Joint Air War Turn, and then Air Combat is resolved.  If
there are any APs in Air-Sea then Port Suppression is conducted.

     If playing with two to three players, the Joint Air War Turn is broken up
so that each player may assign their Air Points during their own Player Turn.
The Axis assign their Air Points for the current Game Turn before their Player
Turn begins.  The Allied and Soviet players assign their Air Points immediately
following their Player Turn, and their air assignments take effect the next
Game Turn.  Air Combat is resolved immediately after the Axis assign their Air
Points.  Port Suppression is conducted as part of each players Player Turn as
the first phase.

      During the first Game Turn of each cycle, after the Allied player
assigns APs, the Allied player allocates strategic bombing assets for the
next cycles use (if he has any yet) (see Rule 22.0, Strategic Air War).

     Each player's air force is separated into 3 Air Fronts: West, East and
South (click on the Fronts button to view a map labeling and delineating the
three Air Fronts).  Players may only base APs in a front in which they have at
least one hex in Major or Minor supply, and from a Supply Source compatible
with the APs nationality (see Supply, Rule 6.0).

     7.1  Assigning APs to Fronts and Missions.

     At the top of Air Assignment Screen are APs that are reinforcements or
need to be assigned to a front.  To assign these APs to a particular front,
click on the Up bottom in that front's Unassigned Box, next to the nationality
of the APs you want to move there.  The Unassigned Box is where all APs
assigned to that front are kept when not assigned to a particular mission.

     To assign air points in the Unassigned Box to a particular mission,
simply click on the Up bottom in the mission's box, next to the nationality of
the APs you want to move there.  To move APs from one mission to another,
click on the Down button next to the APs you wish to move; the APs will be
moved to the Unassigned Box, and you may then assign them to a new mission.

     Air Superiority Mission APs will fight enemy APs for control of the
skies in that front.  A maximum of 120 APs in the West Front, 60 APs in the
South Front, and 30 APs in the East Front may be assigned to Air Superiority.

     Air-Ground Mission APs can perform Air Support during Combat Phase or
Air Interdiction during Air Interdiction Phase.

     Air-Sea Mission APs can perform both Port Suppression and Air-Sea
Interdiction.  5 APs is the maximum necessary for Air-Sea Interdiction in any
one turn, and it is also the most you will need to attack any one port hex.
However, if you wish to suppress more than one port hex in the front, you
might want to put more than 5 AP.

     APs in the Transfer Box will appear next turn as reinforcements to be
assigned to whatever front you want.  A maximum of 10 APs can be placed in the
Transfer Box in each front each turn.  This is the only way to move APs from
one front to another.

     7.2  Airborne Units and ATPs.

     The Airborne Box is located in the top right corner of each front.  To
move Air Transport Points (ATPs) between fronts, click on the Down button next
to the ATP, and the ATP will be moved to the top of the screen with the
Reinforcements.  Then, simply click on the Up button where you want to move
the ATP to.

     Airborne Units loaded for Air Assault are displayed in the Airborne box.
It takes 4 turns for an airborne unit to become ready to drop, and if the unit
is not yet ready a number in parentheses will be next to its name (indicating
how many more turns before it is ready to perform an Air Assault).  To remove
(unload) an Airborne unit from the Air Borne Box, or to transfer the unit to
another front, click on the unit and choose the option you desire.  If you
decide to unload the unit you will receive it as a reinforcement in the next
Reinforcement Phase.  If you transfer it to another front, the unit will not
be ready to drop for an additional turn.

     7.3  Air Combat.

     When opposing Air Forces have APs in Air Superiority in the same front,
air combat ensues.  Each AP has a 1/6 chance of shooting down an opposing AP.
After all players have assigned APs, the results of Air Combat are displayed
for each front.  At any point in the game you may review the results of the
last Air War Turn by entering the Air Screen and clicking on the Air Combat
Results button.

     7.4  Air Superiority.

     If a player has twice as many or more APs remaining in Air Superiority
after air combat than the opposing player does, he has Air Superiority in that
Front.  The player would also have Air Superiority in that front if he had any
surviving APs in Air Superiority, and the opposing player had no APs in Air
Superiority.

     Having Air Superiority in a front prevents the opposing player from
conducting Air Movement in that front.  Air Superiority also allows the player
to eliminate a number of the opposing players APs that are assigned to Air-
Ground and Air-Sea missions.  For every AP in excess of the 2:1 majority
needed to have Air Superiority, the player may eliminate one AP in Air-Ground
or Air-Sea in that front.  For example, the Axis achieve Air Superiority in
the Western Front with 15 AP to 6 Allied AP, causing three additional Allied
APs in Air-Ground and Air-Sea missions in the Western Front to be eliminated
(if there are 3 Allied APs in those missions).

     7.5  Port Suppression.

     If a player has APs in the Air-Sea mission in any front, he can engage
in Port Suppression.  Click on an enemy port or beachhead hex that is within
12 hexes from a friendly Minor or Major supplied hex and is in a front in
which you have APs in the Air-Sea mission.  If it is a valid port hex to bomb,
a Port Suppression Window will appear.  Assign available APs from the Air-Sea
mission box to bomb the port by clicking on the Up arrow button.  A maximum
of 5 APs can be assigned to any attack.  Click on the Down arrow button to
decrease the number of APs.  Click on the Accept button when you are ready.
For each AP you attack with there is a 1/6 chance the port will be damaged.
There is also a 1/6 chance an AP will be eliminated.

     Damaged minor ports no longer function as ports.  They cannot embark
and debark units for naval movement, nor trace supply through the port.
Damaged major ports function as minor ports for all purposes.  Ports remain
damaged for one game turn.  Note, that a port or beachhead cannot be damaged
by more than one turn due to port suppression.  Thus, if a major port is
damaged due to capture, port suppression will not damage it further nor reduce
it from minor port status.

     7.6  Seasonal Effects on Air Force.

     The seasons may effect how many APs are available on an air front:

West:      2/3 APs available during Snow & Mud.
East:      1/2 APs available during Mud;
           1/2 APs available during Snow, except for Soviets.
South:     2/3 APs available during Mud.


8.0  Reinforcement Phase.

     8.1  Placing New Units.

     Although most new units are received during Strategic Cycle, minor power
and some major power units are placed during Reinforcement Phase.  If there
are new units that need to be placed, a window will appear at the beginning
of Reinforcement Phase listing the new units. Place the new units in any
friendly city or port hex in their home country, by clicking on an appropriate
hex.  If units can be placed on that hex another window will appear, asking
you to select which of the units you wish to place on the hex.  Highlight the
units you wish to place by clicking on them, and then click on the Accept
button.

     German fortifications can be placed in any hex in Europe (except for in
Scandinavia) that is in Major Supply and not in an enemy Zone of Control.
German fortifications do not become active until two cycles after they are
placed.  A D1 or D2 in parentheses following the unit description indicates
how many more cycles the fortification has until it is ready.  If a
fortification is placed on a West Wall hex, the fortification replaces the
West Wall and becomes active immediately.

     Once you have placed all the units, the Placement Window will disappear
and you may continue with Reinforcement Phase.  If you cannot or do not wish
to place all the units, click on the Done button.  At the beginning of the
next Reinforcement Phase any units you did not place will appear in the
Placement Window.

     Allied Strategic Air Force Bases (AFB) should be placed in a friendly
hex in Major Great Power supply.  It will take 2 cycles for the AFB to become
functional.  Only one AFB per country will function.  AFBs may be moved by
Dissolving them during Reinforcement Phase (see Rule 8.2).

     When playing War in the East, the German player receives reinforcements
during the first week of every cycle, rather than during Strategic Cycle.
The German player may place German and Italian units on any friendly hex in
the G0100 column in Poland or Germany.  Hungarian units may be placed in
Hungary in a H0100 column friendly hex.  Rumanian and Finnish units may be
placed in a friendly city hex in their home country.

     8.2  Reinforcement Options.

     After placing any new units, the player may perform a number of various
functions during reinforcement phase.  To perform the following functions, the
player should click on the appropriate hex, and a window will appear listing
all of the functions the player may perform.  Functions that can validly be
performed in the hex clicked on are displayed in black, while functions that
cannot be done in that hex will be displayed in light gray.

     8.3  Replacement.

     This function allows the player to expend a replacement point to bring a
Battle Group (BG) up to a full strength division of its own type.  The unit
must be in supply, and cannot move or attack for the remainder of the turn.
Infantry Replacement Points (IRs) are used for infantry, cavalry, motorized
infantry, paratroopers, and air landing units, while Mechanized Replacement
Points (MRs) are used for armor, artillery, and mechanized-infantry units.
The one exception to the above rule is the German 2-10 Motorized Infantry BG
which requires an MR rather than an IR to restore it to a 7-10 motorized
infantry division.  To convert a BG to a division, there must be a replacement
point of the same nationality as the unit, available in the front the unit is
in.  In each front, 1 out 6 total replacement points is available for use that
turn, rounded up (e.g., if Germany has 13 IRs, and 6 MRs in the Eastern Front
at the beginning of its turn, there would be 3 German IRs and 1 German MR
available that turn).  It costs one replacement point for each unit upgraded,
except for paratroopers, SS units, and U.S. 11-8 Armor, which cost 2 IRs or
MRs (but both do not have to be available).  (To see how many replacement
points are available of a particular nationality in a certain front, go to
the Reinforcement Screen by clicking on the Rein button.)  The Allied player
receives replacement points for the French, United Kingdom, and the United
States.  The Axis player may produce replacement points for the Germans, and
receives replacement points for the Italians.  Other countries do not have IRs
and MRs and cannot perform this function.  However, U.S. replacement points
may be used for the Free French, and, if playing with the Allied Production
option, the U.S. gets back the personnel points expended on the IR or MR.

     8.4  Combine BGs.

     Three Battle Groups of the same type in the same hex, may be combined to
form a division or corp of that unit type.  Also, the Axis player may combine
three airborne regiments of the same nationality to form an airborne division.

     8.5  Disband Unit.

     This function allows the player to disband (eliminate) any of his combat
units.  Allied combat units can be disbanded when on or adjacent to a friendly
High Seas Major Port, Axis combat units when on or adjacent to a German
Placement Center, and Russian units when on or adjacent to a Training Center.
When used on a beachhead, the amphibious point tied up in the beachhead will be
released and recycled for use in 9 turns.  If the Axis player disbands a
Placement Center a 6-3 infantry security division is placed in the hex.
Friendly Mobile Supply Units, Partisan Cadres, and Partisan Units can always
be disbanded, regardless of what hex they are in.

     8.6  Load Airborne.

     This function allows the player to load airborne (paratrooper) units for
Air Assault.  The unit will appear in the Airborne unit section with the
players air assets in the front in which the unit was loaded in.  To view the
loaded unit click the Air button.  If the Axis player loads an airborne
division, it will be split into three airborne regiments.  It takes 4 turns
for a loaded airborne unit to be ready for use.  Airborne units must be in
supply and not in enemy ZOC to load.

     8.7  Replace Eliminated Unit.

     Most French and Italian units do not form Battle Groups, but they may
replace eliminated combat units which do not form BGs by expending Replacement
Points.  This can only be done in a supplied friendly city in the home
country, and costs one replacement point per unit.  The player will be given a
choice of any valid unit which has been eliminated, and he can place as many
of these units as he has available IRs and MRs.

     8.8  Convert Inf to Armor.

     The Allied player may convert United Kingdom infantry divisions to armor
divisions by expending two MRs.

     8.9  Convert Brgd to Div.

     The Allied player may convert a United Kingdom brigade to a division by
expending two replacement points of the units type.

     8.10 Dissolve Unit.

     The Allied player may dissolve supplied United Kingdom combat units as
follows:  one division can be eliminated in exchange for two replacement
points of the units type; one brigade can be eliminated for one replacement
point of the units type.

     The Allied player uses the Dissolve function to begin moving a Strategic
Air Force Base.  The Base will not be removed from the map for another two
cycles, but will cease to function during this time.  In two cycles the Allied
player may place the base elsewhere, though it will take another two cycles
before the Base can operate.

     The Soviet player may dissolve supplied Russian divisions and brigades
adjacent to an operating Training Center.  The Russian player receives the
personnel points that were spent to build the units.

     8.11 Free French Conversion.

     The Allied player may try to convert one French Partisan unit or Vichy
French unit per turn into a Free French 2-10 infantry or 2-8 armor battle
group.  The chances of a successful conversion are one out of six.  If the
conversion is successful the Allied player must expend a U.S. IR or MR.  The
unit must be in major Allied supply, and there must be an available U.S.
replacement point in the front.  If playing with the Allied Production option,
the United States will receive back the Personnel Points expended to produce the
IR or MR.

     8.12 Convert Partisan to Div.

     Beginning in 1943 the Allied player may attempt once per turn to convert
one Yugoslavian Partisan Unit into a Partisan Division.  The odds are one out
of 6 for a successful conversion.

     8.13 Convert Cadre to Unit.

     The Allied player may try to convert every partisan cadre (except for
Yugoslavian cadres) into a Partisan Unit once per turn.  One out of six
conversion attempts will be successful.  Similarly, the Allied player is
allowed a set number of attempts per turn for Yugoslavian cadres (1941 1/turn;
1942 2/turn; 1943-45 3/turn).

     The Soviet player may attempt to convert every Russian Partisan Cadre
into a Partisan Unit.  If the cadre is within six hexes of a supplied Soviet
owned hex, the conversion has a 50% chance of success.  If the cadre is not
within six hexes of a supplied Soviet owned hex, the conversion will succeed
only one out of six times, and if it fails the cadre will be eliminated
permanently.

     8.14 Place Partisan Cadre.

     The Allied player has 21 partisan cadres total that he may place during
the game.  If occupied by the Axis, the Allied player may place partisans in
France, Spain, the United Kingdom, Poland, Turkey, Norway, Sweden,
Switzerland, Greece, Portugal, Eire, Belgium, Netherlands, and Denmark.  The
cadre must be placed in an Axis owned hex, but not in a hex occupied or in the
Zone of Control of an Axis unit.  Further, beyond the finite limit of 21
partisans, the Allied player is restricted as to how many cadres he may place
in any particular in a country by the Axis garrison.  If the Axis player meets
his garrison requirement, the Allied player cannot place any cadres in the
country; for each division that the Axis player is under the garrison
requirement, the Allied player may place one partisan cadre.  However, if
liberation of a country is imminent (the Allied player has occupied a hex in
the country) then the Allied player is not restricted by the Axis garrison
rule.  To see how many partisans he may place in a particular country,
determine whether liberation is imminent in a country, and to check how many
cadres are available, go to the Reinforcement Screen (click on the Rein
button), and then click on the Partisan button.

     After the fall of Italy there is a chance (one out of six) each turn
that the Allied player may place a Partisan Cadre in Italy.  By clicking the
Partisan button in the Reinforcement Screen, the Allied player can find out
whether he may place a Cadre in Italy that turn.

     The Soviet player may attempt to place two Partisan Cadres every
Strategic Cycle (4 turns).  The Soviet player may see how many attempts he has
remaining, and how many cadres he has available, by clicking on the Partisan
button in the Reinforcement Screen.  The chance of the attempt being
successful depends (a) on whether the cadre is within 6 hexes of a supplied
Soviet owned hex, and (b) the terrain of the hex the cadre is in.  

                        Clear   Swamp/Forest     Rough/Mountain

w/6 Supplied Hex         1/6       3/6            5/6
Not w/6 Supplied Hex     None      1/6            2/6

     8.15 Breakdown Corp.

     The Soviet player may break down a Corp into its composite parts.  Thus
a 4-4 or 5-5 corp would become three 1-4 infantry divisions, an 8-6 corp would
become three 2-5 and one 3-5 brigades, and a 9-6 corp would become one 2-5 and
three 3-5 brigades.

     8.16 War in the West & Axis Reinforcements.

     When playing War in the West, the Axis player receives additional
reinforcements during reinforcement phase on the following dates:

       13/3/41        4 APs.
       1/1/43         4 APs.
       8/2/43         3x 10-8 Armor Divisions,
                      3x 8-8 Mech-Infantry Divisions, and
                      12x 6-5 Infantry Divisions.

     8.17 War in the East & Axis Reinforcements.

     When playing War in the East, the Axis player upgrades certain divisions
during reinforcement phase on the following dates:

       10/1/42       Exchange one 8-8 Mech-Infantry Division and 1 MR
                     for one 11-8 SS Mech-Infantry Division.
       11/1/43       Exchange up to three 11-8 SS Mech-Infantry Divisions
                     for 13-8 SS Armor Divisions.


9.0  Movement Phase.

     9.1  Moving Units.

     To move units click on the hex the units are in, and then select which
units you wish to move by clicking on them and then clicking the Accept
button.  A window will appear listing the units you are moving (if the window
gets in your way move it by clicking on the title bar and dragging it).

     Move your mouse over any hex.  If there is a path to the hex within
movement range of all the units selected, the mouse will form the shape of a
check mark.  If there is no path within movement range, or if the hex cannot
be entered for other reasons, the mouse will form the shape of an X.  Note, if
you are moving units with different amounts of remaining movement points, or a
mix of infantry and mechanized units, an X might only indicated that some of
the units do not have enough movement points to reach the hex.

     If you click on a hex over which a check mark appears, the computer will
calculate the best path to that hex, and will draw arrows across the path to
the destination hex.  The Movement Window will now tell you how many infantry
and or mechanized movement points the proposed move will cost.  You can now do
one of four things:
  (1) Execute the move by clicking on the Execute button on the Movement
      Window, or by clicking a second time on the destination hex.
  (2) Clear the path (so that you can pick a new destination hex) by clicking
      on the Clear button in the Movement Window.
  (3) Cancel the move altogether (so that you can pick other units to move)
      by clicking on the Cancel button in the Movement Window.
  (4) If you still have additional movement points, you can add to the path by
      clicking on another hex.  The computer will calculate the best path from
      the previous destination hex to the new destination hex.  The cursor
      will form an X or check mark when over a hex that can be added to the
      movement path.  You may continue adding to the path until unable to move
      into another hex.
While moving units in this process, you may scroll around the map or go
into any of the screen displays.  However, saving a game does not save the
path you are working on.

     Units can move into any friendly owned hex, or any enemy hex not
occupied by enemy combat units (see Overruns for exception).  Movement is
always through adjacent hexes, connected by land, or separated only by a river
or straits.  Neutral countries cannot be entered without first Declaring War.
To attack a neutral country, go into the Political Screen (click on the Polit
button) and Declare War on that country.  Units of certain nationalities are
restricted from leaving or entering certain countries (see Rules 25.0 - 27.0
for descriptions of all countries, and limitations placed on their forces).

     Each unit has a base movement factor (the last number listed, e.g. 10
for an 8-10, or 1 for a (7)1).  This number is modified depending on supply
(halved if out of supply), and on season and climate.  The modified base
movement factor is how many movement points a unit has for that turn.  The
number of modified movement points a unit has is listed at the end of its
description in parentheses (e.g. 6-5 German Infantry Div (5)), and can be seen
in the Movement Window when moving your units, or with the Hex Display Window
(click the right mouse button on a hex).

     9.2  Movement Costs: Terrain, ZOCs, and Air-Ground Interdiction.

     Movement points (MPs) are expended on terrain, zones of control (ZOC),
and enemy air-ground interdiction.  The following represent the MP cost to
enter a new hex:

                    Category A:         Category B:
                    Mechanized &        Infantry &
     Terrain        Motorized           Cavalry

     Clear               1 MP           1 MP
     Broken              1 MP           1 MP
     Woods               2 MP           2 MP
     Swamp               3 MP           2 MP
     Rough               4 MP           2 MP
     Mountain            8 MP           4 MP
     Sand                2 MP           2 MP
     Arctic Swamp        Prohibited     4 MP
     River, Straits     +1 MP            NE

Category A units moving along a continuous rail line spend only 1 MP on
terrain, while category B units moving along a continuous rail line spend a
maximum of 2 MP on terrain.  Category A Units that cross a river or straits
must expend one additional MP.

     ZOCs add 2 MP to the cost of entering a hex and or leaving a hex.  For
example, if an Allied motorized infantry division wanted to move into a rough
terrain hex which was in enemy ZOC, and the unit was in a hex that was also in
enemy ZOC, it would cost the division 8 MPs to enter the hex (4 MP for
terrain, +2 MP for entering a ZOC, and +2 for leaving a ZOC).  Any unit with a
base movement factor greater than zero can always move at least one hex a
turn, even if it does not have the required movement points, except to move
from an enemy ZOC into an enemy ZOC hex.

     If playing with option 8, Minor ZOC only +1, then Minor country units'
ZOCs only cost one movement point, rather than two.

     Entering a hex with enemy Air Interdiction costs +2 MP, but only when it
is not already in enemy ZOC.  It does not cost additional movement points to
leave a hex with enemy Air Interdiction.

     If a unit has not yet moved that phase, but does not have enough movement
points to enter an adjacent hex, the unit will be allowed to move into the
adjacent hex as long as it is not moving from a hex with an enemy ZOC into a
hex with an enemy ZOC.  This does not apply to Railroad Repair Units.

    Partisan units may never move into a hex in enemy ZOC, unless exiting an
enemy occupied hex, and they may never enter an enemy occupied hex.

     9.3  Force March.

     To force march a unit, press the letter F on the keyboard, and then
click on the hex the unit is in.  A window will appear labeled Force March
rather than Movement, and simply select the units you wish to force march.

     Only infantry units may force march--motorized infantry cannot.  Force
marching allows a unit to double its MPs for that turn.  Force marching units
cannot enter a hex in enemy ZOC.  There is a 1 in 6 chance that a force
marching unit will be reduced to a battle group, or if it is a unit that does
not reduce to a battle group, be eliminated.

     9.4  Go To function.

     The Go To function allows the player to order a unit to head towards a
certain destination, and the computer will continue moving the unit
automatically each turn until it arrives at the destination.  Simply press the
letter G on the keyboard before clicking on a hex with a unit in it.  A window
will appear listing the available units in the hex, and select which units you
wish to move.  Next choose the destination hex by clicking on it.  Any land or
coastal hex is allowed--even if it is at the other end of the mapboard.  After
you have confirmed that you want that destination hex, the computer will start
moving the unit towards the destination (assuming it has any movement points
remaining).  Units that have orders to Go To a destination hex will have the
letter G in brackets--[G]--displayed next to their name in any windows.

     Note, the Go To function has limited intelligence.  It will look for the
best path each turn to get as close as possible to the destination hex.  Thus,
if you gave a unit in Bergen the destination of Paris, it would march south-
west where it would become stuck upon reaching the coast--it would not know
to head east and then south through Finland before heading west to Paris.
The primary purpose of this function, is for moving units over long distances
behind your lines, and especially for moving Battle Groups to Training or
Placement Centers.

     9.5  Overruns.

     Enemy units may be Overrun during initial and mechanized movement phase.
Enemy units in an overrun hex are completely eliminated (they do not form
battle groups).  Units performing an overrun can continue moving, and can
still attack during combat phase.  To overrun an enemy unit, you must be able
to get 13:1 odds on the enemy unit (for more information on odds and combat
factors see Combat).  You may only overrun with up to three units.  The
overrunning units must be able to trace a movement path into the hex being
overrun.  For purposes of calculating the movement cost of the overrun, the
ZOCs generated by the units in the hex being overrun are ignored.  It costs
2 additional movement points to overrun a hex.  If playing with option 8,
Minor ZOC only +1, then it only costs one, rather than two, additional
movement points to overrun Minor country units.

     While moving units, if you place the mouse over a hex with enemy units
the mouse will not form an X or check mark, but will remain as an arrow.  To
see if you can overrun the hex with the units you are moving, click on the
hex.  If you cannot overrun the hex (less than 13:1 odds, no movement path
within range, or more than three units being moved) the computer will tell
your why.  Otherwise, the computer will draw the best path overrunning the
hex.  If you have remaining movement points, you can add to your path, but
units may participate in only one overrun per phase.  If (1) you have already
moved the overrunning units adjacent to the hex you wish to overrun, (2)
the units paid movement points because of the ZOC of the defending units and
not because of the ZOC of other enemy units, then the computer will adjust
the cost to overrun the hex accordingly.

     9.6  Simultaneous Multiple Overruns.

     Occasionally a player may wish to overrun units in more than one hex
simultaneously, so as not to pay any additional movement cost for the ZOCs of
units being overrun in another hex.  For instance, if the Russian player had
one 1-4 infantry division each in two adjacent hexes, and if the German player
tried overrunning each hex consecutively, he would have to expend movement
points to enter the ZOC of the second infantry division while overrunning the
first.  Instead, the German player could overrun the units simultaneously and
therefore not pay movement points for either units' ZOC while overrunning the
other unit.

      To perform simultaneous multiple overruns, click on a hex you wish to
overrun.  The Simultaneous Overrun Mode Window will appear.  Click on as many
additional hexes you wish to overrun, and then press the Units button when done
picking hexes.  Next, choose which units you wish to participate in each overrun
and then match the units to one of the hexes listed in the Window.  If it is a
valid overrun the Window will display the attacking hex to the right of the
hex being overrun in the Window.  Once you have matched each hex being overrun
with attacking units, you can click on the Overrun button on the Window, and
the overruns will be performed so that the effects are simultaneous.

     9.7  Straits.

     There are four sets of straits on the Mapboard, representing where two
coastal hexes come very close and are easily crossed.  They are treated for
all purposes as rivers, though they may be navigated through during Naval
Movement Phase.  They are (1) connecting Istanbul to the main portion of
Turkey in Asia; (2) connecting Sicily to Italy; (3) connecting the northern
Crimea to southern Russia; and (4) connecting the Eastern peninsula of the
Crimea to south eastern Russia.

     9.8  Artillery and Anti-Tanks.

     Artillery and Anti-Tank units do not move during Initial Movement Phase
like all other units, but only during Mechanized Movement Phase.

     9.9  Rail Repair Units (RR).

     Railroad Repair Units (RR) cannot be moved in conjunction with other
units.  If you try selecting a RR and other non-RR units to move at the same
time, the computer will drop the RR from the group.

     When a RR enters a rail hex, it converts the gauge to its native gauge if
it is different, and repairs the rail line if it is cut.  RR only move along
continuous rail lines.  They do not expend MPs for terrain, rivers, ZOCs, or
air interdiction.  Instead, it costs a RR 1 MP to enter a rail hex.  However,
it costs 5 MP for an Allied or Axis RR to enter a Russian gauge hex.  Whether
the rail line is cut or not, does not effect the movement cost.

      There are two different rail gauges in War in Europe:  European gauge,
and Russian gauge.  Russia uses Russian gauge, while all other countries use
European gauge.  To determine what gauge a particular rail hex is, view the
Hex Display Window (click on the hex with the right mouse button) and under
Rail there will be a letter R or E in parentheses indicating Russian or
European gauge respectively.

      A rail unit which starts the turn with less than its full movement points
(due to season and climate as described below) cannot move into a hex with a
different gauge line.  The result of this is that during Mud and Snow in
Moderate and Severe climates, the Axis and Allies cannot convert rail from
Russian to European gauge.  The Russians cannot convert rail from European to
Russian gauge during Mud in Moderate climate.

     9.10  Climate and Season's Effect on Movement.

     The following is a list of climate and season's effect on movement.  For
more information on climate and season, see Rule 16.0.

               CLEAR          MUD                   SNOW

ARID           None           None                  None

MODERATE       None           MPs halved for        MPs halved for
                              all units.            Mechanized and Motorized
                                                    units, except for Russians.

SEVERE         None           MPs reduced           MPs halved for
                              to one for all        Mechanized and Motorized
                              units, except for     units, except for Russians.
                              Russian and Finish
                              units whose MPs
                              are halved.

ARCTIC         No Mechanized. No Mechanized.        No Mechanized.

During Snow game turns all rivers in severe climate hexes freeze (represented
by a dotted blue line), and do not have any effect on movement.  During the
first three cycles of each year, all Finish and Soviet lakes freeze and are
considered to be land for movement purposes.  However, only Russian and Finish
units may enter a frozen all-lake hex, as compared to frozen coastal lake
hexes which any unit can enter or cross.

     9.11 Restrictions.

     Some countries units are restricted from entering certain countries or
exiting their own country.  The rules for each country specify restrictions
(if any) on each country and its forces (Rules 25-28).

    Of particular importance are the restrictions on French and United Kingdom
troops stacking together and of the placement of the British Expeditionary
Force in Europe (BEF).  French and British coordination of armies was poor to
non-existent, and both these rules reflect the very real military results of
those political decisions.

     Until France surrenders, United Kingdom units in France, Belgium, the
Netherlands, Luxembourg, and Germany, must remain within five hexes, inclusive,
from the High Seas coast at the end of any phase, with the exception of one
designated ground unit which can go anywhere in those countries.  This Non-BEF
unit, will be displayed in the Hex Display window with a (NBEF) following its
name.  For each four United Kingdom combat units over 21 units in France and the
Low Countries, the hex limit from the coast is increased by one.  Thus, if the
United Kingdom has 22-25 combat units in France, Germany, and the Low Countries,
the hex limit is 6 hexes from the coast.

    French and United Kingdom forces cannot stack together while in France,
Belgium, the Netherlands, Luxembourg, and Germany, except for the one
designated ground unit mentioned above.  The computer will prevent the Allied
player from moving French or United Kingdom units into the same hex during
Initial, Mechanized, and Rail Movement Phases.  This rule does not effect
retreats or Air Movement.


10.0      Rail Movement Phase.

     10.1 Entrain Units.

     Units which have not yet moved during the player turn, and are on a
connected and supplied rail hex, may entrain.  Each player has a limit of how
many units they may have entrained during Rail phase.  The Axis may entrain 20
units, the Allies 10, and the Soviets 60 (note however that corps count as
three units for this purpose, and Arms and Training Centers count as ten
units).  (The initial shock of the German invasion temporarily reduces Soviet
rail capacity to 30.)  If the player starts rail phase with units entrained,
these are counted against this limit.  Entrained units automatically detrain
if attacked during combat phase, and their defense is halved.  Entrained units
cannot attack during combat, nor move in any way except during rail phase.

     All units begin Rail Movement Phase with 50 rail MPs.  It costs 10 MPs
to entrain a unit.  Thus a unit entrained during the phase will have 40 MPs,
and unit entrained during last phase will have 50 MPs. (During Snow game turns
in Severe Climate hexes, Rail Movement is reduced from 50 to 25 for all non-
Soviet units.)  All mobile units can be moved by rail, and additionally, the
Axis player may move Flak by rail, and the Soviet player may move Arms
Factories and Training Centers by rail.

     To entrain a unit click on a hex with a unit that can validly be
entrained, select Entrain, and then select which units you wish to entrain.

     It is sometimes difficult to remember which units you have entrained and
where they are.  To locate entrained units during Rail Phase, press the key R,
and if there are any entrained units the computer will center on an entrained
unit and display the Hex Display Window for that hex.  If you press R
again, the computer will center on the next hex with any entrained units
(going in order from West to East and North to South).

     10.2 Moving Units by rail.

     Entrained units may be moved by rail to another friendly rail hex, not
in enemy ZOC, as long as a continuous line of connecting rail hexes, outside
of enemy ZOCs, can be traced between the two hexes.  If you just entrained the
unit, a window will appear asking you to select where to move the unit.  If
you entrained a unit previously, and you want to move it now, click on the
hex, select Move Units, and choose which entrained units you wish to move.  In
either case, to move the unit you simply click on a friendly connected rail
hex that you wish to move the units to.  By placing the mouse over a hex you
can determine whether the hex is connected by rail--the mouse will form a
check mark--or if it is not connected by rail--the mouse will form an X mark.

      When you click on a connected rail hex that can be reached during that
turns movement, a window will appear telling you how many MPs it will cost to
move the unit there.  To move the unit there click on Yes.  If your units still
have 10 or more MPs left, you will be asked whether you wish to detrain them.
If the rail hex is further than can be reached in that turn, a window will
appear notifying the player of that fact, and giving him the option of having
the computer automatically rail transport the units towards the destination
hex each turn until they arrive.  Once the units arrive at the destination
hex the computer will detrain the units unless the player has toggled this
option off in the Rail Movement window, in which case the units will remain
entrained in the destination hex until the player gives further orders.  While
moving units by multiple turn auto-rail, the computer will not violate stacking
limits.

    It costs 1 MP for each rail hex traversed, regardless of terrain.  It
costs an additional 5 MP to enter a hex with enemy Air Interdiction.  Rail
transport can only enter friendly repaired rail hexes of the same gauge, and
cannot enter a rail hex that is in enemy ZOC.

     10.3 Detraining Units.

     It costs 10 MPs to detrain a unit.  Click on the unit's hex and select
Detrain, and then select the entrained units you wish to detrain.  Detrained
units will not be able to participate in sea movement, air movement, combat,
or mechanized movement during that player turn, but will be able to perform
normally in the next player turn.

     10.4 Siberia.

     The Soviet player may move units into and out of Siberia by rail.  To
rail units out of Siberia by rail, click on one of the three Russian rail
hexes on the Eastern edge of the mapboard, and a window will appear allowing
the player to select which units he wishes to rail out of Siberia.  To rail
units into Siberia, rail the units to one of the three Russian rail hexes at
the edge of the mapboard and the computer will ask if you wish to transport
them to Siberia, or simply click on the Siberia button on the Rail Movement
window and the computer will automatically rail the units towards the closest
of the three Russian edge rail hexes and then into Siberia.  Units are
automatically detrained upon arrival in Siberia.


11.0 Sea Movement Phase.

     There are three ways to move units during Sea Movement Phase: Naval
Transport, Emergency Naval Transport, and Amphibious Assault.  To perform any
of these functions, click on the port hex which has the units you wish to
move.  If there are units in the hex that can engage in one of these
functions, and there are available naval transport or amphibious fleets, a
window will appear allowing you to choose which naval function you wish to
perform.  Next, select which navy you wish to use (e.g., if the French are
transporting a division from Marseilles to North Africa, they could choose
between using the French Navy which consists of 1 Transport fleet in the
Western Mediterranean, or the Allied Navy which consists of 15 Transport
fleets available in most seas).  When selecting which navy you wish to use,
note that the number of available transport and or amphibious fleets are in
parentheses next to the name of the navy.  It requires one Transport or
Amphibious Fleet for each unit moved, except for corps which require three
fleets.  Remember that most navies are limited to what seas they can enter, so
be sure to choose a navy that will transport your units to where you want them
to go.

     To determine how many transport or amphibious fleets you have available,
and in what seas they can operate, click on the Navy button to go into the
Navy Screen (see Rule 2.8 describing the Navy Screen, or go to the Navy Screen
and click on Help).  To see a map labeling and delineating the boundaries of
the different seas, click on the Display button and select Sea Map.

     11.1 Tracing Naval Movement.

     Naval movement is traced through adjacent water or coastal hexes.
Movement cannot be traced through enemy owned coastal hexes occupied by
enemy units.  Naval movement can end in an all land hex if transporting to a
port or performing an amphibious assault in the hex.  Units using naval
movement are potentially exposed to Air-Sea Interdiction, Extraordinary Air-Sea
Interdiction, Allied High Seas Naval Interdiction, and Axis High Seas Coastal
Defense.

     11.2 Ports.

     Ports are sometimes damaged by various methods.  A damaged port will
have a letter D and a number in parentheses following its name in the Hex
Identifier Window (e.g., Dunkirk, Minor Port (D1)).  Damaged minor ports cease
to function as ports.  Damaged Major ports function as minor ports for all
purposes.  The number following the D indicates how many turns it will remain
damaged.  Minor and major ports are damaged for a turn if suppressed during
Port Suppression.  Major ports supply capacity is reduced to minor for four
turns and transport capacity is reduced to minor for ten turns if occupied by
an enemy unit (unless occupied on the turn that the owner's neutrality was
violated, in which case no damage is done).  Certain Baltic Sea ports freeze
in the winter, with the same results as if they were damaged.

     If you wish to abort a naval transport, emergency naval transport, or
amphibious assault, click the Return to Port button.  Note, that even when you
abort a naval mission, you still will have used those fleets for that turn, as
you have traced movement through the sea and exposed the fleets to
interdictions.

     11.3 Naval Transport.

     To transport units using Naval Transport, click on the port or beach head
hex the units are in, and select Naval Transport.  After choosing which navy to
use, and which units to transport, the Automatic Naval Transport window will
appear.  Click on a friendly destination port or beach head hex and the
computer will search for a contiguous naval path outside enemy air-sea
interdiction.  If the phasing player has air superiority in the front, and all
enemy air points assigned to the air-sea mission have been eliminated, then
the computer will ignore possible air-sea interdiction when calculating the
path (however extraordinary air-sea interdiction would still apply).  If the
computer cannot find a valid path, it will notify the player, and the player
can choose another destination.

     The player may also move units manually, by pressing the Manual button at
the bottom of the Automatic Naval Transport Window.  The player then traces a
naval path manually by clicking on adjacent water or coastal hexes until
arriving at the destination hex.  Ports which are not adjacent to water, but
instead are one or two hexes inland, can be reached by getting as close to the
port hex as possible, and then clicking on the port hex.  Manual naval transport
is useful when you need to transport units regardless of air-sea interdiction.
Also, the computer is unable to check every valid path, and it is possible
(though unlikely) that there is a valid path when the computer cannot find one,
and manual naval transport is useful in this situation.

    The Allied player may move units around the Horn of Africa by pressing the
Horn button at the button of the Automatic Naval Transport Window (see 11.13).

     Only units which have not yet moved or received replacement points that
turn may move by Naval Transport.  Transported units may not attack during
Combat Phase or move during Mechanized Movement Phase.  There is no limit to
how many hexes units may transport during Naval Transport, but they are limited
by what seas the navy has access to.  Units must transport to a friendly
operational port hex, or beach head.  Naval Transport fleets and Amphibious
fleets are used for Naval Transport.  Amphibious fleets are only used if there
are no more Transport fleets available, and when they are used they must be
recycled as if committing an Amphibious Assault.  Railroad Repair and Supply
Units may only transport to and from fully operational major ports.

      Units may naval transport into a vacant enemy port hex if the country
was just became a belligerent that turn.  The transported units occupy the hex
cutting any rail lines, however the port is captured fully intact without any
damage (i.e., a major port is not reduced to a minor port).

     11.4 Emergency Naval Transport.

     Units which have already moved during Initial Movement Phase, may still
be transported using Emergency Naval Transport.  However, the units may move
only four hexes to arrive at their destination.  Further, all transported
units will be reduced to battle groups.  If the unit does not form a battle
group it will be eliminated.  Transported units may not attack during Combat
Phase or move during Mechanized Movement Phase.  Naval Transport fleets and
Amphibious fleets are used for Naval Transport.  Amphibious fleets are only
used if there are no more Transport fleets available, and when they are used
they must be recycled as if committing an Amphibious Assault.

     To transport units using Emergency Naval Transport, click on the port or
beach head hex the units are in, and select Emergency Naval Transport.  After
choosing which navy to use, and which units to transport, the Automatic
Emergency Naval Transport window will appear.  Click on a friendly destination
port or beach head hex and the computer will search for a contiguous naval
path outside enemy air-sea interdiction and up to a maximum of four hexes long.
If the phasing player has air superiority in the front, and all enemy air
points assigned to the air-sea mission have been eliminated, then the computer
will ignore possible air-sea interdiction when calculating the path (however
extraordinary air-sea interdiction would still apply).  If the computer cannot
find a valid path, it will notify the player, and the player can choose
another destination.

     In Automatic Emergency Transport the computer checks every possible path,
however the player might wish to conduct movement through enemy air-sea
interdiction, and can use manual mode for this.  The player may move units
manually, by pressing the Manual button at the bottom of the Automatic
Emergency Naval Transport Window.  The player then traces a naval path
manually by clicking on adjacent water or coastal hexes until arriving at the
destination hex.  Ports which are not adjacent to water, but instead are one
or two hexes inland, can be reached by getting as close to the port hex as
possible, and then clicking on the port hex.

     11.5 Amphibious Assault.

     To perform an amphibious assault, click on the port or beach head hex the
units are in, and select Amphibious Assault.  After choosing which navy
and which units to use, the Automatic Amphibious Assault window will appear.
Click on a the hex you wish to perform an amphibious assault on, and the
computer will search for a contiguous naval path outside enemy air-sea
interdiction and up to a maximum of 24 hexes long.  If the phasing player
has air superiority in the front, and all enemy air points assigned to the
air-sea mission have been eliminated, then the computer will ignore possible
air-sea interdiction when calculating the path (however extraordinary
air-sea interdiction would still apply).  If the computer cannot find a valid
path, it will notify the player, and the player can choose another destination.

     In Automatic Amphibious Assault the computer checks every possible path,
however the player might wish to conduct movement through enemy air-sea
interdiction, and can use manual mode for this.  The player may move units
manually, by pressing the Manual button at the bottom of the Automatic
Emergency Naval Transport Window.  The player then traces a naval path
manually by clicking on adjacent water or coastal hexes until arriving at the
destination hex.

     Only units which have not yet moved or received replacement points may
perform an Amphibious Assault.  Units performing amphibious assault may attack
enemy units during Combat Phase in the hex they are assaulting, but not in
adjacent hexes.  They may not move during Mechanized Movement phase.  Units
performing an amphibious assault may only trace a maximum 24 hex long path to
their destination.  The destination hex must be within 12 hexes of a friendly
non-mountainous hex in major supply.  Units may assault any friendly or enemy
owned coastal hex or land hex adjacent to an entrance to the sea, except for
Mountain hexes. Amphibious Assault cannot be performed during Snow turns on
any High Seas coastal or land hex, except for hexes in Africa.  Amphibious
Assault is also not allowed in the Baltic during Snow and Mud turns.

     When landing your units on the assaulted hex, you will be given the
option of establishing a beach head.  A beach head will allow you to trace
supply to the hex (a very weak form of supply--see 6.0 Supply), and will allow
you to transport units to and from the hex as if it was a minor port.
Amphibious fleets used in an amphibious assault, must recycle, taking nine
turns before they can be used again.  Establishing a beach head uses an
amphibious fleet and ties it to the beach, preventing it from recycling.  To
remove a beach head (and recycle the amphibious fleet), Disband the beach
head during Reinforcement Phase (Rule 8.5).

     Units performing an amphibious assault on an enemy occupied hex will be
forced to attack the enemy units during Combat Phase.  The attack strength of
Mechanized units will be quartered, and infantry halved.  The Allied player
gets +1 modifier for Naval Gunfire support if he has established a beach head
on the hex.  An Axis attack on an Allied beach head will have a -1 modifier
from Allied Naval Gunfire.

     11.6 Air-Sea Interdiction.

     Any sea movement within range of an enemy supplied hex (minor or major
supply, but not beach head supply), will expose the units to Air-Sea
Interdiction.  Allied and Axis air force have a range of 12 hexes, while the
Russian air force has a range of 6 hexes.  If the sea movement is within
range, and there are enemy Air Points (APs) in Air-Sea operations for that
front, then up to five enemy air points will attack the units.  Each unit will
be exposed to an attrition, in which the chance it will be reduced to a battle
group or eliminated is the number of APs out of 6, and the chance an AP will
be eliminated is 1 out of 6.  Any particular sea movement can only be exposed
to Air-Sea Interdiction once per front.  However, there is no limit to the
number of times the intercepting Air Points may intercept other fleets.  Even
the APs that were eliminated continue to operate for the remainder of the
phase.  Thus if the Allied player has 5 APs in Air-Sea in the Western Front at
the beginning of Sea Movement Phase, he will be assured of being able to
intercept with 5 AP any and all Axis convoys that come within range in the
Western front.  If there are any remaining units, BGs or full-strength, the
convoy may continue.

     Interdicting APs cannot trace their attack from a hex of country that
was attacked that turn.  Thus, if Germany attacks Norway, Allied APs could not
interdict German convoys during the first turn of the invasion.  [Not a rule
in the original board game.]

     11.7  Extraordinary Air-Sea Interdiction.

     Extraordinary Air-Sea Interdiction is similar to Air-Sea Interdiction,
but is only used when a convoy comes within range of an enemy's air force, but
out of range of its own air cover.  When this happens up to 5 APs which are
assigned to any mission in that front, or even unassigned in that front,
attack the convoying units.  The attack is the same as in Air-Sea
Interdiction.  Extraordinary Air-Sea Interdiction is supplemental to Air-Sea
Interdiction, but like Air-Sea Interdiction can only be performed once per
front per convoy.  Thus, a convoy traveling through all three fronts could at
most be exposed to Air-Sea Interdiction three times and Extraordinary Air-Sea
Interdiction three times (if it survived that long).

     11.8  Allied High Seas Naval Interdiction.

     Axis sea movement in the High Seas is subject Allied Naval Interdiction.
Each unit in the convoy is exposed to an attrition, determined in part by how
many German surface fleets are defending naval movement in the Baltic that turn.
The Axis player may assign German surface fleets to defend naval movement by
going to the Navy screen and clicking on the German Surface Fleets button.  Up
to six fleets may be assigned, assuming there are that many available.  Upon
assigning the surface fleets, the German surface fleets are exposed to an
attrition, losing 1-6 surface fleets (but no more than were assinged).  The
losses are not experienced until the end of sea movement phase--all the German
surface fleets assigned defend naval movement in the baltic for that turn.
If there are no German surface fleets, then every unit in the convoy is reduced
to a battle group or eliminated, and each corresponding transport fleet is
eliminated.  However, for every surface fleet defending there is a 1/6 less
chance the unit and transport fleet will be eliminated.  Thus, if there are
6 surface fleets, no units will suffer attrition.  Axis sea movement in High
Seas hexes outside Allied air range and inside Axis air range are not subject
Allied Naval Interdiction.

     11.9  Axis North Sea Coastal Defense.

     Allied units performing an Amphibious Assault on any hex in Belgium,
Netherlands, Denmark, or Germany, are subject to an attrition due to Axis
Coastal Defenses.  In 1939, 1940, 1944, and 1945 there is a 1/6 chance, and in
1941-1943 there is a 2/6 chance that any one unit will be reduced to a battle
group or eliminated.

     11.10  Axis High Seas Supply.

     The Axis player does not automatically trace supply through the High
Seas to High Seas ports.  The Axis player can indicate he wishes to trace
supply through the High Seas and into Axis High Sea port hexes, by going to
the Naval Screen and clicking on the Yes button next to Axis High Seas Supply.
This will require the use of a Transport and Surface fleet each turn it is in
effect, and expose the Transport and Surface Fleet to a possible attrition
once each game turn.  However, it will allow the Axis player to trace supply
into the High Seas and supply isolated ports or beach heads.  The attrition
consists of the computer generating a random number 1-6, and on a 1 the
surface fleet is eliminated, on a 2 or 3 the transport fleet is eliminated,
and on a 4-6 no attrition occurs.

     11.11  Movement off the Mapboard.

     In the High Seas, Naval movement is allowed to leave the edge of the
mapboard and reappear at any other sea hex on the edge of the mapboard in the
High Seas.  To simulate this when moving in Manual mode, simply move the
convoy to a hex on the edge of the mapboard in the High Seas, and then scroll
to the edge hex (or use Locate to jump to the spot) that you want the convoy
to reappear on, and click on that hex.

     11.12  Canals-- Suez and Kiel.

     Both the Suez and Kiel canal can be passed through by convoys (assuming
the canal hexes are friendly).  When in manual mode, bring the convoy to one
end of the canal and then click on the sea hex at the other end of the canal
and the fleet will sail through.

     11.13  Horn of Africa.

     Allied units may transport to and from Suez around the Horn of Africa,
and thus avoid transporting through the Mediterranean and being exposed to
Axis Air-Sea Interdiction.  When in automatic mode, simply press the Horn
button of the Naval Movement window.  In manual mode to transport units from
the High Seas to Suez around the Horn, move the convoy to the edge of the
mapboard and click a second time on the edge hex.  You will be queried whether
you want to send these units around the horn.  To move units from Suez or from
the Mediterranean around the Horn to the High Seas, bring the convoy through
the Suez canal, and you will be queried whether you want to send the units
around the Horn.  It takes 4 turns for units to go around the horn.  At the
beginning of Sea Movement Phase the Allied player will receive a notice if any
units are arriving from around the Horn to Suez, and will be asked to place
these units in a port in Egypt, or on the Egyptian, Iraqi, or Iranian railheads
at the southern edge of the mapboard.  Similarly, the Allied player will receive
a notice if any units are arriving from around the Horn into the High Seas, and
will be asked to place these units in a port outside of enemy Air-Sea
Interdiction range.

     The Allied player may view what units are traveling around the Horn, by
going into the Navy Screen and clicking on the Horn button.  To reverse the
direction of any of the units, simply click on the unit.

     11.14  Allied Naval Transport to Iraq & Iran.

     The Allied player may transport units to and from the Iraqi, Iranian, and
Egyptian railheads at the southern edge of the mapboard if Allied controlled.
The Allied player may place units arriving from Europe around the Horn on these
two rail hexes.  The units will be placed entrained.  The Allied player can also
transport units from the Mediterranean to Iraqi and Iranian railheads by first
sending the units around the Horn, and then entering the Naval Screen and
changing the units direction back to Suez.  At the beginning of the next sea
movement phase the Allied player will be able to put the units on the railheads
or an Egyptian port.  To transport units out of those two railhead hexes, the
Allied player should click on the hex and select which units to transport.  The
units will automatically be sent around the horn toward Europe.  If the Allied
player wants to send them toward Egypt, he can enter the Navy Screen and change
the units direction toward the Suez by clicking on the Horn button and then
clicking on which units he wishes to change direction.

     11.15  Gibraltar.

     Whoever controls the port hex of Gibraltar can block entrance or exit
into the Mediterranean.  If the Allied player controls Gibraltar, he may pass
through this entrance, even if the two hexes to the west of Gibraltar are Axis
controlled (Allied sea movement may enter these hexes as if they were not
enemy owned).

      11.16  Amphibious assault from USA.

      The Allied player may base an amphibious assault from the United States
under certain situations.  Only US units that have been received as
reinforcements, but not yet placed on the mapboard, may participate.  Thus,
under the basic rules, any US troops the Allies receive during Strategic Cycle,
but which are not yet placed on the mapboard, can be used.  Under the Allied
Production option, any US troops that have been Sea Lifted during the previous
Strategic Cycle, but not placed on the mapboard, can be used.  Such an
amphibious assault is not effected by air or extraordinary air interdiction
(Allied carriers provide air cover) and is not limited to the 24 hex range
limitation.  However, two amphibious fleets are required and expended for each
assaulting unit.  The Allied player may perform an amphibious assault from the
USA on any High Seas enemy coastal hex in Morocco and Spanish Morocco, or, if
Gibralta is under Allied control, any Western Mediteranean enemy coastal hex in
Morocco, Spanish Morocco, or Algeria.  Further, if the United Kingdom
surrenders, an amphibious assault from the USA may be attempted on any High Seas
enemy coastal hex west of the column of hexes bounded by B1601 - C1604 during
any non-Snow turn.

      To perform such an amphibious assault, click on any coastal hex meeting
the above requirements.  If the Allies have two or more amphibious fleets and
any US units available, then a window will appear allowing you to select which
US units you wish to amphibiously assault the hex.


12.0 Air Movement Phase.

     Only airborne units may perform Air Movement.  Air Movement may not be
performed in a front where the enemy has Air Superiority.  For every airborne
unit moved, there must be a corresponding Air Transport Point (ATP) available
on that front.

     The Allied and Soviet players use airborne divisions for Air Movement.
The Axis player, although he has airborne divisions, may only them in the form
of airborne regiments.  When loading an Axis airborne division during
Reinforcement phase, it will be broken into three regiments.  Similarly, if
the Axis player uses Air Transport to transport an airborne division on the
map, it will be broken into three airborne regiments.  If they are in the same
hex, three regiments can combine to form a division again by selecting the
Combine option during Reinforcement Phase.

     Any Airborne unit that has used Air Movement that turn and is not in
supply at the end of the player turn is eliminated without forming a battle
group.

     12.1 Air Transport.

     Air Transport is performed using loaded and ready airborne units
(located in the Airborne Units section in the Air Screen) or airborne units on
the map in major supply, and not on an mountainous hex.  The airborne units
may be moved to a friendly owned supplied hex, or a friendly occupied hex.
The hex cannot be mountainous and it must be within range of Air Transport.
Air Transport range is 20 hexes from where the unit originated (if it was
lifted from the map), or 20 hexes from any friendly non-mountainous hex in
major supply.

     To Air Transport an airborne unit that is already loaded in the Air
front, simply click on any valid hex you wish to transport the unit to, and
you will be asked to select which units you want to transport there.  To Air
Transport an airborne unit already on the map, click on that hex to select the
units to transport, and then click on any valid destination hex to transport
the units there.  Each Air Transport Point used in Air Transport has a 1/6
chance it will be eliminated.  Any ATPs not eliminated take 4 turns to recycle
before they can be used again.

     12.2 Air Assault.

     Air Assault is similar to Air Transport except that only airborne units
already loaded and ready in the air front's Airborne Box may be used.  The
range is 12 hexes from any friendly non-mountainous major supplied hex.
Airborne units may assault any enemy hex, occupied or not, as long as it is in
range and is not mountainous.  To perform an Air Assault, just click on any
valid target hex, and select which airborne units you wish to drop there.  If
you drop airborne units on an enemy occupied hex, you will be forced to attack
the units during combat, and if the hex is not captured the airborne units
will be completely eliminated.  Each Air Transport Point used in an Air
Assault has a 2/6 chance it will be eliminated.  Any ATPs not eliminated take
4 turns to recycle before they can be used again.

     Units performing air assault do not capture the hex they land until the end
of the player turn when the computer determines whether they are in supply.  If
the air assaulting units are out of supply they are eliminated without ever
having captured the hex.  Thus, air assaulting units do not cut rail lines,
damage ports or production centers, destroy forts, or block the enemy from
tracing supply through the hex by ground or rail--even a hex unoccupied by enemy
forces--until the end of the player turn, and only then if supply can be traced
to air assaulting units.  However, before the end of the turn the air assaulting
units do effect combat, force defenders to retreat in certain situations, and
block defenders from retreating into an air assaulted hex not occupied by
friendly units.


13.0 Combat Phase.

     To attack an enemy hex, click on that hex.  A window will appear in the
bottom of the screen--the Combat Window.  The Combat Window will tell you what
the defense strength of the hex is.  Now click on an adjacent hex that is
connected by land or frozen water to the hex you wish to attack.  Select the
units you wish to attack with and click on the Accept button.  The Combat
Window will now reflect the changes you have made-- it will indicate your
total offense strength, the odds, and Combat Results Table to be used.  If the
odds are 1-2 or greater you can view the possible results by clicking on the
Results button, attack by clicking on the Attack button, or cancel the battle
by clicking the cancel button.  To attack with additional units, simply click
on the attacking hexes and select the attacking units.

     The defense and offense strength of each unit is indicated in
parentheses following the units name.  Click the right mouse button on any hex
to see the modified offense strength for friendly units, and modified defense
strength for enemy units.  Defense and Offense strength are based on the
unit's combat factor (the first number before the dash: a German 6-5 has a
combat factor of 6).  Season, climate, and supply all modify combat factors,
and terrain modifies the total combat factors of units involved in combat.

     13.1 Terrain Effects on Combat.

     The terrain of the defending hex has the following effects on combat:

     TERRAIN        COMBAT EFFECT

     Clear               None
     Broken              -1 Modifier
     Woods               -1 Modifier
     Swamp               -1 Modifier
     Rough               -1 Modifier
     Mountain            Doubles Defense Strength; -1 Modifier
     Dessert             None
     Arctic Swamp        Doubles Defense Strength; -1 Modifier

Additionally, units attacking across a river or straits have their offense
halved.

     13.2 Season and Climate Effects on Combat.

     Season and Climate modify units' defense and offense strength.

               CLEAR        MUD                     SNOW

ARID           None         None                    None

MODERATE       None         Attack strength         Mechanized units
                            halved.                 Attack strength halved,
                                                    except for Russian
                                                    units.

SEVERE         None         Attack and Defense      Mechanized units
                            strength halved for     Attack strength halved,
                            all units, except       except for Russian
                            Russian and Finish      units.
                            units.

ARCTIC         None         None                    None

Note that mainland Italy experiences Snow game turns as if they were Mud Game
turns.

     13.3 Supply Effects on Combat.

     Units that are out of supply have their attack and defense strength
halved.  If the attacking player selects any out of supply units to attack
with, the Combat Window will note this in red.  If the attacking player
attacks with any out of supply units, then the attacker must suffer an
Attacker Exchange in addition to the combat results.

     13.4 Artillery and Anti-Tank Units.

     If a Russian (1)10 anti-tank unit is attacked then all attacking
mechanized units offense strength is halved.  More than one anti-tank unit in
a hex will not cause any further reduction.

     Artillery does not have to be adjacent to the defending hex to attack.
Instead, it can be two hexes away from the defending unit, as long as there is
at least one friendly non-artillery unit adjacent to both the artillery and the
defending units (this unit does not have to attack, just be present).  Just
click on the hex with the artillery, and select which artillery units you want
to attack.  In order for Artillery to add its offense to the attack, the
attacker must have at least a 1:1 odds with non-artillery units, based solely
on unmodified combat factors for attacker and defender.  If the attacker selects
artillery to attack before having this unmodified 1:1, the artillery's offense
will not register in the Combat Window, but once you meet the 1:1 requirement
the artillery offense will be factored in automatically.

     13.5 Fortifications, Fortified Divisions, Fortresses, and West Wall.

     Fortifications triple the defensive strength of the strongest infantry,
motorized infantry, or airborne unit in the hex.  Fortifications have no
defense strength in themselves, and only one fortification per hex will triple
the defense strength of a unit.  Fortifications are eliminated when a hex is
captured.  However, the fortification in Tobruk is not eliminated, but changes
hands when the hex is captured.  The fortification in Tobruk ceases to exist in
1/1/1942.

     Fortified Divisions, in addition to adding their own defense strength,
double the defense strength of the strongest infantry, motorized infantry, or
airborne unit in the hex.  Russian 1-4 infantry divisions and French 3-4
infantry divisions can fortify into (3)0 and (6)0 fortified divisions
respectively during combat phase.  French 3-4 infantry divisions cannot fortify
until ten weeks after the Axis invade either Belgium, Netherlands, or Luxembourg,
or by 8/1/40, whichever comes first.

     The defense strength of a Fortress varies depending on whether it is
occupied and whether it attacked from the front or behind (a hex with a
fortress has walls and guns facing the borders of hexes the fortress is
facing).  If occupied a fortress has a defense strength of 20 (plus the
defense strength of the combat units in the hex) when attacked from the front
and a defense strength of 10 when attacked from the rear.  An unoccupied
fortress has a defense strength of 10 from the front and 5 from the rear.  An
Air Assault on a fortress is considered an attack from the rear, except for
the Liege, where an Air Assault reduces the defense strength to zero.
Fortresses and units in fortress hexes are always in supply.  Fortresses are
destroyed as a result of an exchange, half-exchange or defender eliminated,
regardless of whether the hex is captured.  Fortress hexes ignore retreat
results, though if an air assault is performed any surviving battle groups
must retreat on an exchange, half exchange, or defender eliminated.

     West Wall hexes add 2 to the defense strength of the hex, if the hex is
occupied by a combat unit.

     13.6 Air Support.

     If the attacking player has available Air Points in Air-Ground for the
front the battle is in, he may assign air support by clicking the Air Support
button on the Combat Window.  Air Support will provide a +1 modifier to the
combat.

     13.7 Allied Naval Gunfire.

     The Allied player receives Naval Gunfire support for combat involving
Allied beach heads.  If the Allied player is performing an Amphibious Assault
and has placed a beach head, he will receive a +1 modifier on the attack.  If
the Axis player is attacking a hex with an Allied beach head on it, he will
receive a -1 modifier.

     13.8 Determining which Combat Result Table (CRT) to Use.

     There are four different Combat Resolution Tables (CRTs), with one being
the most desirable and four the least.  The CRT for any particular attack is
identified at the top of the Combat Window.  The CRT used is determined by the
nationality of the attacking units, the year, the climate, and the season.

Germany:
          ARID      MODERATE                 SEVERE

1939      CRT 2     CRT 2 for Clear;         CRT 2 for Clear;
                    CRT 3 for Snow & Mud     CRT 4 for Snow & Mud

1940-42   CRT 1     CRT 1 for Clear;         CRT 1 for Clear;
                    CRT 2 for Snow & Mud     CRT 4 for Snow & Mud

1943      CRT 2     CRT 2                    CRT 2 for Clear;
                                             CRT 4 for Snow & Mud

1944-45   CRT 3     CRT 3 for Clear;         CRT 3 for Clear;
                    CRT 2 for Snow & Mud     CRT 4 for Snow & Mud


United Kingdom, United States, France, and Free France:

          ARID       MODERATE                SEVERE

1939      CRT 4      CRT 4                   CRT 4

1940      CRT 3      CRT 4                   CRT 4

1941-42   CRT 3      CRT 3 for Clear;        CRT 3 for Clear;
                     CRT 4 for Snow & Mud    CRT 4 for Snow & Mud

1943      CRT 2      CRT 2 for Clear;        CRT 2 for Clear;
                     CRT 3 for Snow & Mud    CRT 4 for Snow & Mud

1944-45   CRT 1      CRT 1 for Clear;        CRT 1 for Clear;
                     CRT 2 for Snow & Mud    CRT 4 for Snow & Mud


Russia:
          ARID      MODERATE                 SEVERE

1939-41   CRT 4     CRT 4                    CRT 4 for Clear;
                                             CRT 2 for Snow & Mud

1942      CRT 4     CRT 3                    CRT 3 for Clear;
                                             CRT 2 for Snow & Mud

1943      CRT 3     CRT 2 for Clear;         CRT 2
                    CRT 3 for Snow & Mud

1944-45   CRT 2     CRT 1 for Clear;         CRT 1 for Clear;
                    CRT 2 for Snow & Mud     CRT 2 for Snow & Mud


Finland:
          MODERATE   SEVERE

1939      CRT 2      CRT 2

1940-41   CRT 1      CRT 1

1942      CRT 2      CRT 2

1943      CRT 3      CRT 3

1944-45   CRT 4      CRT 4


All other countries use CRT 4.  When more than one nationality is involved in
the attack, the lowest (best) CRT based on the nationalities is taken.

    The Axis player may increase the CRT he is using in any calendar year by
one level (up to a maximum of Level 1) by expending Production and Personnel
Points (see 21.3, Upgrading Combat Results Table).

     13.9 Combat Result Tables (CRTs).

     The following are the four CRTs used in the game:

CRT 1
   1:2  1:1 2:1 3:1  4:1  5:1   6:1   7:1   8:1   9:1   10:1  11:1 12:1
0  Ae   Ae  Ae  AEx  AEx  Br    Br    Br    Dr    Dr    Dr    Dr   De
1  Ae   Ae  Ae  AEx  AEx  Br    Br    Ex    Ex    1/2Ex 1/2Ex De   De
2  Ae   Ae  AEx AEx  Br   Dr    Ex    Ex    1/2Ex 1/2Ex De    De   De
3  Ae   AEx AEx Br   Dr   Ex    Ex    1/2Ex 1/2Ex De    De    De   De
4  Ae   AEx Br  Br   Dr   Ex    1/2Ex 1/2Ex De    De    De    De   De
5  AEx  Br  Br  Dr   Ex   1/2Ex 1/2Ex De    De    De    De    De   De
6  Br   Br  Dr  Dr   Ex   1/2Ex De    De    De    De    De    De   De

CRT 2
   1:2  1:1 2:1 3:1  4:1  5:1  6:1   7:1   8:1   9:1   10:1  11:1  12:1
0  Ae   Ae  Ae  Ae   AEx  AEx  Br    Br    Br    Dr    Dr    Dr    Dr
1  Ae   Ae  Ae  Ae   AEx  AEx  Br    Br    Ex    Ex    1/2Ex 1/2Ex De
2  Ae   Ae  Ae  AEx  AEx  Br   Dr    Ex    Ex    1/2Ex 1/2Ex De    De
3  Ae   Ae  AEx AEx  Br   Dr   Ex    Ex    1/2Ex 1/2Ex De    De    De
4  Ae   Ae  AEx Br   Br   Dr   Ex    1/2Ex 1/2Ex De    De    De    De
5  Ae   AEx Br  Br   Dr   Ex   1/2Ex 1/2Ex De    De    De    De    De
6  Ae   Br  Br  Dr   Dr   Ex   1/2Ex De    De    De    De    De    De

CRT 3
   1:2  1:1 2:1 3:1  4:1  5:1  6:1   7:1   8:1   9:1   10:1  11:1  12:1
0  Ae   Ae  Ae  Ae   AEx  AEx  AEx   Br    Br    Br    Dr    Dr    Dr
1  Ae   Ae  Ae  Ae   AEx  AEx  Br    Br    Br    Ex    Ex    1/2Ex 1/2Ex
2  Ae   Ae  Ae  AEx  AEx  Br   Dr    Dr    Ex    Ex    1/2Ex 1/2Ex De
3  Ae   Ae  AEx AEx  Br   Dr   Dr    Ex    Ex    1/2Ex 1/2Ex De    De
4  Ae   Ae  AEx Br   Br   Dr   Ex    Ex    1/2Ex 1/2Ex De    De    De
5  Ae   AEx Br  Br   Dr   Ex   1/2Ex 1/2Ex 1/2Ex De    De    De    De
6  Ae   Br  Br  Dr   Dr   Ex   1/2Ex 1/2Ex De    De    De    De    De

CRT 4
   1:2  1:1 2:1 3:1  4:1  5:1  6:1  7:1  8:1   9:1   10:1  11:1  12:1
0  Ae   Ae  Ae  Ae   Ae   AEx  AEx  AEx  Br    Br    Br    Dr    Dr
1  Ae   Ae  Ae  Ae   Ae   AEx  AEx  AEx  Br    Br    Ex    Ex    1/2Ex
2  Ae   Ae  Ae  AEx  AEx  AEx  AEx  Br   Dr    Ex    Ex    1/2Ex 1/2Ex
3  Ae   Ae  AEx AEx  AEx  AEx  Br   Dr   Ex    Ex    1/2Ex 1/2Ex De
4  Ae   Ae  AEx AEx  Br   Br   Br   Dr   Ex    1/2Ex 1/2Ex De    De
5  Ae   AEx Br  Br   Br   Br   Dr   Ex   1/2Ex 1/2Ex De    De    De
6  Ae   Br  Br  Dr   Dr   Dr   Dr   Ex   1/2Ex De    De    De    De


     13.10 Combat Results.

     The following are the possible combat results:

Ae   Attacker Eliminated: All attacking units are eliminated (or reduced to
     BGs).

AEx   Attacker Exchange: The attacker must eliminate units that have a
      total unmodified combat strength equal to or greater than defenders
      total unmodified combat strength.

Br    Both Retreat: Defending units retreat or are eliminated, and then
      Attacking Units must retreat or be eliminated.

Dr    Defender Retreat: Defending Units must retreat or be eliminated.

Ex    Exchange: All defending units are eliminated and the attacker must
      eliminate units that have a total unmodified combat strength equal to
      or greater than defenders total unmodified combat strength.

1/2Ex Half Exchange: Same as Exchange except attacker need eliminate only
      half as much total unmodified combat strength in units.

De    Defender Eliminated: Defender is eliminated.


If the defending hex is left vacant, the attacker may advance any remaining
attacking units into the hex.  Units reduced to battle groups always have the
option of retreating.

     13.11 Retreats.

     Retreating units cannot retreat into a hex in an enemy ZOC, unless the
hex is occupied by a friendly unit.  Retreating units must first retreat into
vacant hexes before retreating into friendly occupied hexes.  Retreating units
must avoid overstacking if possible.  If defending units overstack during
retreats, they have until the end of their first movement phase to rectify
the overstacking or be eliminated.  Attacking units only have until the end
of mechanized movement phase to rectify overstacking.  Units forced to
retreat have the option of remaining in the hex and being reduced to battle
groups.

     Given the above restrictions, the attacking player decides where his
units will retreat.  The defending player relies on the computer to make
retreat decisions for him, however he may give certain instructions.  Retreat
Orders can be issued to hexes individually--by clicking on the Orders button
in the Hex Display window--or throughout a front by pressing the Game button
and selecting Retreat Orders.  These Retreat Orders will effect the decisions
the computer makes for the player's defending units during the opposing
players' combat phase.

       A player can either order Normal Retreats or No Retreats.  No Retreats
mean that defending units exposed to a retreat result will instead accept a
defender eliminated result in order to hold the hex (assuming at least one
unit will form a battle group).  Further, defending units that are eliminated
and form battle groups will not retreat from the defending hex. Normal Retreats
mean that defending units will retreat rather than face elimination, and that
defending units reduced to battle groups might retreat depending on the
computers determination.  When making such a determination the computer first
looks to total defense of the battle groups that would remain in the hex.  If the
defense strength is 3 or greater, the computer assumes the hex cannot be overrun
and does not retreat the defending battle groups.  If the defense strength of
the battle groups is under 3, and if the defense strength of all friendly
adjacent hexes is 3 or more, then the computer will retreat the battle groups.
Thus, the computer first checks to see if the battle groups can be overrun and
therefore need to be retreated and then whether retreating them would expose the
back lines of the defender to an armor break-out.

     13.12 Air and Amphibious Assaults.

     Air and Amphibious assaults effect combat results.  On a result of De,
1/2Ex, Ex, Dr, or Br, the results are applied as normal, but then the defender
must retreat his units from the hex or be completely eliminated (no BGs). On
any other result the assaulting units are completely eliminated.

     Mechanized units performing an Amphibious Assault have their attack
strength quartered, and other units attack strength is halved.  Airborne units
performing air assault attack at full strength.

     13.13 Partisan Combat

     Partisan Cadres do not add their defense strength to friendly combat
units in the same hex, and are not effected by combat involving combat units
in their hex.  Partisan cadres may be attacked directly if there are no other
enemy combat units in that hex.  On a result of De, 1/2Ex, or Ex the partisan
cadres are eliminated, otherwise the combat result is no effect.  The Axis
player is not affected by combat results in attacks on Partisan cadres, and
never suffers any losses nor has to retreat.

     Partisan Units do add their defense strength to attacks on friendly
units in the same hex, and are effected by combat the same as any other combat
unit, except Partisan Units are never forced to retreat.

     German 6-3 security divisions can only attack partisans, and are unable
to attack any other kind of unit.

     The Axis player cannot attack Yugoslavian Partisan Cadres until the first
Yugoslavian Partisan Unit has been formed.

     13.14 Fortifying and Unfortifying Units.

     In addition to performing combat during Combat Phase, the phasing player
may fortify and unfortify infantry divisions.  Only Russian and French
infantry divisions may fortify, and the French may only do so beginning in
8/1/1940 or ten weeks after the Axis invade either Belgium, Netherlands, or
Luxembourg, whichever comes first.  Fortified infantry divisions cannot move and
do not exert a ZOC, but they do have a defense strength (6 for the French and 3
for the Russians) and double the defense of the strongest infantry, motorized
infantry, or airborne unit in the hex.

     Only units which have not moved or attacked that turn and that are in
supply may fortify.  Units may not fortify during mud game turns.  To fortify
a valid unit click on the hex, and choose to fortify the unit.  The chances of
fortifying the unit is the sum of the combat factors of all infantry,
motorized infantry, and airborne units in the hex that have not fought or
moved (including the fortifying unit), out of 6.  If successful the unit is
fortified, and the units that helped it to fortify cannot attack the rest of
the turn.  If not successful, the participating units can still not attack for
the rest of the turn, nor can they try to fortify again until next turn.

     Russian 1-4 and French 3-4 infantry divisions can fortify into (3)0 and
(6)0 fortified divisions respectively.  French units may not fortify until
8/1/1940.  Any fortified division can always unfortify.  Just click on the
hex and choose to unfortify the fortified division.

     13.15 Supply during Combat Phase.

     During Combat Phase supply is supposed to be calculated instantaneously,
unlike the other phases where supply is determined at the beginning of the
phase.  However, it would slow the game down unnecessarily to recalculate
supply after every battle, as most battles often have no effect on the
supply status of units that will be involved in the remaining battles.
Instead, the player whose turn it is, the phasing player, has the option
of recalculating supply whenever he wants during combat phase.  The
rationale for this is simple.  Although it is possible that as the result
of a battle the phasing player might place units that have not yet attacked
out of supply that were in supply, and that these units may then be used in
combat as if they were in supply, this will at most very rarely happen, if
ever.  Instead, recalculating supply during combat is almost always only to
the advantage of the phasing player, if it is of advantage to anyone.  Thus,
we leave it up to his discretion.  To recalculate supply during combat
phase, click on the Game button and select Supply.


14.0 Mechanized Movement Phase.

     Mechanized Movement Phase is the same as Initial Movement Phase (Rule
9.0), except that only mechanized type units and cavalry units may move during
this phase.  Thus, armor, mechanized-infantry, cavalry, and supply units all
get to move again during Mechanized Movement Phase, regardless of whether they
moved during Initial Movement Phase or how much.  Artillery and anti-tank
units do not move during Initial Movement Phase, but do move during Mechanized
Movement Phase.  Units are free to perform overruns as in Initial Movement
Phase, and all other rules are the same.


15.0 Air Interdiction Phase.

     During Air Interdiction Phase the phasing player places Air Interdiction
in hexes within range (6 hexes for Soviets and 12 hexes for Axis and Allies)
of a supplied friendly hex.  Simply click on any valid hex to place a Air
Interdiction marker.  Click on the hex again to remove it.  The player may
only deploy as many Air Interdiction markers as he has APs available in the
Air-Ground mission for that front (if any).  Air Interdiction costs the
opposing player 2 additional movement points to move a unit into an
interdicted hex (unless the hex is already in your ZOC in which case no
additional cost is paid).  During Rail Movement Phase it costs 5 additional
Rail MP to enter a hex with enemy Air Interdiction.


16.0 Season and Climate.

     Season and Climate can effect movement, combat, and supply among other
things.  Each hex is in a certain climate.  Click on the Display button and
select Climate map to view a map labeling and delineating the different
climates (Arid, Moderate, Snow, and Arctic).  Click the right mouse button on
a hex to view the Hex Display Window which will tell you what Climate a
particular hex is in.  The season (Clear, Mud, and Snow) depends on the cycle
and game turn.  The season is snow during cycles 12, 13, 1, 2, and 3.  Cycles
11 and 4, and the first two game turns of cycle 5 are Mud.  The remainder of
the game is Clear season.  The Reinforcement Screen graphically display the
different seasons on its calendar.  The mapboard in x12 zoom mode will display
the current season next to the date.  The following are the effects of Season
and Climate on movement, combat, and supply:

          CLEAR          MUD                      SNOW

ARID      None           None                     None

MODERATE  None           MPs halved for           MPs halved for
                         all units.               Mechanized and Motorized
                         Attack Strength          units and Mechanized units'
                         halved.                  attack strength halved, both
                         Supply range halved.     except for Russian units.
                                                  Supply range halved
                                                  for all units except
                                                  Russian and Finnish.

SEVERE    None           MPs reduced              MPs halved for
                         to one for all           Mechanized and Motorized
                         units, except for        units and Mechanized units'
                         Russian and Finish       attack strength halved, both
                         units whose MPs          except for Russian units.
                         are halved.              Supply range halved
                         Attack and Defense       except for Russian and
                         strength halved for      Finnish units.
                         all units, except
                         Russian and Finish
                         units.  Supply range
                         except for Russian
                         and Finish units.

ARCTIC    No Mechanized. No Mechanized.           No Mechanized.
          Supply halved. Supply halved.           Supply halved.

Note that mainland Italy experiences Snow game turns as if they were Mud game
turns.

     During Snow game turns all rivers in severe climate hexes freeze
(represented by a dotted blue line), and do not have any effect on movement.
During the first three cycles of each year, all Finish and Soviet lakes freeze
and are considered to be land for movement purposes.  However, only Russian
and Finish units may enter a frozen all-lake hex, as compared to frozen
coastal lake hexes which any unit can enter or cross.

     The following Russian, Baltic States, Finnish, and Swedish ports freeze
during 13th and 1st through 4th cycle of each year: Riga, Talinin,
Oranienbaum, Leningrad, Helsinki, Turku, Pori, Oulu, Lulea, and Stockholm.
Frozen minor ports cease to function, and frozen major ports operate as minor
ports for all purposes.

      The seasons may effect how many APs are available on an air front:

West:      2/3 APs available during Snow & Mud.
East:      1/2 APs available during Mud;
           1/2 APs available during Snow, except for Soviets.
South:     2/3 APs available during Mud.


17.0 Invasion of Russia (Operation Barbarossa).

     17.1 Control of Russia and Mandatory German Invasion (Europe).

     Hitler's main goal in World War II was to conquer Russia.  He believed
the German people needed living room, lebensraum, and that they were destined
to populate the Russian Steppes, fed by German farmers in the Ukraine and
Poland.  Hitler invaded France so that he would be free to invade the Soviet
Union without fighting on two fronts.

     Prior to 7/1/1941 the computer controls the neutral Soviet Union,
redeploying its units with the annexations of Eastern Poland, Bessarabia, and
portions of Finland, and conducting limited production of new units.  If the
Axis player does not invade by 7/1/1941, the Allied player (or the Soviet
player if there are three players) will be given limited control of the
Soviet Union, allowing him to move its units, and engage in limited peace
time production.  The Soviet Union will also be free to Declare War on the
Axis beginning in 6/1/1942 if still neutral.  Russian rail capacity is 9 while
at peace.  Under option 22, Russia & Turkey, the player gets peace time control
of Russia, if Turkey is attacked by the Axis, or if Turkey activates because of
Axis political points (and not an Allied attack) as an Axis minor ally.  If the
Axis attack Turkey, then Russia is also free to Declare War on the Axis whenever
it wants.

     Further, the Scenario Editor allows the player to create a scenario wherein
the player has control of Russia during peacetime from the beginning of the
scenario.  See Scenario Editor Instruction 6.0.  Note, giving the player control
over Russia during peacetime early in the game can seriously harm the play
balance of the game, and we therefore recommend that the players agree to
restrictions forcing the Russian player to garrison the border and limiting the
number of divisions he may fortify.  As this option is provided for players who
are experienced with War In Europe and wish to experiment with Russian control,
we leave such restrictions and their enforcement up to the player.

     When the player is in control of Russian peace time production through any
device described above, he receives 4 Personnel and 8 Arms points per cycle.
The Siberian reinforcements, released in 11/41, are not part of Russian
production, and are still received automatically.  Upon war or by 7/41, the
Russian player will find 12 x 4-4s, 4x 3-5s, 12x (1)10s, 4x 2-5s, and 2 APs, in
the production pipeline to be received in the next three cycles.  These war
reinforcements, unlike Siberian reinforcements, are not received when the player
has control of Russia during peace time through use of the Scenario Editor
option.  Russia receives 55 Personnel and 115 Arms points upon going to war.

     17.2 Special Rules for the Invasion of Russia (Europe/East).

     The Axis must garrison each captured Russian personnel center with a
combined unmodified combat factor of 6 Infantry. In each captured personnel
center with less than 6 infantry, there is a 1/6 chance a Russian 1-4 division
will be placed in the center (if not occupied), or an adjacent hex (if not
occupied).

     For the first 8 game turns of the invasion of Russia, Russian Rail
Capacity is halved (from 60 down to 30).

     For the first year from the beginning of the invasion, Axis units have 6
MP to trace supply to Axis Major Supply Heads in Severe Climate hexes (this is
reduced to 3 MP in Snow and Mud game turns).

     During the First Axis Winter in Russia (all snow game turns until one
year from the date of the invasion), the Axis player must reduce one German 6-5
division in Russia to a BG each Reinforcement Phase.

     Also during the First Axis Winter in Russia, when Russian units attack
they may substitute an attacker retreat for any combat result.

     During the first five cycles of war, if the Russians lose a 100 or more
units of any type, they cease producing new arms points from arms centers
that are on the map or have been moved to Siberia, until the fifth cycle
after invasion.  Thus, if Germany invades Russia during in 5/3/41, and by
7/4/41 have killed a hundred or more Russian units, then during Strategic
cycle 8 and 9, Russia would only produce arms points from its permanent arms
centers in Siberia, and by the strategic cycle 10 would be producing arms
points again normally.  Note that the Soviets can still expend Arms Points
already produced and not yet spent--these are not effected.  For the first 5
cycles a count of the number of Russian units eliminated is kept and displayed
in Soviet Production Screen.  If the number equals or exceeds 100, the message
is changed to "Disrupted".  This simulates the devastating effect the German
attack had on the Russian economy (beyond that simulated by Arms Centers being
moved and sometimes overrun).

     Russia has 5 resource centers, and is reliant on them for oil.  For
every one of these that are captured by the Germans, Russia loses 10% of its
Arms Point production.  If Astrakhan is captured and the rail line connecting
these centers to Siberia severed, Russia loses 75& of its arms production.
(Russia can only lose 75% maximum, even if all five centers are captured and
Astrakhan taken).  If the Russians retake a captured Resource Center, they
must rebuild it before it stops reducing their Arms Point production.  An
option to rebuild the Resource Center will appear in the Soviet Production
Screen (it will take 3 cycles to rebuild and cost 10 Arms Points and 1
Personnel Point).

     17.3 Barbarossa and War in the West (West).

     When playing War in the West, the Axis player must amass the following
army in Poland before 7/4/41:

      18x 10-8 Armor Divisions
      15x 8-8  Mechanized Infantry Divisions
       7x 3-8  Armor Brigades
     110x 6-5  Infantry Divisions
       9x 6-3  Infantry Divisions
       3x (1)5 Railroad Repair Units
       26 Air Points (Eastern Front)

At the beginning of 7/4/41 these troops will be removed from Poland.  If
there are not enough of one type of unit, but there are extra of a superior
unit, then the superior unit will be substituted (i.e., a 10-8 substituted for
an 8-8).  If there are not enough mechanized or Railroad Repair Units, then
two 6-5 infantry divisions will be substituted for each missing unit.  If,
even after substituting, there are not enough units in Poland, then the
remaining units plus a fifty percent penalty will have to be removed from
the rest of the mapboard.

     Beginning in 5/1/41, a notice will appear at the start of each Axis
reinforcement phase updating the Axis player on how many units he has in
Poland and how many more he needs.


18.0 U-Boat War (Europe/West).

     18.1 Effect of U-Boat War on Allied Reinforcements.

     The U-Boat War determines when the Allied player will receive
reinforcements (except for French reinforcements which are not effected).
Each cycle the U-boat War determines whether the Allied Reinforcements
scheduled for that cycle will (a) not be received that cycle; (b) received
that cycle; (c) received that cycle along with the reinforcements scheduled
for next cycle.  The determination is made based on the year, the number of
Axis U-Boats, and a random roll of the die:

Date           Number of U-Boats
1939       NA     0      1     2-5     6+
1940       0      1      2     3-10  11-20   21+
1941       0-2   3-5    6-10  11-15  16-30  31-40   41+
1942      0-10  11-15  16-20  21-30  31-40  41-50   51+
1943-45   0-15  16-20  21-30  31-40  41-50  51-60   61+

Die Roll
   1       A1    A1     A1     D      D      D      D
   2       A1    A1     A1     A1     D      D      D
   3       A2    A1     A1     A1     A1     D      D
   4       A2    A2     A1     A1     A1     A1     D
   5       A2    A2     A2     A1     A1     A1     A1
   6       A2    A2     A2     A2     A1     A1     A1


D = No reinforcements; A1 = Regular Reinforcements; A2 = Regular plus next
cycles reinforcements.

     18.2 U-Boat Attrition.

     After determining the effect of the U-Boat War on Allied reinforcements,
U-Boats suffer an attrition.

Date           Number of U-Boats
1939-41   1-10  11-20  21-30  31-40  41+
1942      1-10  11-20  21-30  31-50  51+
1943      1-5    6-10  11-20  21-30  31-40  41-50   51-60  61+
1944-45   1-5    6-10  11-15  16-30  31-50  51-60   61+

Die Roll       Number of U-Boats Eliminated
   1       1      1      1      1      1      1      2      3
   2       -      1      1      1      2      2      3      4
   3       -      -      2      2      2      3      3      4
   4       -      -      -      2      2      3      3      4
   5       -      -      -      -      2      3      4      5
   6       -      -      -      -      3      4      5      6


19.0 Allied Reinforcements (Europe/West).

     19.1 Allied Cycle.

     The Allied Cycle consists of U-Boat War, Placement Mode, and Strategic
Bombing assignments.  U-Boat War was discussed above in Rule 18.0.  Assigning
Strategic Bombers will be discussed in Strategic Air War, Rule 22.0.
Placement Mode, consisting of placing Allied Reinforcements, is described
below.

     19.2 Allied Placement Mode.

     A window will appear at the beginning of Placement Mode listing all the
reinforcements the Allied player received.  If any of the reinforcements are
ground units, a window will appear listing these units which need to be placed
on the mapboard. Place the new units in any friendly city or port hex in their
home country, by clicking on an appropriate hex.  If units can be placed on
that hex another window will appear, asking you to select which of the units
you wish to place on the hex.  Highlight the units you wish to place by
clicking on them, and then click on the Accept button.  If you cannot or do
not wish to place all the units, click on the Done button.  At the beginning
of the next Reinforcement Phase any units you did not place will appear in the
Placement Window.

     United Kingdom units which have the word Suez in parentheses next to
their name, must be placed in a Friendly supplied port or city hex in Egypt.
American units may be placed in any friendly major port hex, which is both
supplied and out of enemy air interdiction range.

     Allied Strategic Air Force Bases (AFB) should be placed in a friendly
hex in Major Great Power supply.  It will take 2 cycles for the AFB to become
functional.  Only one AFB per country will function.  AFBs may be moved by
Dissolving them during Reinforcement Phase (see Rule 8.2).


20.0 Soviet Production (Europe/East).

     20.1 Building Units.

     The Soviet player expends Personnel Points and Arms Points, and uses
Training Centers to build new units and rebuild reduced units.  On the top
left side of the Soviet Production Screen the number of Personnel Points,
Arms Points, and available Training Centers are displayed. To build a unit
listed in the Production Options window, the Russian player clicks on that
unit's Plus button.  If the unit can be built, the appropriate points and cadre
will be expended and the unit will appear on the reinforcement calendar at the
top of the screen.  There are three reasons why you might not be able to build a
particular unit type: (1) not enough Personnel Points and Arms Points available;
(2) you have reached the limit for how many of that type of unit can be built at
this time; (3) not enough cadre units available; or (4) no more training centers
available.

     Notice that next to every Build Button the cost in Personnel Points (PP)
and Arms Points (AP) are listed.  If you click on the Plus Button this many
points will be expended.  Notice also that the number of cycles it will take
to build the unit is listed, as well as what cadre units are required to build
the unit, and how many more units of this type may be built (under Allowed).
The Plus Button usually builds more than one unit, as indicated by the first
number next to the Plus Button.  There are more than one Plus Button for
certain units, representing different build options, using different cadre
units.

     For example, look at the first 4-4 Infantry Corp build option.  This build
option will build four 4-4 corps at the cost of 2 Personnel Points and 1 Arms
Point.  Building units often requires cadres (smaller units used for building
bigger units) be expended.  In this case it will cost twelve 1-4 infantry
divisions to build the four corps.  Only 75 4-4 infantry corps can be in play
at any one point in time, so if there are more than 71 of these corps on the
map or already being built, you cannot make anymore.  Every group build
requires the use of an available training center.  Thus you can only make as
many group builds as you have available training centers each cycle.  If you
have enough Personnel and Arms points, enough cadres, an available training
center, and remaining 4-4 corps that can be built, then clicking on the Plus
Button will build the units.

     20.2 Personnel Points, Arms Points, and Training Centers.

     New Personnel Points and Arms Points are generated each turn and added
to any remaining from the previous turn.  The number of active Personnel
Centers, Arms Centers, and Training Centers are listed at the top of the
Russian Production Information Screen, which can be accessed by clicking on
the Information button.  Also listed at the top of the Production Information
Screen are the Personnel Multiplier and the Arms Multiplier.  The computer
multiplies the number of active Centers by the appropriate Multiplier to
calculate the number of Personnel and Arms Points.

     A Personnel center is active if it is Soviet owned and can trace a line
of communication through Soviet owned Russian or Balic State hexes, that are
either Russian occupied or not in enemy ZOC, to a Soviet owned Russian hex on
the eastern edge of the mapboard.  When tracing a line of communications, sea
movement may be used between port hexes if there is naval transport capability
in the sea.  Arms Centers and Training Centers are active if they are on or
adjacent to an active Soviet Personnel Center and they can trace a line through
repaired Russian rail to Siberia, or if they are in Siberia.  Arms Centers and
Training Centers can both be moved by rail, and after they are detrained they
take two cycles before they can be active again (a D1 or D2 will be displayed
next to the Center's description).

     Personnel and Arms Multipliers change according to the following
schedule based on how many cycles the Soviet Union has been at war:

     Cycle          Personnel      Arms
     of War         Multiplier     Multiplier

     1              3              1
     2              2              1
     3-18           1              1
     19-24          1              2
     25-27          2              2
     28             2              3
     29-31          1              3
     even 32-42     0              3
     odd 33-43      1              3
     44+            0              3

Personnel and Arms Multipliers are also listed in the Reinforcement Screen.

     20.3 Soviet Resource Centers.

     Russia has 5 resource centers, and is reliant on them for oil.  For
every one of these that are captured by the Germans, Russia loses 10% of its
Arms Point production.  If Astrakhan is captured and the rail line connecting
these centers to Siberia severed, Russia loses 75& of its arms production.
(Russia can only lose 75% maximum, even if all five centers are captured and
Astrakhan taken).  If the Russians retake a captured Resource Center, they
must rebuild it before it stops reducing their Arms Point production.  An
option to rebuild the Resource Center will appear in the Soviet Production
Screen.  It takes three cycles for a Resource Center to be rebuilt.

     20.4 Arms Point Production Collapse.

     During the first five cycles of war, if the Russians lose a 100 or more
units of any type, then all mapboard arms centers and all arms center moved to
Siberia cease producing arms points until the fifth cycle after invasion.  Thus,
if Germany invades Russia during in 5/3/41, and by 7/4/41 have killed a hundred
or more Russian units, then during Strategic cycle 8 and 9, only the 24 permanent
arms centers in Siberia would produce any new arms points, however by strategic
cycle 10 all arms centers would be producing arms points again.  For the first
5 cycles a count of the number of units is kept and displayed in the Soviet
Production Information Screen.  If the number equals or exceeds 100, the message
is changed to "Disrupted".  This simulates the devastating effect the German
attack had on the Russian economy (beyond that simulated by Arms Centers being
moved and sometimes overrun).

     20.5 Placing Reinforcements.

     To place reinforcements click the Place Reinforcements button.  A map of
the Soviet Union will be displayed.  On the map all active Training Centers
will appear as brown triangles with a number in its center.  The number
represents the number of reinforcements placed on the Training Center that
Cycle.  The right edge of the screen represents Siberia and the Training
Centers located there.  At the top right of the screen is a window listing all
the reinforcements available to be placed.  Click the right mouse button on a
Training Center and a window will appear displaying what units are around the
Training Center.

     Click on a Training Center to place reinforcements there, and then
select which unit you wish to place.  Reinforcements must be placed one at a
time so that no one Training Center has received more than one more unit than
any other Training Center.  A maximum of three units can be placed in a
Training Center.  A unit placed in a Training Center will be placed in the hex
the Training Center is in, or in an adjacent hex to conform with stacking
limits.

     20.6 Obtaining Cadres.

     To obtain cadres from the mapboard click on the Obtain Cadres button.
A map of the Soviet Union will be displayed and all active Training Centers
will appear as brown triangles.  The right edge of the screen represents
Siberia and the Training Centers located there.  Click the right mouse button
on a Training Center and a window will appear displaying what cadres are on or
adjacent to the Training Center.

     Click on a Training Center to remove cadres from the Training Center hex
or adjacent hexes, and then select which units you wish to remove.  Units
removed to be used as cadres can only re-enter the game by being used as
cadres in a larger unit--they cannot be received as reinforcements or railed
from Siberia.

     Units railed to Siberia or placed in Siberia may be used as cadres.  Thus,
if you place reinforcements in Siberia, they will still show as available in the
cadre box.

     20.7 Unit Production Options & Costs.

Units                   Cadres             Pers  Arms  Cycles  Available
4x 1-4 Inf Div           -                   2     1     1        297
4x 1-4 Inf Div           -                   3     2     0        297
2x 1-4 Para Div          -                   2     2     3          3
4x 1-4 Mountain Div      -                   2     2     2         15
4x 1-3 Cavalry Div       -                   1     4     1         15
4x 3-5 Mech Inf Bde      -                   1     3     4        126
4x 2-5 Armor Bde         -                   1     2     4         75
4x (1)10 Anti-Tank Bde   -                   1     5     1         75
4x 4-4 Inf Corp         12x 1-4 Inf Div      2     1     2         75
4x 4-4 Inf Corp         4x 1-4 Inf BG        3     3     1         75
4x 5-5 Inf Corp         4x 4-4 Inf Corp      2     3     2         90
2x 5-5 Inf Corp         4x 1-5 Inf BG        1     2     1         90
2x 2-3 Cavalry Corp     -                    2     5     2         21
4x 2-3 Cavalry Corp     4x 1-3 Cav BG        2     5     1         21
2x 9-6 Mech Inf Corp    6x 3-5 Mech Bde &    1     3     3         36
                          2x 2-5 Armor Bde
4x 9-6 Mech Inf Corp    4x 2-6 Mech BG       2     9     2         36
4x 8-6 Armor Corp       12x 2-5 Armor Bde &  1     5     2         48
                          4x 3-5 Mech Bde
4x 8-6 Armor Corp       4x 2-6 Mech BG       1     7     2         48
2x 10(1)10 Art Corp     -                    3    15     4         45
2x 10(1)10 Art Corp     2x (1)10 Art BG      1    10     3         45
1x (1)1 MSU                                  1    15     2         15
4x (1)1 RR                                   1     5     2         15
2x Training Ctr                             10    20     4         21
2x Air Points                                1    15     3        120
2x Air Points           2x Dead APs          0    13     3        120
2x Air Transport                             1    20     3          3


21.0 German Production (Europe/West).

     German Production allows the Axis playing to build new Axis units and
rebuild reduced units.  Preceding German Production, the Axis player assigns
interceptors to attack Allied Strategic Bombers and Strategic Bombing is
resolved, and after German Production repairs are attempted on bombing hits
(see Strategic Bombing, Rule 22.0).

     To view the mapboard, the Axis player should click on the Browse Map
button.  Click on the U-Boat button to see the results of the U-Boat War, and
to see how many U-Boats will be available for next cycle.  Click on the
Reinforcement button to place reinforcements in Placement Centers on the
mapboard and click on the Obtain Cadres button to remove units for use as
cadres in the production process.

     21.1 Building Units.

     The Axis player builds units by expending Production Points and
sometimes a cadre.  To build a unit listed in the Production Options window,
the Axis player clicks on that unit's Plus button.  If the unit can be built,
the appropriate points and cadre will be expended and the unit will appear on
the reinforcement calendar at the top of the screen.  There are four reasons
why a unit could not be built: (1) there are not enough Production Points;
(2) the unit requires a cadre that is not available; (3) the maximum number
of this type of unit is already in play; or (4) there are not enough Production
Points left to be spent on this category (land, air, or sea).  Cadres are units
that are used to build other units.  Available cadres are listed at the bottom
left of the Production Screen.  If you wish to change a build selection, click
on the unit's Minus button, and the build will be reversed.

     When playing War In Europe, the Axis must spend a 30% minimum of
Production Points on air force.  The Germans cannot spend more than 50% of
their Production Points on air force, and not more than 30% of their
Production Points on naval builds.  This does not apply when playing War In
the West.

     21.2 Repairing Production Centers.

     In addition to building units, the Axis player may spend production
points on repairing captured or recaptured Production Centers.  If a Production
Center hex is occupied by enemy units and then recaptured by Axis units, or if
a Production Center is captured for the first time as with Lille and Brussels,
then repairing this center will appear as a Build Option under the Production
Options Menu.  It will cost 10 Production Points and take 2 cycles to repair a
Production Center.

     21.3 Upgrading Combat Results Table.

     The Axis player may spend production points to upgrading the Combat
Results Table (see 13.8, Determining which Combat Results Table) by one.
The computer determines the cost by aggregating the cost of all ground units
on the mapboard and currently being built, including IRs and MRs, and
multiplying this figure by 20% for production points and 10% for personnel
points.  Added to this figure is 20% of any production and 10% of any personnel
points saved beyond needed to pay for upgrading the CRT.  The cost can be paid
off all in one cycle (presumably after saving production points for a number
of cycles previously) or by paying a portion each cycle.  The upgrade to the
CRT will only take effect after the total has been paid in full, and lasts
only for that calendar year.  If the cost is not paid in full, any Production
and Personnel Points spent will carry over the next years upgrade effort.
The upgrade to the CRT works in all climates and seasons, moving the
Axis up one CRT level.  Note, however, that CRT 1 is the highest CRT level,
and an upgrade will not effect this.

     21.4 East Production Penalty (West).

     When playing War In the West, a set number of production points are
subtracted each cycle beginning in 8/1941.  This East Production Penalty (EPP)
is meant to simulate the resources spent on the war with the U.S.S.R.  If
Personnel Points are being used, the Personnel Point East Penalty is determined
by taking the percentage of the EPP out of total new Production Points, and
then multiplying that by the new Personnel Points.

     21.5 Personnel Points (Option).

     German Personnel Points are an optional rule.  Personnel points are
determined by multiplying the number of available Placement Centers by the
Personnel Multiplier, and then adding any Personnel Points from Looting.
Personnel points can be spent or saved just as Production Points, but there
are no minimums or maximums that can be spent on Air, Navy or Ground forces
as with Production Points.

     21.6 Production Information.

     Click on the Production Info button to view in detail the status of
German Production.  Production Points are generated each turn by Axis
Manufacturing Centers and Resource Centers.  Whichever is fewer, the number of
Manufacturing or of Resource Centers, is multiplied by the Production
Multiplier.  Added to this is the number of Looted Production Points, and the
sum is the number of Production Points generated that cycle.  (When playing
War in the West, the East Production Penalty is subtracted).  The number of
new Production Points is added to any Production Points not spent the previous
cycle.

     The Production Info Screen graphically shows each Manufacturing and
Resource Center.  If the center is available and operational, the box is
white, else it is gray.

     Available Production Centers are Production Centers that are either
owned by the Axis player, or made available to the Axis by a neutral country.
The Production Center must be able to trace a connected rail line to Germany,
or in the case of Swedish Resource Centers, a rail and sea line.

     Operational Production Centers are Production Centers that have not been
damaged by Strategic Bombing or enemy occupation.  The Production Info Screen
will indicate which centers have been hit by Strategic Bombing.  The Axis
automatically try to repair these hits every cycle (see Rule 22.5, Bomb Damage
Repair).

     Click on the Loot button to see a list of which countries are being looted
and for how many Production Points each.

     21.7 Availability of Production Centers.

     Germany begins the game with 18 Manufacturing and 11 Resource Centers
within its borders.  The remaining 2 Manufacturing Centers, Lille and
Brussels, must be captured from France and Belgium, and then Repaired, in
order to be used.  There are 16 Resource Centers outside of German borders
that can be used if conquered of if a neutral country permits.  In any case
the Axis must be able to trace a rail line from the center to Germany, or in
the case of Swedish centers, a rail and sea line.

     Both Swedish Resource Centers are available to the Axis from the start
of the war.  During Snow game turns the Baltic freezes and these centers are
only available if the Norwegian port of Narvik is not in enemy hands.  If
Paris is controlled by the Allies after 1/1/1943, then the Germans no longer
have access to the Swedish Resource Centers from a neutral Sweden.

     Rumania has five Resource Centers located in Ploesti.  Two are available
to Germany from the start of the war, and the rest become available in
10/1940.

     Turkey has one Resource Center that is available to the Axis player from
the start of the war.

     Russia has five Resource Centers, one of which is available to Germany
after the Occupation of Poland, until the Soviet Union is invaded.

     Iraq has two Resource Centers.  These are only available to Germany if
(like any other center) the Axis player captures it, can draw a rail line from
it to Germany, and Repairs it.

     21.8 Production & Personnel Multipliers.

     The Production Multiplier varies as follows:

     DATE          Mult       DATE          Mult
     9/39            0        13/43-1/44     11
     10/39-11/39     2        2/44-3/44      12
     12/39-13/39     3        4/44-5/44      13
     1/40-11/41      4        6/44-7/44      14
     12/41-13/41     5        8/44-9/44      15
     1/42-12/42      6        10/44-11/44    16
     13/42-1/43      7        12/44-13/44    17
     2/43-3/43       8        1/45-2/45      18
     4/43-10/43      9        3/45-4/45      19
     11/43-12/43    10        5/45+          20

     The Personnel Multiplier varies as follows:

     DATE           Mult
     1939-1940       4
     1941-2/44       3
     3/44-7/44       2
     8/44-1945       1

The Multipliers are also listed in the Reinforcement Screen.

     21.9 Looting.

     The Axis player may Loot the following countries:

     Country:          Production:          Personnel (Optional Rule):

     United Kingdom      60                     0
     Belgium              2                    8/13
     France              10                     4
     Denmark              1                    8/13
     Switzerland          2                     1
     Italy                5                   16/13
     Poland               2                     1
     Yugoslavia           1                   11/13
     Soviet Union        40                     0
     Greece               1                     0
     Netherlands          0                    8/13
     Norway               0                    8/13
     Spain                0                   16/13
     Sweden               0                     1

The Axis player must have Occupied the country and have a unit in supply in
the country's capital.

    France need not be occupied, but an Axis unit must be in Paris and Paris
must be connected to Germany by rail.  Russia does not have to be Occupied to
be looted, but it must have surrendered. Italy is looted after it surrenders
to the Allies for as long as there is a German unit in Rome.  The Axis player
may not Loot any country after 13/1942, except Italy, Great Britain, Spain,
and the Soviet Union.

     21.10 German Economic Collapse.

     If during any Strategic Cycle the German economy cannot produce at least
one new Production Point, the German economy collapses permanently.
Manufacturing Centers cease being a Supply Source, German Air, Naval, and U-
Boat forces can no longer be used, Germany can no longer produce new units,
and all units under construction are destroyed.

     21.11 Placing Reinforcements.

     To place reinforcements click the Place Reinforcements button.  A map of
Germany will be displayed.  On the map all Placement Centers will appear as
brown triangles with a number in its center.  The number represents the number
of reinforcements placed on the Placement Center that Cycle.  At the top right
of the screen is a window listing all the reinforcements available to be
placed.  Click the right mouse button on a Placement Center and a window will
appear displaying what units are in the hex.

     Click on a Placement Center to place reinforcements there, and then
select which unit you wish to place.  Reinforcements must be placed one at a
time so that no one Placement Center has received more than one more unit than
any other Placement Center.  A maximum of two units can be placed in a
Placement Center each cycle.

     21.12 Obtaining Cadres.

     To obtain cadres from the mapboard click on the Obtain Cadres button.
A map of Germany will be displayed and all Placement Centers will appear as
brown triangles.  Click the right mouse button on a Placement Center and a
window will appear displaying what units are in the hex.

     Click on a Placement Center to remove cadres, and then select which
units you wish to remove.  Units removed must be used as cadres in the
production process--they cannot be received later as reinforcements.

     21.13 Unit Production Options & Costs.

Unit                 Cadre            Pers  Prod  Cycles  Available  Footnotes
1-5 Infantry BG      -                  7     4     3       252      1
6-5 Infantry Div     1-5 Inf BG         3     2     3       252      1
6-3 Security Div     1-5 Inf BG         3     2     2        18      1
(5)1 Static Div      1-5 Inf BG         1     1     2        39      1
2-3 Cavalry Div      1-5 Inf BG         2     2     4         3
2-5 Para Reg         1-5 Inf BG        -2     3     4        18      2
7-5 Para Div         2-5 Para BG        3     6     3         6      2
5-5 Mountain Div     1-5 Inf BG         4     2     4         9      1, 3
4-5 Air-Landing Div  1-5 Inf BG         4     4     4         6      1, 3
3-10 Motor Inf Bde   1-5 Inf BG        -3     1     3        12      3
6-10 Motor Inf Div   6-5 Inf Div        0     1     4        60      1, 3, 4
6-10 Motor Inf Div   1-10 Motor BG      3     2     3        60      1, 3, 4
7-10 Motor Inf Div   6-5 Inf Div       -1     2     4        60      1, 3, 4
7-10 Motor Inf Div   8-8 Mech Inf Div   0     0     2        60      1, 3, 4
7-10 Motor Inf Div   2-10 Motor BG      1     2     2        60      1, 3, 4
8-8 Mech Inf Div     6-5 Inf Div       -1     2     4        60      1, 4
8-8 Mech Inf Div     2-8 Mech Inf BG    1     2     2        60      1, 4
8-8 Mech Inf Div     7-10 Motor Div     0     0     2        60      1
8-8 Mech Inf Div     6-10 Motor Div    -1     1     4        60      1
3-8 Armor Bde        1-5 Inf BG        -3     1     3        12
10-8 Armor Div       6-5 Inf Div       -1     5     5        42      1
10-8 Armor Div       8-8 Mech Div       0     3     2        42      1
10-8 Armor Div       2-8 Armor BG       1     4     2        42      1
10-8 Armor Div       2-8 Mech BG        1     4     2        42      1
10-8 Armor Div       3-8 Armor Bde      5     6     5        42      1
10-8 Armor Div       6-10 Motor Div    -1     4     5        42      1
11-8 SS Mech Div     6-5 Inf Div        1     7     5        15      5
11-8 SS Mech Div     3-8 SS Mech BG     1     5     2        15      5
11-8 SS Mech Div     6-10 Motor Div     1     6     5        15      1
13-8 SS Armor Div    6-5 Inf Div        2    10     5         9      5
13-8 SS Armor Div    3-8 SS Armor BG    1     7     2         9      5
13-8 SS Armor Div    3-8 SS Mech BG     1     7     2         9      5
13-8 SS Armor Div    6-10 Motor Div     2     9     5         9      1
6(1)5 Artillery Div  1-5 Inf BG        -4     6     4         6      3, 6
6(1)5 Artillery Div  (1)5 Art BG        0     8     2         6      3, 6
4-5 Ukraine Inf Div  -                  0     1     1         9      7
4-5 Ukraine Inf Div  1-5 Ukr Inf BG     0     1     1         9      7
(1)1 MSU             -                  4    15     4        15
(1)5 RR              -                  1    10     2        15
x3 Fort              -                  0     3     4        36
Flak                 -                  1     6     3       144
Inf Replacement      -                  3     3     4         -
Mech Replacement     -                  1     5     4         -
Air Point            -                  2     8     5       171
Air Point            Dead AP            0     4     5       171
Air Transport        -                  1     3     5        18
U-Boat Fleet         -                  1    10    10        84
Naval Transport      -                  4     8     3         9
Amphibious Fleet     -                  1    10    10         9
Surface Fleet        -                 10    10    10         9

General Note: Battle Groups count against the limit of their full strength unit.

Footnotes:
FN 1.  All units marked with this footnote have a total limit of 252.  Thus,
if there are 252x 6-5 Inf Divs on the map or in production, the Germans cannot
build any other FN 1 units.

FN 2.  Each 7-5 Airborne Div or BG counts against the 2-5 Airborne Reg limit as
3 units.

FN 3.  Optional units from Option 2, Additional Units.

FN 4.  All units marked with this footnote have a total limit of 60.  Thus,
there can only be 60x 8-8, 6-10, or 7-10 Divs or BGs.  Note, these units are
also limited by FN 1, and therefore impact on the 252 limit.

FN 5.  SS Divisions can only be built after 1941.

FN 6.  The total limits on German artillery change by year: 0 in 1939;
1 in 1940; 2 in 1941; 3 in 1942; 6 in 1943-45.

FN 7.  Optional Ukrainian units from Option 3, Ukraine.


22.0 Strategic Air War (Europe/West).

     The Allies receive three Strategic Bases from reinforcements, and must
place each base in a separate country, and in a major supplied hex.  A Base
takes 2 cycle to become active after being placed, and can be moved by
Dissolving it during Reinforcement Phase (it will take 2 cycles for the Base
to leave the hex, after which it can be placed somewhere new and begin the
process again--thus to move a base takes a total of four cycles before it will
be operative).

     Allied Strategic Bombers and Escort Points are received as
reinforcements.  Destroyed Bombers can be recycled in ten cycles but at a
maximum of one per cycle.  The Allied Player can also convert Escort Points to
APs and APS to Escort Points.

     The Axis player's Interceptors are APs transferred from tactical
operations.  The Axis player can also make use of Flak points which are
produced during German Production.  Flak may be moved by rail to Manufacturing
Centers and Resource Centers outside of Germany.  Flak units do not effect
normal stacking, but have a limit of their own.  No more than 6 flak units may
be left in a hex at the end of any phase.  Flak shoot down Bombers, but also
add their defense strength of 1 to the hex if attacked.

     22.1 Allied Strategic Bomber Allocation and Targeting.

     During Allied Strategic Bomber Allocation and Targeting, the Allied
player assigns any reinforcements to a Base, and then targets German
Manufacturing and Resource Centers, and assigns Bombers and Escorts to those
attacks.

     Reinforcements are listed at the top of the screen, and the Allied
player may assign them to any active base by clicking on the Up button next to
the total number of Bombers or Escorts in the Base Box.  To review the results
from last cycles bombing, click on the Bombing Results button.  To browse the
map, click on the Browse Map button.

     The Allied player is allowed to assign up to three strikes per Base, and
each Base has three corresponding Strike Boxes.  To target a German
Manufacturing or Resource Center, click on a Target button in a Strike Box.
Clicking the Target Button will bring you into the mapboard.  Manufacturing
and Resource Centers are displayed at all zoom levels, allowing you to find
them more easily.  Click on the hex you wish to bomb and a window will appear
telling you how many hexes it is from Base, whether it is in Bombing Range,
and whether it is in Escort Range.  Bombing Range is always 50 hexes, while
Escort Range changes depending on the date.  (The Allied Reinforcement Screen
lists the Escort Range for each cycle).  If it is in Bombing Range, click
on the Accept button and you will have targeted the hex.  You can target rail
hexes that do no have Manufacturing or Resource Centers in the hopes of
cutting the rail line.

     After targeting a hex, assign bombers and escorts to the strike by
clicking on the Up button in the Strike Box.  Even if a bombing target is
beyond Escort Range, assigning escorts still might be useful, as the German
Interceptors might intercept the bombers in Escort Range.  Click on the Done
button when you have finished assigning all your strikes.

     22.2 German Interceptor Assignments.

     German Interceptors are assigned to the three air fronts.  Within each
air front the Axis player assigns German interceptors to intercept strikes
from different Allied Bases.  The Intercept Screen only shows one front at a
time.  The Axis player may view the different fronts by clicking on the
appropriate button--West, East, or South--at the top of the screen.  Each
front's Intercept Screen will list any attacks on targets in that front, from
which Allied Base the attack comes, and whether it is in Escort Range. 
However, the Intercept Screen will not tell the Axis player which strike from
the Base will hit the target.  Thus, if the Allied player had targeted Berlin
from Base 1 with Strike B, the Intercept Screen will tell the Axis player that
Berlin has been targeted by Base 1, but not with which strike.  Even if the
Allied player has three strikes from Base 1 in the Eastern front, the Axis
player cannot be sure which target corresponds with which strike number (the
targets are reported in random order).

     The Axis player assigns Interceptors to attack Strike A, B, or C from
Base 1, 2, or 3 in each front.  The Axis player must also decide whether to
assign the Interceptors to attack Within Escort or Beyond Escort.  If all the
Allied attacks that the Interceptors might intercept are Beyond Escort Range,
then the Axis player can confidently place his Interceptors in Beyond Escort,
knowing this will not prevent him from intercepting an Allied strike, and that
Allied escorts will not be able to interfere.  Interceptors in Beyond Escort
will never have to fight Allied escorts, but will also never intercept an
Allied strike that is within escort range.

     The Target Bombers radio button allows the German player to choose whether
to target Allied Bombers or Escorts first in each front.  If the radio button is
on, the Interceptors will first target the Allied Bombers first.  If the radio
button is off, the Interceptors will first target Allied Escorts.

     22.3 Strategic Bombing Combat and Resolution.

     Strategic Bombing is resolved before German Production.  Each Allied
strike number is compared to the corresponding intercept number.  If there are
German Interceptors assigned to an Allied Strike number, combat ensues.

     Any German Interceptors that are in the Within Escort box are engaged
first.  Allied escorts (if there are any) attack the German Interceptors.
Surviving Interceptors attack Allied Bombers and or Escorts, and then
surviving Bombers attack the Interceptors.  If the target is Beyond Escort
Range, and there are German Interceptors in the Beyond Escort box, then these
Interceptors attack the Bombers and are themselves attacked by the Bombers.

     Interceptor v. Escort : Escort v. Interceptor

Die                 Number of Attacking Air Points
Roll      1    2    3    4    5    6    7    8    9    10+

 2        -    -    -    -    -    -    -    -    -    -
 3        -    -    -    -    -    1    1    1    2    2
 4        -    -    -    -    1    1    1    2    2    3
 5        -    -    1    1    1    2    2    3    3    3
 6        -    1    1    2    2    2    3    3    3    4
 7        1    2    2    3    3    3    4    4    4    5
 8        -    1    1    1    2    2    2    3    3    3
 9        -    -    1    1    1    2    2    2    3    3
10        -    -    -    -    1    1    1    2    2    2
11        -    -    -    -    -    1    1    1    2    2
12        -    -    -    -    -    -    -    -    -    -

The result is the number of Interceptor or Escorts eliminated.  Note that the
die roll is obtained by adding two random generated numbers from 1-6, and
therefore the odds are weighted with the numbers in the middle.

     Interceptor v. Bomber : Bomber v. Interceptor

Die                 Number of Attacking Air Points
Roll      1    2    3    4    5    6    7    8    9    10+

 2        -    -    -    -    -    -    -    -    -    -
 3        -    -    -    -    1    1    1    1    1    1
 4        -    -    1    1    1    1    1    1    1    2
 5        -    1    1    1    1    1    1    2    2    2
 6        1    1    1    1    1    2    2    2    2    2
 7        1    1    1    2    2    2    2    2    3    3
 8        1    1    1    1    1    1    2    2    2    2
 9        -    1    1    1    1    1    1    1    2    2
10        -    -    1    1    1    1    1    1    1    1
11        -    -    -    -    -    1    1    1    1    1
12        -    -    -    -    -    -    -    -    -    -

The result is the number of Bombers or Interceptors eliminated.

     Surviving Bombers each attack the target.  If the target has more than
one Production Center, the Bombers split into two groups and attack two of the
Production Centers.  Finally, any Flak in the hex attacks the Bombers.  If at
least one bomber successfully hit its target, Allied Bombing Accuracy improves
by one.

Strategic Bombing Results Table

Die                 Accuracy Columns
Roll  1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18
 1    -   -   -   -   -   -   -   -   -   -   -   -  RC  RC  RC  RC  RC  RC
 2    -   -   -   -   -   -   -   -  RC  RC  RC  RC  RC  RC  RC  RC  RC  RC
 3    -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   T
 4    -   -   -   -   -   -   -   -   -   -   -   -   -   T   T   T   T   T
 5    -   -   -   -   T   T   T   T   T   T   T   T   T   T   T   T   T   T
 6   MC  MC  MC  MC  MC  MC  MC  MC  MC  MC  MC  MC  MC  MC  MC  MC   T   T

This table is used for each surviving bomber.
RC = Resource Center Damaged; MC = Manufacturing Center Damaged;
T = Transportation Hit.

Flak Results Table
               Number of Bombers
Flak      1-5   6    7    8    9   10+

1-2       1/6  1/6  1/6  1/6  1/6  1/6
 3        1/6  1/6  1/6  1/6  1/6  2/6
 4        1/6  1/6  1/6  1/6  2/6  2/6
 5        1/6  1/6  2/6  2/6  2/6  2/6
 6        1/6  2/6  2/6  2/6  2/6  2/6

Number indicates the chance 1 Bomber will be eliminated due to Flak.

     A Manufacturing or Resource Hit will only have an effect if the
corresponding Production Center is in the hex.  A Transportation Hit will
neutralize one Production Center in the hex (of either type), and will cut the
rail lines in the hex.  Rail lines cut by a Transportation Hit cannot be
repaired by a Railroad Repair unit, but only by Bomb Damage Repair conducted
every cycle.

     22.4 German Transfer of Air Assets.

     After Strategic Bombing is resolved, the Axis player assigns APs to
Interceptor fronts in preparation for the next Strategic Cycle.  The Axis
player may only have a certain percentage of Axis APs in each Front acting as
Interceptors.  This percentage changes depending on the date, but is listed at
the top of the Transfer Box.  The Axis player must decide how many (if any)
APs he wants to assign as Interceptors to each front, up to the maximum
percentage for that front.  Non-German Axis APs are included when calculating
the maximum number of APs that are available as Interceptors in each front,
however the total number of Interceptors assigned cannot exceed the number
of German APs in that Front.  APs assigned to be interceptors do not participate
in tactical air operations over the next cycle.  The Interceptor Percentage for
each cycle is indicated in the Axis Reinforcement Screen.

     22.5 Bomb Damage Repair.

     At the conclusion of German Production, the Axis attempt to repair each
Bombing Hit.  A window will appear telling the Axis player the results of the
Repairs.  The following table is used for each hit:

Die Roll:  1    2    3    4    5    6
Repaired:  T    T    T    MC   MC  RC & T

     22.6 Allied Transfer of Strategic Bombers and Escorts.

     During the first Joint Air War turn of each cycle, the Allied player may
transfer Strategic Bombers and Escorts between Air Force Bases.  Escorts may
be converted to APs and transferred to operate in a tactical air front.  A
limited number of APs from tactical air fronts may be transferred to Bases to
act as Escorts.  The number of APs that may be transferred to work as escorts
varies according to the Allied Reinforcement schedule--they are listed as
Transfers.


23.0 Partisans.

     23.1 Partisan Cadres.

     Partisan Cadres only purpose are to become Partisan Units.  Partisan
Cadres do not own the hex they are in, and do not effect Axis units in anyway.
Thus, Axis units can enter or leave a hex with a Partisan Cadre in it at no
extra movement cost and can trace supply through hexes with Partisan Cadres.
If the Axis player is attacking enemy units in a hex with Partisan Cadres, the
Partisan Cadres do not add their defense strength to the battle, and are not
effected by the combat results.  Partisan Cadres do not count against stacking
limits and are always in supply.

     The Axis player may attack Partisan Cadres during combat phase if no
other enemy non-cadre units are in the hex.  Partisan Cadre Combat modifies
the Combat Results Tables so that an Exchange, 1/2 Exchange, or Defender
Eliminated, will now result in a Defender Eliminated, and any other result
will have No Effect.  Thus, attacking units are never effected by Partisan
Cadre Combat.  The Axis units never has to attack Partisan Cadres, even if he
has units in the same hex with them.

     23.2 Partisan Units.

     Partisan Units do not actually occupy the hex they are in, nor do they
own the hex.  Thus Axis units are free to move or remain in a hex with a
Partisan Unit.  Partisan Units do project a ZOC into the hex they are in,
although not into adjacent hexes.  This ZOC is negated if an Axis unit is
currently occupying the hex, but otherwise functions in all ways as an Allied
ZOC for all purposes, such as slowing Axis movement and blocking Axis supply,
rail movement, and retreats.

     For example, if a Partisan Unit is in an Axis rail hex and the hex is
not occupied by an Axis unit, the Axis player could trace supply through the
rail, but could not rail a unit through the hex, nor could he trace supply
from a unit into or through that hex.  The rail line would not be cut, as the
Partisan Cadre cannot actually own the hex and therefore cannot cut the rail
line.  If during Movement Phase an Axis unit approached the hex, it would cost
the unit two extra MPs to enter the hex (because of the ZOC), but it would
take no extra MPs to leave the hex as the Allied ZOC is negated while the Axis
unit is in the hex.  If the Axis unit remained in the hex, the Partisan Unit
would not project a ZOC and the Axis player could rail units and trace supply
through the hex normally.

     The Axis player may attack Partisan Units in the same way as he attacks
other enemy units.  The only difference is that Partisan Units are not
effected by Defender Retreat and Both Retreat results.  When a hex with
Partisan Units stacked with friendly units is attacked, the Partisan Units add
their defense strength to the battle, and share in the effects, except for
retreats.

     Partisan Units can never leave the country in which they are placed.
Partisan Units cannot move into a hex with an enemy ZOC.  Partisan Units do
not count against stacking and are always in supply.

     23.3 Allied Partisans.

     To view how many Allied Partisan Cadres are available, the status of the
Axis Garrison in Axis occupied countries, and information concerning
Yugoslavian and Italian partisans, click on the Partisan button in the
Reinforcement Screen.

     The Allied player may have up to 21 Partisan Cadres or Units in play at any
point in time.  The Allied player may place Partisan Cadres during Reinforcement
Phase in the following countries if they are or were Occupied by the Axis:
France, Spain, UK, Poland, Turkey, Norway, Sweden, Switzerland, Greece, Portugal,
Eire, Belgium, Netherlands, or Denmark.  The Partisan Cadre must be placed in an
Axis owned hex, but not in a hex occupied by an Axis unit, or in an Axis ZOC.
The number of Partisan Cadres that the Allied Player may place in any one of
these countries is determined by the Axis Garrison in that country:

     COUNTRY                            AXIS GARRISON
     France, Spain, United Kingdom      30 Divisions
     Poland, Turkey                     15 Divisions
     Norway, Sweden, Switzerland        10 Divisions
     Greece, Portugal, Eire              5 Divisions
     Belgium, Netherlands, Denmark       2 Divisions

For every division that the Axis player has less than the Axis Garrison, the
Allied player may place a Partisan Cadre in that country (assuming he has
enough available Partisan Cadres and can find a valid hex).  If the Allied
player has a ground combat unit in one of these countries, then Liberation is
Imminent for that country, and the Allied player may place as many Partisan
Cadres in the country as he has available.  The Allied player may not place
any Partisan Cadres in France while the Vichy government exists.  To place a
Partisan Cadre during Reinforcement Phase simply click on a valid hex and
select the appropriate option.  Click on the Partisan button in the
Reinforcement Screen to see the status of the Axis Garrison in each country
and to find out how many cadres may be placed in each country.

     After Italy surrenders there is a 1/6 chance per turn that the Allied
player can place a Partisan Cadre in Italy.  If the Allied player can place an
Allied Partisan Cadre in Italy that turn, this will be indicated in the
Partisan Window (click on the Partisan button in the Reinforcement Screen), or
click on a valid Italian hex to see if you are allowed to place a cadre in
Italy.

     The Allied player may attempt to convert each Partisan Cadre into a
Partisan Unit once per turn during Reinforcement Phase.  The chance for
conversion is 1/6.  To convert a Partisan Cadre to Partisan Unit during
Reinforcement Phase, click on the hex and select that option.  Do this once
for each cadre in the hex.

     23.4 Yugoslavian Partisans.

     Yugoslavian partisans are controlled by the Allied player, but do not
count against his limit of 21 partisans that he may place.  When Yugoslav
units are eliminated they are replaced with Allied Partisan Cadres.  When
Yugoslavia surrenders, all remaining units are eliminated and replaced with
partisan cadres.  The Axis player cannot attack Yugoslavian Partisan Cadres
until the first Yugoslavian Partisan Unit has formed.

     The Allied player converts Yugoslav Partisan Cadres into Partisan Units
the same as with Allied Partisans, except there is a limit on the number of
conversion attempts allowed a turn:
     1939-1940  0 attempts/turn
     1941       1 attempt/turn
     1942       2 attempts/turn
     1943-1945  3 attempt/turn
Each attempt has a 1/6 chance of success.

     Beginning in 1943 the Allied player may attempt once per turn to convert
a Yugoslav Partisan Unit into a 2-5 Yugoslav Partisan Division.  This is done
during Reinforcement Phase by clicking on the hex with the Partisan Unit in
it, and selecting the appropriate option.  The chance of success is 1/6.

     23.5 Soviet Partisans.

     The Soviet Union is limited to 36 partisans that it may have on the
mapboard at any one time (this number is reduced when a cadre is permanently
eliminated while attempting to convert to a unit).  The Soviet player may make
2 attempts each 4 game turns (cycle) to place a Partisan Cadre.  Cadres are
placed during Reinforcement Phase in an Axis owned hex, not occupied by or in
the ZOC of an Axis unit.  The chances of successfully placing a cadre depend
on whether the hex is within 6 hexes of a supplied Soviet hex, and on the
terrain of the hex:
                         Clear          Swamp/Forest   Rough/Mountain
w/6 of supplied hex       1/6               3/6            5/6
Not w/6 of supplied hex   None              1/6            2/6

     Also during Reinforcement Phase, existing cadres can be converted to
Partisan Units.  The Soviet player may attempt to convert each cadre once per
turn.  A cadre within 6 hexes of a supplied Soviet hex has a 3/6 chance of
converting to a Partisan Unit.  A cadre that is not with 6 hexes of a supplied
Soviet hex has a 1/6 chance or converting to a Partisan Unit, and if it fails
it is permanently eliminated (the number of partisans the Soviet player may
have on the mapboard is reduced by one).

     To see how many Partisan Cadres are available to be placed, and how many
placement attempts may still be made that cycle, go to the Reinforcement
Screen and click on the Partisan button.

     23.6 Free French Units.

     Once per Reinforcement Phase, the Allied player may attempt to convert a
French Partisan Unit or a friendly Vichy French unit into a Free French 2-10
infantry or 2-8 armor battle group.  The units must be in an Allied hex and in
Major Great Power Allied supply.  Also, the United States must have available
replacement points in that front.  The chance of the conversion succeeding is
1/6.  If the conversion is successful, the U.S. expends one replacement point
of the appropriate type.  Free French battle groups can be brought up to full
strength 8-10 infantry and 9-8 armor divisions using U.S. replacement points,
and, if playing with the Allied Production option, the U.S. receives back the
Personnel Points it used to produce the IR or MR.

     23.7 Italian Units after Surrender.

     After the surrender of Italy, the Allied and Axis players have a 1/6
chance every first game turn of a cycle to receive an Italian 2-4 infantry
division as a reinforcement.  The division must be placed in a friendly
Italian city hex.


24.0 Political Status and Political Points (Europe/West).

     24.1 Political Status of Countries.

     Countries are either Neutral, Belligerent, Occupied or Liberated.
Neutral countries (including Pro-Axis and Pro-Allied neutrals) cannot be
entered without first Declaring War on that country and making it a
belligerent.  Belligerent countries are countries at war, and have either
sided with the Axis or Allies.  If a Belligerent country has not yet
surrendered, it is considered Active.  A Belligerent country that has
surrendered, but is not yet occupied is still a Belligerent, but not an active
one.

     A belligerent country which has surrendered becomes Occupied at the end
of any game turn in which there are enemy ground combat units in the
belligerent country and in which there are no friendly ground combat units in
the country.  An Occupied country becomes Liberated at the end of any game
turn in which there is at least one friendly ground combat unit in Major
supply in the country.  A country may go back and forth between being Occupied
and Liberated, and each change will result in a change in Political Points.

     Territories, colonies and islands are not Belligerents and therefore cannot
be liberated.  When all the cities and ports in a territory, colony or island
are captured and all enemy units forced out, then it is Occupied and owned by
the conquering side.

     Go to the Political Screen to view the political status of different
countries.  Belligerent countries are labeled as either Axis or Allied.  Every
country, and most territories/colonies are listed, as well as their current
status (Neutral, Pro-Axis, Pro-Allied, Axis, Allied, Occupied, Liberated, or
what country controls them in the case of colonies).  Allied countries are
highlighted in blue, while Axis countries are highlighted in gray.  To declare
war on a neutral country, click on the Declare War button, and then click on
the country you wish to attack.  To review recent political and military
events, click on the News button, and a newspaper with headlines of all the
developments in the game will be displayed.  You can view the capabilities and
limitations of any particular country by clicking the right mouse button on
that country.

     24.2 Political Points.

     Axis Political Points key certain events, as well as causing some Axis
Powers to become belligerent or to surrender.  The following events cause an
award or loss of Axis Political Points.  Major Powers are defined as Germany,
Italy, France, the United Kingdom, the United States, and the Soviet Union.
Minor Powers are defined as all other Axis Powers and Allied Nations, all
Armed Neutrals, and Denmark.

ACTION BY AXIS:
Violate Neutrality of Major Power:            -5 PP
Violate Neutrality of Sweden or Switzerland: -20 PP
Violate Neutrality of Spain or Turkey:       -10 PP
Violate Neutrality of any other Minor Power:  -2 PP
Occupy Major Power:                          +10 PP
Occupy Minor Power:                           +3 PP
Enter Paris:                                  +5 PP
Enter London:                                +10 PP
Enter Egypt:                                  +3 PP
Enter French North Africa:                    +3 PP
Enter Suez:                                   +2 PP
Enter Moscow:                                 +5 PP
Enter a Soviet Personnel Center:              +1 PP
Enter a Soviet Resource Center:               +1 PP

ACTION BY ALLIES OR SOVIET UNION:
Violate Neutrality of Major Power:           +10 PP
Violate Neutrality of Sweden or Switzerland: +20 PP
Violate Neutrality of Spain or Turkey:       +10 PP
Violate Neutrality of any other Minor Power:  +5 PP
Liberate Major Power:                        -10 PP
Liberate Minor Power:                         -5 PP
Enter Berlin:                                -50 PP
Enter German Manufacturing Center(1st Time): -20 PP
Re-enter Paris:                               -5 PP
Re-enter London:                             -10 PP
Drive Axis out of Egypt:                      -3 PP
Drive Axis out of French North Africa:        -3 PP
Re-enter Moscow:                              -5 PP
Re-enter a Soviet Personnel Center:           -1 PP
Re-enter a Soviet Resource Center:            -1 PP
Cause Italy to Surrender:                     -5 PP
Enter Rome:                                   -5 PP

When playing War in the West, Axis Political Points are adjusted to reflect
historical events in the East as follows:

           8/41       -4 PP              11/42      +3 PP
           9/41       +1 PP              13/42      -1 PP
           11/41      +2 PP              3/43       -5 PP
           12/41      +2 PP              4/43       +1 PP
           13/41      +1 PP              6/43       -1 PP
           1/42       +1 PP              4/44       -4 PP
           8/42       +1 PP              5/44       -1 PP
           9/42       +1 PP              6/44       -1 PP
           10/42      +1 PP              8/44       -1 PP


25.0 Axis Powers.

     25.1 Germany.

Territories/
Colonies:        None.

Supply Centers:  All German Manufacturing Centers are Supply Sources, and
                 this is not effected by Strategic Bombing.  If during any
                 Strategic Cycle the German economy cannot produce at least
                 one Production Point, the German economy collapses
                 permanently.  If the German economy collapses, Manufacturing
                 Centers cease being a Supply Source, German Air, Naval, and
                 U-Boat forces can no longer be used, Germany can no longer
                 produce new units, and all units under construction are
                 destroyed.

Reinforcements:  See German Production, Rule 21.0.

Restrictions:    No more than 10 German ground combat units are allowed in
                 Africa.  Axis units may not move nor attack across the Finnish-
                 Russian border adjacent to the Leningrad personnel centers
                 unless Leningrad is Axis controlled.

Activation:      Germany begins the game at war.

Surrender:       Germany surrenders at the end of any game turn when the
                 Allies and Soviets have captured 15 or more German
                 Manufacturing Centers, or 11 or more German Manufacturing
                 Centers including Berlin.

Navy:             1 German permanent Naval Transport fleet which may operate
                  in the Baltic only.  Germany may also build Naval Transport,
                  Amphibious, and Surface fleets which can operate in the
                  Baltic and in the High Seas subject to Allied Naval
                  Interdiction.  Only German units may be transported.

Axis Political
Points:           Enemy occupy Berlin:                           -50 PP
                  Enemy occupy Manufacturing Center (1st time):  -20 PP

     25.2 Italy.

Territories/
Colonies:         Albania, Libya, Rhodes, Sicily, and Sardinia.

Supply Centers:   Rome and Milan.

Reinforcements:   According to Axis Reinforcement Calendar.

Restrictions:     No more than 20 Italian ground combat units are allowed in
                  Africa.  In the full War in Europe game, Italian units may
                  not enter the Eastern Front if Greece is still neutral
                  (has not been attacked by the Axis or Allies).

Activation:       Italy joins the Axis at the end of any game turn when an Axis
                  unit is adjacent to or in Paris.  If, after Poland has
                  surrendered, the French fail to garrison their Italian border
                  so that all ten French border hexes with Italy are in Allied
                  ZOCs, then at the beginning of the Axis reinforcement phase
                  the Axis player will be given the choice of having Italy join
                  the Axis.  If the Axis player declines, he may still accept in
                  the future if France continues to fail to garrison its border.

Surrender:        Italy surrenders at the end of the game turn in which (1) no
                  Axis units exist in North Africa, (2) there is at least one
                  Allied ground combat unit in supply in mainland Italy, (3)
                  no Axis units exist either in Sicily or Sardinia, and (4)
                  the Axis Political Point total is 60 or less.  Italy will
                  also surrender at the end of any game turn in which Rome is
                  occupied by enemy units [this was not a rule in the original
                  board game].

Navy:             1 permanent Naval Transport fleet in the Central
                  Mediterranean and Adriatic.  The Italian navy can also
                  operate in the Western Mediterranean if Gibraltar is
                  captured, and in the Eastern Mediterranean if Alexandria is
                  taken.  The Italian navy can operate in the Aegean if Greece
                  is Occupied by the Axis.  The Italian navy can transport any
                  Axis unit except Railroad Repair units.

Partisans:        After Italy surrenders the Allied has a 1/6 chance every
                  turn of being able to place a Partisan Cadre in Italy (see
                  Rule 23.3, Partisans).  Also, during the first game turn of
                  every cycle after Italy has surrendered, both Axis and
                  Allies have a 1/6 chance of receiving a 2-4 Italian division
                  as a reinforcement to be placed in a friendly Italian city.

Looting:          5 Production; 16/13 Personnel.  Italy may be Looted after it
                  Surrenders to the Allies and as long as there is an Axis unit
                  in Rome in supply.

Axis Political
Points:           Allies violate neutrality:    +10 PP
                  Axis violate neutrality:      -5 PP
                  Allies Enter Rome:            -5 PP
                  Italy Surrenders to Allies:   -5 PP

     25.3 Hungary.

Supply Centers:  Budapest.

Reinforcements:  Two 2-4 infantry divisions and one 1-6 armor brigade every
                 third cycle.  Upon the Axis invasion of Russia, Hungary
                 receives one 1-10 motorized brigade, one 1-3 cavalry
                 brigade, and two 1-6 armor brigade.

Restrictions:    Units may only enter Hungary, Germany, Poland, Yugoslavia,
                 and the Soviet Union.

Activation:      Hungary joins the Axis when Axis Political Point total
                 reaches 55.

Surrender:       When an enemy occupies Budapest or when Axis Political Point
                 total falls below 25.

     25.4 Rumania.

Territories/
Colonies:        Bessarabia--until it is annexed by the U.S.S.R. after France
                 surrenders.

Supply Centers:  Bucharest.

Reinforcements:  One 2-4 infantry division and 1-3 cavalry division every
                 other cycle, and one 1-6 armor division on the 6th and 12th
                 cycle every year.  Upon the Axis invasion of Russia, Rumania
                 receives one 1-10 motorized brigade, one 1-3 cavalry
                 brigade, and two 1-6 armor brigade.

Restrictions:    Units may only enter Rumania, Hungary, Germany, Poland, and
                 the Soviet Union.

Activation:      Rumania joins the Axis when Axis Political Point total
                 reaches 60.

Surrender:       When an enemy unit occupies Bucharest or when the Axis
                 Political Point total falls below 30.

Resource Centers: There are five resource centers in Ploesti.  Two are
                 available from the start of the war, and the rest become
                 available in 10/1940.

     25.5 Bulgaria.

Supply Centers:  Sofia.

Reinforcements:  None.

Restrictions:    Units may only operate in Bulgaria and within about 4 hexes
                 from the border (the region bound by hexes D4712, H0812,
                 H0828, and D4728).

Activation:      Bulgaria joins the Axis when Axis Political Point total
                 reaches 60.

Surrender:       When an enemy unit occupies Sofia or when Rumania
                 surrenders.

     25.6 Finland.

Supply Centers:  Helsinki and any Finnish hex that can trace a line of
                 communications through Finnish hexes to Helsinki.

Reinforcements:  Two 4-5 infantry divisions twice a year.  Upon activation
                 Finland receives sixteen 4-5 infantry divisions.

Restrictions:    Finnish units may operate only in Finland and approximately
                 10 hexes into Russia (a line running through hexes F4323,
                 G4309, and G2409) from the Finnish border.  Finnish and other
                 Axis units may not move nor attack across the Finnish-Russian
                 border adjacent to the Leningrad personnel centers unless
                 Leningrad is Axis controlled.

Activation:      Finland joins the Axis two game turns after the Axis and
                 Soviet Union are at war.

Surrender:       Finland surrenders when both at least 5 Finnish divisions
                 have been reduced to battle groups or eliminated, and the
                 Axis control less than three Soviet Personnel Centers.

Winter War:      In the winter of 1939-1940 the Soviet Union fought Finland
                 in order to grab some land.  The Soviets faired badly, and
                 made peace with Finland in exchange for a portion of the
                 border.  The game recognizes this historical event by having
                 Finland become a Pro-Axis Neutral and by having the Russians
                 occupy a section of the Finnish border at the end of
                 2/2/1940.


26.0 Allied Nations.

     26.1 The United Kingdom.

     The United Kingdom (UK) forces include units from Great Britain, Canada,
Australia, South Africa, and other Commonwealth countries, as well as exiled
European forces such as Polish troops.

Territories/
Colonies:         Gibraltar, Malta, Egypt, Palestine, Trans-Jordan, Cyprus,
                  Iraq, and Iran.

Supply Centers:   Any major port in Great Britain.

Reinforcements:   According to the Allied Reinforcement Calendar and the
                  U-Boat War.

Restrictions:     Battle groups may not leave Great Britain until they are at
                  full strength (a division).

                  French and British coordination of armies was poor to non-
                  existent.  The following rules reflect the very real military
                  results of those political decisions.

                  Until France surrenders, United Kingdom units in France,
                  Germany, and the Low Countries (the BEF) must remain within
                  five hexes, inclusive, from the High Seas coast at the end of
                  any phase, with the exception of one designated ground unit
                  which can go anywhere in those countries.  This Non-BEF unit,
                  will be displayed in the Hex Display window with a (NBEF)
                  following its name.  For each four United Kingdom combat units
                  over 21 units in France, Belgium, the Netherlands, Luxembourg,
                  and Germany, the hex limit from the coast is increased by one.
                  Thus if the United Kingdom has 22-25 combat units in France
                  and the Low Countries, the hex limit is 6 hexes from the
                  coast.

                  French and United Kingdom forces cannot stack together while
                  in France, Belgium, the Netherlands, Luxembourg, and Germany,
                  except for the one designated ground unit mentioned above.
                  The computer will prevent the Allied player from moving French
                  or United Kingdom units into the same hex during Initial,
                  Mechanized, and Rail Movement Phases.  This rule does not
                  effect retreats or Air Movement.

Activation:       UK starts the game at war.

Surrender:        The UK surrenders at the end of the game turn in which enemy
                  combat units are occupying London, Liverpool, and Glasgow.

Navy:             The UK uses the general Allied Navy which consists of 15
                  permanent Naval Transport fleets, and Amphibious Assault
                  fleets received as reinforcements.  The Allied Navy operates
                  in all seas except the Baltic Sea, Black Sea, and Caspian
                  Sea.  If Italy is at war and has not surrendered then the
                  Allied Navy cannot operate in the Adriatic.  If the Axis
                  control Gibraltar the Allies cannot operate in the Western
                  Mediterranean Sea; if the Axis control Alexandria then the
                  Allies cannot operate in the Eastern Mediterranean; if the
                  Axis capture both Gibraltar and Alexandria the Allies cannot
                  operate anywhere in the Mediterranean.  The Allied Navy can
                  operate in the Black Sea if Istanbul and the Dardanelles are
                  under Allied control.  If the Allied player controls
                  Kristiansand or Oslo, the Allied Navy may operate in the
                  mouth of the Baltic (up to the Danish islands).  If the
                  Allied player then takes Denmark, and clears a path through
                  the Danish islands for fleets to pass, the entire Baltic
                  will be open to the Allied Navy.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 30
                  divisions.

Looting:          60 Production; 0 Personnel.  The United Kingdom may be Looted
                  if the Axis Occupied and a ground unit is in supply in London.

Axis Political
Points:           Occupied by Axis:        +10 PP
                  Liberated from Axis:     -10 PP
                  Axis enter London:       +10 PP
                  Allies retake London:    -10 PP

     26.2 The United States of America (USA).

Supply Centers:   Any all-sea map edge hex.

Reinforcements:   According to the Allied Reinforcement Calendar and the
                  U-Boat War.

Restrictions:     None.

Activation:       13/0/1941.

Surrender:        The U.S.A. does not surrender.

     26.3 France (the 3rd Republic).

Territories/
Colonies:         Morocco, Algeria, Tunisia, Levant States, and Corsica.

Supply Centers:   Paris, Toulouse, and Lyon.

Reinforcements:   According to the Allied Reinforcement Calendar.
                  Reinforcements for cycles after 8/40 consist of 2 APs, 1 IR,
                  and 1 MR.

Restrictions:     French and United Kingdom forces cannot stack together while
                  in France, Belgium, the Netherlands, Luxembourg, and Germany,
                  except for the one designated Non-BEF ground unit.  The
                  computer will prevent the Allied player from moving French or
                  United Kingdom units into the same hex during Initial,
                  Mechanized, and Rail Movement Phases.  This rule does not
                  effect retreats or Air Movement.

Garrison
Requirement:      The French must garrison the French-Italian border so that
                  all ten of the French hexes bordering Italy are in Allied
                  ZOCs, otherwise, if Poland has surrendered, Italy will
                  activate as an Axis power.

Activation:       France starts the game at war.

Surrender:        There are two ways France can be forced to surrender, (1) by
                  forcing France to establish a Vichy government and accepting
                  that government, or (2) by refusing the offer of Vichy
                  France and instead occupying both Paris and Bordeaux.  If
                  method two is taken and France surrenders, all French units
                  in France and Corsica will be eliminated, but French ground
                  units in its colonies will continue under Allied control.

                  If instead a Vichy government is established and the Axis
                  player accepts the offer of Vichy France, all French forces
                  are eliminated.  The Allied player then has one player turn
                  to evacuate any forces from Vichy France and the Vichy
                  colonies (all the former 3rd Republic colonies) or violate
                  the neutrality of Vichy France.  The Axis have two full game
                  turns to evacuate their forces from Vichy territory or
                  violate Vichy neutrality.  Vichy divisions will be placed in
                  Vichy and its colonies.  See Rule 27.10, Vichy France.

                  A Vichy government is established as follows.  At the
                  beginning of any Allied turn in which the Axis occupy Paris,
                  there is a 5/6 chance, minus 1/6 for every three full
                  strength UK divisions in France, that a Vichy government
                  will be established.

Navy:             1 Naval Transport fleet operating in the Western
                  Mediterranean and transporting only French units.  This
                  capability is inherited by Vichy France.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 30
                  divisions.  French partisan units may be converted into Free
                  French units with U.S. replacement points in an Allied
                  Major supplied hex during Reinforcement Phase.

Looting:          10 Production; 4 Personnel.  France may be Looted by the Axis
                  if Paris is occupied by a ground unit and Paris is in supply
                  by rail.  May not be looted after 1942.

Axis Political
Points:           Occupied by Axis:        +10 PP
                  Liberated from Axis:     -10 PP
                  Axis enter Paris:         +5 PP
                  Allies re-enter Paris:    -5 PP

     26.4 Poland.

Supply Centers:   Warsaw.

Reinforcements:   None.

Restrictions:     APs may only be used on East Front.

Activation:       Poland begins the game at war.

Surrender:        Poland surrenders at the end of the game turn in which
                  Warsaw is occupied by Axis forces.  After Poland surrenders
                  the Axis player has two game turns to evacuate all his
                  ground units from Eastern Poland, or violate the Soviet
                  Union's neutrality.  Regardless of a Polish surrender, the
                  Axis must be out of East Poland by the end of 11/4/39 or
                  violate Russia's neutrality.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 15
                  divisions.

Looting:          2 Production; 1 Personnel.  Poland may be Looted from its
                  as long as Axis Occupied and a supplied ground unit is in
                  Warsaw.  May not be looted after 1942.

Axis Political
Points:           Axis Occupied:           +3 PP
                  Liberated from Axis:     -5 PP

     26.5 Belgium.

Supply Centers:   None.  Units are automatically in supply.

Reinforcements:   None.

Restrictions:     Units may not leave Belgium.

Activation:       A violation of The Netherlands or Luxembourg's neutrality is
                  considered a violation of Belgium's neutrality, although the
                  reverse is not true.

Surrender:        Belgium surrenders at the end of the game turn in which
                  Brussels and Antwerp are occupied by Axis units.  If Belgium
                  is attack by the Allies, it surrenders automatically and
                  immediately.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 2
                  divisions.

Looting:          2 Production; 8/13 Personnel.  Belgium may be looted as long
                  as the Axis Occupied and a supplied ground unit occupies
                  Brussels.  May not be looted after 1942.

Axis Political
Points:           Axis violate neutrality:      -2 PP
                  Allies violate neutrality:    +5 PP
                  Axis Occupy:                  +3 PP
                  Liberated from Axis:          -5 PP

     26.6 The Netherlands.

Supply Centers:   None.  Units are automatically in supply.

Reinforcements:   None.

Restrictions:     Dutch units may not leave The Netherlands.

Surrender:        The Netherlands surrenders at the end of the game turn in
                  which Rotterdam is occupied by an Axis unit.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 2
                  divisions.

Looting:          0 Production; 8/13 Personnel.  The Netherlands may be looted
                  as long as Axis Occupied and the Hague is occupied by a
                  ground unit in supply.  May not be looted after 1942.

Axis Political
Points:           Axis violate neutrality:      -2 PP
                  Allies violate neutrality:    +5 PP
                  Axis Occupy:                  +3 PP
                  Liberated from Axis:          -5 PP

     26.7  The Soviet Union.

Territories/
Colonies:         Eastern Poland in 1939.  Estonia, Latvia, and Lithuania
                  on 11/3/1939. Portions of the Finnish border after
                  2/2/1940.  Bessarabia after France surrenders or by 7/1940.

Supply Centers:   All Personnel Centers and rail supply from Siberia.

Reinforcements:   According to Soviet Production when under player control.
                  When neutral and under computer control, the Soviet Union
                  receives and places reinforcements every cycle.
                  On 11/1/1941 twelve 5-5 corps, eight 2-5 and four 3-5
                  brigades, and one 10-1-10 corp become available in Siberia.
                  (Soviet Intelligence had discovered Japanese plans for a
                  Pacific offensive, freeing Russian troops deployed against
                  Japan.)

War Deployment:   Three 1-4 infantry divisions in every Personnel Center
                  during Reinforcement Phase of the first turn of war, two 1-4
                  infantry division in every Personnel Center on the second
                  turn, and one 1-4 infantry division in every Personnel
                  Center on the third turn.

Restrictions:     None.

Activation:       If the Axis player has not attacked the Soviet Union by
                  7/1/1941, the computer passes control of the Soviet Union to
                  the Allied or Soviet player.  The Soviet Union cannot enter
                  the war on its own volition until 6/1/1942, but in the mean
                  time, if not attacked by the Germans, it can conduct Peace
                  Time Production, and move its forces.

Surrender:        If the Axis occupy all 18 Soviet Personnel Centers on the
                  mapboard, the Soviet Union surrenders.

Navy:             3 Naval Transport in the Baltic Sea; 3 Naval Transport in
                  the Black Sea; 3 Naval Transport in the Caspian Sea.  If
                  Leningrad is captured the Soviet player loses his Baltic Sea
                  Naval Transport capacity permanently.  If the Axis capture
                  Sevastapol, the Soviet Union loses its Black Sea transport
                  capacity, and the Axis player attains a 1 Naval Transport
                  Capacity in the Black Sea.  If the Soviet Union retakes
                  Sevastapol, he regains his Naval Transport Capacity.

Resource Centers: Russia has five Resource Centers, one of which is available
                  to Germany after the Occupation of Poland, until the Soviet
                  Union is invaded.

Partisans:        Yes (see Partisans, Rule 23.5).

Looting:          40 Production; 0 Personnel. The Soviet Union may be Looted
                  after it Surrenders and Moscow is occupied by a supplied
                  ground unit.

Axis Political
Points:           Neutrality Violated:                -5 PP
                  Occupied by Axis:                  +10 PP
                  Liberated from Axis:               -10 PP
                  Axis enter Moscow:                  +5 PP
                  Axis enter Personnel Center:        +1 PP
                  Axis enter Resource Center:         +1 PP
                  Russians re-enter Moscow:           -5 PP
                  Russians re-enter Personnel Center: -1 PP
                  Russians re-enter Resource Center:  -1 PP


27.0  Armed Neutrals.

     27.1 Eire.

Supply Centers:   None.  Units are automatically in supply.

Reinforcements:   None.

Restrictions:     Units may not leave Eire.

Surrender:        Eire surrenders when an enemy unit occupies Dublin.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 5
                  divisions.

Axis Political 
Points:           Axis violate neutrality:      -2 PP
                  Allies violate neutrality:    +5 PP
                  Axis Occupy:                  +3 PP
                  Liberated from Axis:          -5 PP

     27.2 Greece.

Territories/
Colonies:         Crete

Supply Centers:   Athens and Salonika.

Reinforcements:   Greece receives the following units during its first
                  Reinforcement Phase after becoming a belligerent or when
                  German units enter Yugoslavia or Albania: nine 3-4
                  infantry divisions, and two 1-3 cavalry brigades.

Restrictions:     None.

Surrender:        When both Athens and Salonika are occupied by enemy units,
                  Greece surrenders.  All Greek units are eliminated except
                  those on Crete.  Greek naval capacity is inherited by
                  whoever occupies Greece.

Navy:             1 permanent Naval Transport fleet which can be used anywhere
                  in the Aegean.  Naval capacity inherited by occupying power.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 5
                  divisions.

Looting:          1 Production; 0 Personnel.  Greece may be looted if Axis
                  Occupied and supplied ground unit in Athens.  May not be
                  looted after 1942.

Axis Political
Points:           Axis violate neutrality:      -2 PP
                  Allies violate neutrality:    +5 PP
                  Axis Occupy:                  +3 PP
                  Liberated from Axis:          -5 PP


     27.3 Norway.

Supply Centers:   Oslo.  (The Axis player may trace supply from a neutral
                  Sweden's rail hexes into Norway, as long as it is not after
                  1/1/1943 and the Allies own Paris.)

Reinforcements:   During its first Reinforcement Phase after becoming a
                  belligerent, Norway receives one 3-4 infantry division in
                  each of the following ports that have not been occupied by
                  the enemy: Oslo, Narvik, Stavanger, Trondheim, and Bergen.

Restrictions:     None.

Surrender:        Norway surrenders when all its ports are captured.  It is
                  defined as occupied when there are no friendly ground units
                  in Norway.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 10
                  divisions.

Looting:          0 Production; 8/13 Personnel.  Norway may be looted when
                  Axis Occupied and Oslo occupied by supplied ground unit.
                  May not be looted after 1942.

Axis Political
Points:           Axis violate neutrality:      -2 PP
                  Allies violate neutrality:    +5 PP
                  Axis Occupy:                  +3 PP
                  Liberated from Axis:          -5 PP

     27.4 Portugal.

Supply Centers:   None.

Reinforcements:   During its first Reinforcement Phase after becoming a
                  belligerent, Portugal receives the following units: two 1-4
                  infantry divisions and one 1-3 cavalry division.

Restrictions:     Units may not leave Portugal.

Surrender:        Portugal surrenders when Lisbon is occupied the enemy.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 5
                  divisions.

Axis Political 
Points:           Axis violate neutrality:      -2 PP
                  Allies violate neutrality:    +5 PP
                  Axis Occupy:                  +3 PP
                  Liberated from Axis:          -5 PP

     27.5 Spain.

Territories/
Colonies:         Spanish Morocco.  Tangiers is occupied in 6/3/1940.

Supply Centers:   Madrid.

Reinforcements:   One eliminated ground unit per turn.

Restrictions:     Units may only enter Spain, Portugal, Spanish Morocco,
                  Morocco, Algeria, Tunisia, Andorra, and Gibraltar.  [Note:
                  original board game rules did not allow Spanish units to
                  enter any African colonies or Andorra.]

Activation:       Spain join the Axis when the Axis Political Point total
                  reaches 75.  A Declaration of War on Andorra is a violation
                  of Spanish neutrality.

Surrender:        Spain surrenders when Madrid is occupied the enemy.

Navy:             1 permanent Naval Transport fleet which may operate anywhere
                  in the Western Mediterranean and also in Map A of the High
                  Seas (any port in Spain, Portugal, Morocco, or Spanish
                  Morocco).  May only be used to transport Spanish units,
                  though may carry Axis Supply.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 30
                  divisions.

Looting:          0 Production; 16/13 Personnel.  Spain may be looted after
                  if it surrenders to Allies (or alternatively is Axis
                  Occupied) and Madrid is occupied by a supplied ground unit.

Axis Political
Points:           Axis violate neutrality:      -10 PP
                  Allies violate neutrality:     +5 PP
                  Axis Occupy:                   +3 PP
                  Liberated from Axis:           -5 PP

     27.6 Sweden.

Supply Centers:   Stockholm.  (The Axis player may trace supply from a neutral
                  Sweden's rail hexes into Norway, as long as it is not after
                  1/1/1943 and the Allies own Paris.)

Reinforcements:   During its first Reinforcement Phase after becoming a
                  belligerent, Sweden receives the following units: five 4-4
                  infantry divisions and three 1-3 cavalry division.

Restrictions:     None.

Surrender:        Sweden surrenders when all Swedish units have been
                  eliminated.

Resource Centers: Sweden has two Resource Centers that are available to the
                  Axis from the start of the war.  During Snow game turns the
                  Baltic freezes and these centers are only available if the
                  Norwegian port of Narvik is not in enemy hands.  If Paris is
                  controlled by the Allies after 1/1/1943, then the Germans no
                  longer have access to the Swedish Resource Centers from a
                  neutral Sweden.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 10
                  divisions.

Looting:          0 Production; 1 Personnel.  Sweden may be looted if Axis
                  Occupied (or alternatively surrenders to Allies) and Stockholm
                  is occupied by a supplied ground unit.  May not be looted
                  after 1942.

Axis Political
Points:           Axis violate neutrality:      -20 PP
                  Allies violate neutrality:    +20 PP
                  Axis Occupy:                   +3 PP
                  Liberated from Axis:           -5 PP

     27.7 Switzerland.


Supply Centers:   None.  Swiss units are always in supply.

Reinforcements:   None.

Restrictions:     Swiss units may never leave Switzerland.

Surrender:        Switzerland surrenders when all Swiss units have been
                  eliminated.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 10
                  divisions.

Looting:          2 PP; Switzerland may be Looted if Axis Occupied and Geneva
                  is occupied by a supplied ground unit.  May not be looted
                  after 1942.

Axis Political
Points:           Axis violate neutrality:      -20 PP
                  Allies violate neutrality:    +20 PP
                  Axis Occupy:                   +3 PP
                  Liberated from Axis:           -5 PP

     27.8 Turkey.

Supply Centers:   Ankara.

Reinforcements:   One eliminated 2(5)1 each turn.

Restrictions:     None.

Activation:       Turkey join the Axis when the Axis Political Point total
                  reaches 75.

Surrender:        Turkey surrenders when all Turkish units have been
                  eliminated, or, if Axis, when Ankara captured and Political
                  Points are less than 30.

Resource Centers: Turkey has one Resource Center which is available to the
                  Axis player from the start of the war.

Partisans:        Yes (see Partisans, Rule 23.3).  Axis minimum garrison: 15
                  divisions.

Axis Political 
Points:           Axis violate neutrality:      -10 PP
                  Allies violate neutrality:     +5 PP
                  Axis Occupy:                   +3 PP
                  Liberated from Axis:           -5 PP

     27.9 Vichy France.

     The Vichy French government, based in the French city of Vichy, and
comprising southeastern France and the French colonies, only becomes a state
if the Axis player forces France to establish a Vichy government, and the Axis
player then accepts the Vichy offer (see Rule 26.3, France).

Territories/
Colonies:         Corsica, Morocco, Algeria, Tunisia, and Levant States.

Supply Centers:   None.  Vichy units depend on supply from whoever they are
                  allied with.

Reinforcements:   None.

Restrictions:     None.

Activation:       Like any neutral country, if Vichy neutrality is violated by
                  either side, Vichy joins the opposing side.  However, if the
                  Allies violate Vichy neutrality after 1941, Vichy units are
                  frozen (not controlled by the Axis player) and are enemy
                  units to the Allied player only on the first turn of war.
                  Vichy hexes are independent--neither Axis nor Allied.  Axis
                  units, and, after the first turn, Allied units, ignore Vichy
                  units as if they were not there, and may march or amphibiously
                  or air assault into Vichy owned hexes, regardless of whether
                  occupied by Vichy units, and capture the hex. Captured Vichy
                  hexes have their rail lines cut, but no damage is done to
                  any port.  The Axis player may naval transport into any Vichy
                  port not yet in Allied hands (assuming he has the naval
                  transport capacity).  The Allied player does not have this
                  advantage, but can, of course, naval transport into a vacant
                  Vichy port on the first turn of its attack.

                  Vichy units remain frozen in this manner until the Axis player
                  enters metropolitan Vichy France.  While the Axis player is
                  free to move units into Vichy colonies, once the Axis player
                  moves any units into metropolitan Vichy, the Vichy French
                  government immediately collapses.  Upon collapse of Vichy
                  France, Vichy units in metropolitan Vichy and Corsica are
                  eliminated and metropolitan Vichy and Corsica are occupied by
                  the Axis, while Vichy units and hexes in the African colonies
                  become Allied.  Vichy units in Africa stacked with Axis units
                  are eliminated, but Vichy units alone in an Axis owned hexes
                  convert the hex to Allied owned.  Vichy rail lines not already
                  cut are transferred to Allied hands intact.  Vichy units under
                  Allied control can be converted into Free French units during
                  Reinforcement Phase.  The Vichy naval capacity is destroyed
                  when the Axis enter metropolitan Vichy France, an cannot be
                  used before then by either side.

                  Note, if the Allies attack a neutral Vichy before 1942, or if
                  the Axis attack a neutral Vichy, then Vichy joins the other
                  side and all its units and its naval capacity are available
                  to that side, just like any other violated neutral.

                  The Allies may invade a Vichy controlled Levant States
                  without activating Vichy France after 2/3/1941.  Vichy
                  forces in the Levant become Axis forces, but the rest of
                  Vichy remains neutral.  Such an invasion does not effect
                  the political point total.

                  [Note: the original board game rules required an Allied
                  invasion be comprised of 50% US forces to freeze Vichy in
                  the state described above.  By changing this rule to any
                  Allied invasion after 1941 (and U.S. entry into the war),
                  the same effect is achieved and the tricky question of
                  defining an invasion is avoided.]

Surrender:        Vichy surrenders when all its units are eliminated, but an
                  Allied invasion after the United States enters the war can
                  lead to a virtual collapse of Vichy (see Activation above).

Navy:             Vichy inherits the permanent French Naval Transport Point in
                  the Western Mediterranean.  May only transport Vichy French
                  units.

Partisans:        None except as applying to France.

Axis Political 
Points:           Axis violate neutrality:      -2 PP
                  Allies violate neutrality:    +5 PP
                  Axis Occupy:                  +3 PP
                  Liberated from Axis:          -5 PP

     27.10     Yugoslavia.

Supply Centers:   None.  Yugoslav units are always in supply.

Reinforcements:   None.

Restrictions:     Yugoslav units may never leave Yugoslavia.

Surrender:        Yugoslavia surrenders at the end of the game turn in which
                  Zagreb and Belgrade are occupied by enemy units.

Partisans:        Yugoslavia is a special exception to the Allied Partisan
                  rule (Rule 23.4).  When Yugoslav units are eliminated they
                  are replaced with Allied Partisan Cadres.  When Yugoslavia
                  surrenders, all remaining forces are eliminated and also
                  replaced with partisan cadres.  These cadres can eventually
                  be converted to partisan units and partisan divisions, if
                  they are not first eliminated by the Axis player.

Looting:          1 Production; 11/13 Personnel.  Yugoslavia may be Looted when
                  Axis Occupied and when Belgrade is occupied by a supplied
                  ground unit.  May not be looted after 1942.

Axis Political
Points:           Axis violate neutrality:      -2 PP
                  Allies violate neutrality:    +5 PP
                  Axis Occupy:                  +3 PP
                  Liberated from Axis:          -5 PP


28.0 Minor Neutrals.

     28.1 Denmark.

     Denmark automatically surrenders once entered.  If the Allied player
attacks Denmark, Sweden becomes a Pro-Axis Neutral and joins the Axis if the
Axis Political Point total reaches 70.  If the Axis attack Denmark, the Axis
lose 2 Political Points; if the Allies attack Denmark the Axis gain 5
Political Points.  The Axis gain 3 Political Points for occupying Denmark and
they lose 5 Political Points if the Allies liberate Denmark.  Denmark may be
Looted by the Axis for 1 Production Point and 8/13 Personnel Points when Axis
Occupied and when Copenhagen is occupied by ground unit in supply, until 1943.

     28.2 Danzig.

     The Free City of Danzig begins the game at war with Germany, and will
surrender once entered.  If the Axis attack Danzig, the Axis lose 2 Political
Points; if the Allies attack Danzig the Axis gain 5 Political Points.  The Axis
gain 3 Political Points for occupying Danzig and they lose 5 Political Points
if the Allies liberate Danzig.

     28.3 Andorra.

     Andorra will surrender once entered.  Any attack on Andorra will violate
Spain's neutrality.  If the Axis attack Andorra, the Axis lose 2 Political
Points; if the Allies attack Andorra the Axis gain 5 Political Points.  The Axis
gain 3 Political Points for occupying Andorra and they lose 5 Political Points
if the Allies liberate Andorra.

     28.4 Luxembourg.

     Luxembourg will surrender once entered.  Any attack on Luxembourg is a
violation of Belgium's neutrality.  If the Axis attack Luxembourg, the Axis
lose 2 Political Points; if the Allies attack Luxembourg the Axis gain 5
Political Points.  The Axis gain 3 Political Points for occupying Luxembourg
and they lose 5 Political Points if the Allies liberate Luxembourg.

     28.5 Latvia, Lithuania, and Estonia.

     The Baltic States are occupied by the Soviet Union on 11/3/1939.  Any
attack on the Baltic States prior to 11/3/1939, is considered an attack on the
Soviet Union.

     28.6 Saudi Arabia.

     Axis, Allied, and Soviet troops may freely enter Saudi Arabia without
Declaring War on it or violating its neutrality.

29.0  Rule Options.

     Rule Options are selected when starting a new game.  To view options that
have already been selected, click the Game button and select About.  The About
Window has an Options button which, when pressed, will display the current
option selections.

     29.1  Option 1: German Personnel Points.

     This option adds the expenditure of  German Personnel Points, in addition
to German Production Points, to the German production process.  The Axis player
receives Personnel Points based on the number of Active German Placement
Centers.  The number of centers is multiplied by the current German Personnel
Multiplier, and that many Personnel Points are received for that Cycle.  Like
Production Points, the Axis player need not use all the points generated each
cycle, but may accumulate them.  See, Rule 21.0, German Production.

     29.2  Option 2: Additional Units.

     The following unit types are added by this option: German 6-10 and 7-10
Motorized Infantry Divisions; German 3-10 Motorized Infantry Brigades; German
4-5 Air Landing Divisions; German 5-5 Mountain Divisions; German 6(1)5 Artillery
Divisions; Italian 3(1)5 Artillery Divisions; United Kingdom and United States
7(1)10 Artillery; United States 7-5 Mountain Division; Russian 1-4 Mountain
Divisions.  Mountain Divisions can move through Rough terrain at cost of 1
movement point, and Mountains at a cost of 2 movement points.  Both Mountain and
Air Landing divisions can Air Transport using an Air Transport Point just as a
Paratrooper unit.  Air Landing divisions can also participate in Air Assault
with paratrooper units, as long as one Paratrooper unit is dropped for each Air
Landing unit.  Air Transport Points used with Air Landing divisions performing
Air Assaults are automatically eliminated and not recycled (gliders).  German
and Allied Artillery function the same as Soviet Artillery.  Mechanized
Replacement Points (MRs) may be used to build an Artillery Battle Group up to
full strength.  German Motorized Infantry divisions function the same as Allied
Motorized Infantry divisions, except that German 7-10 Motorized Infantry
Divisions are rebuilt from Battle Group with MRs. (German 6-10 Motorized
Infantry Divisions are still rebuilt with Infantry Replacements--IRs).  German
motorized divisions count against the total number of divisions Germany can
build, and count against the 8-8 mech-infantry counter limitation.  German
artillery can only be built after 1939 and have a counter limitation of 1 in
1940, 2 in 1941, 3 in 1942, and 6 in 1943-45.

     29.3  Option 3: Ukraine.

     The people of the Soviet Union were not happy under Stalin, but the Nazis
quickly made any chance of a life under their rule look infinitely worse.  This
option assumes the Germans attempt to appear as liberators during their
invasion of the Soviet Union, and act in a less horrific manner to the occupied
population.  Under this option, the Fascist Ukrainian Separatist Movement
activates as an Axis minor ally, when (1) the Germans do not attack any Russian
partisan cadres in the Ukraine, (2) Axis Political Points reach or exceed 65,
and (3) the Axis occupy both Kiev and Odessa.  Upon activation, the Axis player
is free to build up to nine Ukrainian 4-5 Infantry divisions during German
Production.  The Axis player may continue building and rebuilding Ukrainian
units as long as the Axis control either Kiev or Odessa and the Axis do not
attack a Russian partisan cadre in the Ukraine.  Ukrainian troops may fight
anywhere and do not surrender.  However, if the Axis player attacks any Russian
partisan cadres in the Ukraine, the Ukrainian separatist movement collapses
permanently and all Ukrainian troops surrender.  The player can see which
Russian hexes are part of the Ukraine by clicking the right mouse button on the
hex.  If it is a Ukrainian hex the Hex Display Window will list it as Russia
(Ukraine).  If playing War in the East, the Axis player receives six Ukrainian
infantry divisions as reinforcements as there is no German Production.

     29.4  Option 4: Air Supremacy.

     This option allows for Air Supremacy, Air Attrition, and Shifting Combat
Odds with Additional Air-Ground Support.  Air Supremacy is achieved whenever
one player begins Air Combat with more than a six to one advantage in Air
Points, or when only one player assigns Air Points to Air Superiority.

     Air Attrition allows an air force that has achieved Air Supremacy to
inflict additional losses on the opposing air force.  For each turn of Air
Supremacy, the computer totals the number of Air Points the player with Air
Supremacy in a Front has in Air Superiority and that remain Unassigned.  At the
end of the Cycle, the total number of Air Points are divided by 60 (fractions
rounded down), and the opposing air force loses that number of Air Points, up to
a maximum of twelve Air Points.  For example, if the Axis has 20 Air Points in
Air Superiority for each turn of a cycle achieving Air Supremacy each turn, then
at the end of the cycle the Allied player would lose 1 Air Point (80 Air Points
divided by 60 equals 1).

     Shifting Combat Odds with Additional Air-Ground Support is allowed if a
player has Air Supremacy on the Front.  The player can shift the combat odds
of any battle up by one for every number of Air Points assigned that equal
the unmodified defense factor of the defending units.  For example, eight German
6-5 Infantry Divisions are attacking a hex with a Fortified French Division and
a French 3-4 Infantry Division at 4:1 Odds (48:12).  The Axis player has
Air Supremacy and 19 Air Points in Air-Ground Support.  The Axis player could
shift the odds up to 6:1 by assigning 18 Air Points to Additional Air-Ground
Support (the French units have an unmodified defense strength of 9).  The Axis
player could also assign an additional Air Point and receive the traditional
+1 on the die roll.  In order to use Additional Air-Ground Support, the
attacking player must have at least 1:1 odds, based solely on unmodified combat
factors for attacker and defender, and not including any attacking units
performing an air assault that turn.  Combat odds can only be increased by up
to 50%, rounded down, in this manner.  During amphibious assault attacks, double
the number of APs are required to shift the odds.  For every 6 Air Points (or
fraction thereof) used in Additional Air-Ground Support, there is a 1/6 chance an Air
Point will be eliminated due to anti-aircraft fire.

     29.5  Option 5: U-Boat War: Surface Sortie & ASW.

     This option allows for German Surface Fleets to Sortie, and for the Allied
air force to engage in additional Anti-Submarine Warfare (ASW).  The Axis player
may order a German Surface Fleet to Sortie and raid Allied shipping.  The Surface
Fleet will have the effect of two more U-Boats during the U-Boat War.  If any
U-Boats are eliminated, the Surface Fleet will be eliminated first.  The Axis
player orders a Surface Fleet to Sortie for the next Cycle during German
Production by clicking on the U-Boat button.  After clicking on the U-Boat
button a window will appear describing the results of the U-Boat War--click on
the Surface Sortie button at the bottom of the window.  The surface fleet will
not be available for tactical operations during the upcoming Cycle.

     If the Allied player falls more than two cycles behind the historical level
of reinforcements, a button labeled ASW will appear in the top right of the
U-Boat War results screen.  The Allied player may eliminate APs in the Western
front in order to eliminate Axis U-Boats, and may choose from the following
options (assuming he has the APs) by clicking on the ASW button:
     Number of Allied      Number of Axis
     APs Eliminated      U-Boats Eliminated
           1                  1
           3                  2
           6                  3
          10                  4
The Allied Player can only use ASW a maximum of two times a year.  When playing
this option in conjunction with the Allied Production option, option 18, ASW
is triggered by a -20% modifier in the just completed U-Boats War, rather than
falling two cycles behind the historical level.  Also, APs eliminated for ASW
are not available as cadres under the Allied Production option.

     29.6  Option 6: New Paratrooper Rules.

     The current rules give a large advantage to Allied airborne units, which
can air assault as whole divisions, compared to Axis airborne units which must
perform air assaults as regiments. This option installs similar rules for both
the Allies and Axis.  After performing an Air Assault or Air Transport, Axis
Regiments are combined to form divisions before stacking limits are calculated.
Thus, the Axis could air assault a hex with twelve regiments, which would be
converted into four divisions, and would not violate stacking rules.  When the
Allied player loads a 9-10 Paratrooper Division, it is converted into a 7-4
Paratrooper Division.  The first turn after performing air movement that the 7-4
Paratrooper Division is in Major Supply, it will automatically be converted into
a 9-10 Paratrooper Division.  Finally, whenever Allied, Axis, or Soviet
paratroopers perform an air assault on an enemy occupied hex, their offense is
halved.

     29.7  Option 7: More Partisans.

     This option allows (1) Axis Partisans, (2) the Allied player to place
additional Partisan Cadres in Yugoslavia--one for every division under the Axis
minimum garrison of 15 divisions--up to a total limit of 42 Yugoslavian partisan
cadres and units at any one time, and (3) Partisan Units to cut rail when
entering an enemy hex.

     The Axis player may have up to ten Partisan Cadres or units in play at
any one time.  They function the same as Allied Partisans (See Rule 23.0).
The Axis player may place cadres in the following countries

Country                 # Cadres   Garrison    Special Conditions
Egypt                     1-6      1 UK Inf    Political Points 60+
French North Africa       1-6        12        Not in Vichy controlled territory
Iran                      1-6         6        None
Iraq                       6          2        Political Points 60+
Levant States              2          2        Political Points 60+
Northern Ireland           1        1 UK Inf   Political Points 60+
Palestine                  1        1 UK Inf   None
Spain                      6         12        Political Points 55+; Allies
                                               control Madrid.
Finland                   10         N/A       None

If the garrison is less than specified number of full strength divisions and
the special conditions are met, the Axis player may place the number of cadres
listed above in the country (as long as he does not exceed the 10 Partisan
Cadre/Unit limit) during Reinforcement Phase.  Iran may also be garrisoned by
Soviet troops.  Regardless of the Allied garrison and special conditions for
Iraq, six cadres may be placed on 5/1/41 to simulate the Iraqi revolt.  Further,
for every Partisan Unit in Iraq, the Allied Minimum Garrison is increased by one.

   The Axis player converts Cadres into Partisan Units during Reinforcement Phase
using an Air Transport Point to fly to the cadres hex.  The Axis player simply
clicks on the hex and selects Convert Cadre to Unit; if there is an available
Air Transport Point on the front and the hex is within Air Transport Range, then
there is a 1/6 chance the Partisan Cadre will be converted into a Partisan Unit.
The Air Transport Point is not subject to attrition, but is recycled.  The Axis
player uses the same process to convert a Partisan Unit into a 2-5 Partisan
Division, but the Partisan Unit must first be in Major Axis Supply.  The Axis
player is allowed one free attempt per turn to convert an Iraqi Partisan Cadre
into a Partisan Unit.  Partisans in Finland are eliminated if Finland surrenders.

     29.8  Option 8: Minor ZOC only +1.

     German, Italian, United Kingdom, French, Polish, United States, Soviet, and
Partisan units all exert normal ZOC.  All other units exert Minor ZOC.  Minor
ZOC is the same as normal ZOC in all aspects except that it costs only one
additional movement point to enter or leave.  Further, units exerting Minor ZOC
can be overrun at an additional movement cost of only one movement point, rather
than two.  The Hex Display Window will indicate a hex is in a Minor ZOC, by
showing the ZOC in parentheses.  See Rule 5.0 for Zone of Control (ZOC) rules.

     29.9  Option 9:  Additional Combat Results.

     A possible modified die roll of 7 is added to the Combat Results Table.
The 7 die roll is the same as a roll of a 6 at one odds higher.  Thus, a 7 on
4:1 odds would be the same as a 6 on 5:1.  Note, that a result of 0 or 7 is
only possible by adding a modifier to the basic 1-6 die roll.

     29.10 Option 10: Severe Climate.

     This option installs three new rules regarding Severe Climate.  (1) Mobile
Supply Units may only move by rail or naval movement, or when forced to retreat
during combat, during Snow turns in Severe Climate.  (2) No more than one Mobile
Supply Unit may be included in a line of supply through Severe Climate.
(3) When playing the full War In Europe game, the Axis player is given the
opportunity to build the additional rail and motor transport and severe weather
supplies needed to avoid some of the harsh effects of the First Winter in
Russia.  During German production, the Axis Severe Weather Preparation build
allows the Axis player to prevent German 6-5 infantry divisions in severe
climate hexes from being reduced to battle groups (one per week during snow
turns of the First Winter) as per Rule 17.2.  This is a one time build, and must
be purchased before Germany is at war with the Soviet Union, but not until after
1939.

     29.11 Option 11: Afrika Korps Supply.

     This option allows German units to draw supply from Italian Mobile Supply
Units in Africa.  The current rules make it prohibitively expensive for the Axis
to supply any German units in fighting near the Libyan/Egyptian border.  As
Tobruk is in the Eastern Mediterranean, the Axis must draw supply from Tripoli
(Major) or Benghazi (Minor) with a string of supply units.  This option relieves
the Axis player of the need of having to deploy five to six German Mobile Supply
Units in Libya in order to supply the Afrika Korps.

     29.12 Option 12: Allied Changing Combat Strength.

     This option lowers the combat strength of all United States and United
Kingdom divisions based on the year.  In 1939, the combat strength of Allied
divisions are reduced by three, in 1940 by two, in 1941 by one, and after 1941
they return to normal strength.  Thus in 1939 a United Kingdom infantry division
would be a 5-10 with a 1-10 battle group, and would increase to a 6-10 in 1940,
and a 7-10 in 1941.  During World War Two the relative combat strengths of Axis
and Allied units changed over time.  Allied units continuously improved both in
the quality and quantity of their equipment and in their training and tactics,
while Axis units experienced a decline both in quantity and the qualitative
superiority of their equipment.  The rules simulate these changes by varying the
Combat Results Charts depending on the year.  However, this does not fully
represent the weakness of Allied formations during the early years of the war,
thus this option.

     29.13 Option 13: Fog of War.

     The warring powers did not possess perfect intelligence of enemy troop
positions.  This option attempts to recreate the fog of war.  For a complete
explanation and description see rule 30.0, Fog of War (Option).

     29.14 Option 14: Partial Combat Odds.

     This option gives the attacker the chance of increasing his odds by one
in a battle.  The chance of increasing the odds is the modified attacking
combat factors, beyond what is needed to get the current odds, divided by the
modified defending combat factors.  For example, if the attacker has modified
combat factors totaling 36 and the defender has 10, then the attacker would have
a 3:1 odds with a 60% chance (36 - (3 * 10) / 10) of getting a 4:1 odds.
Whether the odds are increased by one are determined only after the attacker
decides to execute the combat.

     29.15 Option 15: SS Rules.

     German SS armor and mechanized infantry units received the best equipment
and the most fanatic soldiers.  Under this option whenever the Axis attack with
SS units whose unmodified combat factors are at least 1/3 of the total
unmodified attacking combat factors, the Axis attacks with Combat Results Table
#1 except during Snow or Mud Season in non-Arid climates when he attacks with
CRT #2.  Whenever SS units are involved in an attack that result in any kind of
exchange, the Axis player must eliminate SS units first.  Further, when any
division size SS units are defending in a hex, the Axis units will always choose
the Retreat Conversion option, choosing to be reduced to battle groups and hold
the hex rather than retreating.

     29.16 Option 16: Random Weather.

     The Random Weather option introduces some randomness to seasons depending
on the cycle.  Each week the current season is determined randomly as follows:

Cycle  Usual Season     Random Season
 1      Snow             100% Snow
 2      Snow             100% Snow
 3      Snow             90% Snow; 10% Mud
 4      Mud              70% Mud; 20% Snow; 10% Clear
 5      Mud/Clear        50% Mud; 50% Clear
 6      Clear            80% Clear; 20% Mud
 7      Clear            100% Clear
 8      Clear            100% Clear
 9      Clear            100% Clear
10      Clear            90% Clear; 10% Mud
11      Mud              70% Mud; 20% Clear; 10% Snow
12      Snow             80% Snow; 20% Mud
13      Snow             100% Snow

     29.17 Option 17: Sealion & Air-Sea Rules.

     This option adds rules effecting Allied Naval Interdiction, German High
Seas Naval Supply Attrition, Italian Naval Movement in the Eastern and Western
Mediterranean, and the defense of Malta.

     The basic rules for Allied Naval Interdiction (see Rule 11.8) and German
High Seas Naval Supply Attrition (see Rule 6.7) do not fully reflect the status
of the Air War and air assets in the Western Front.  Under this option, if the
German player is able to gain Air Superiority or Supremacy in the Western Front,
and assigns APs to Air-Sea, he can impact the chances that German naval movement
in the High Seas will be interdicted by the Allied Navy and that he will suffer
an attrition to supply High Seas ports.  Another words, if the Axis gains
control of the skies, he can prevent the Allied Navy from interdicting German
convoys by assigning APs to bomb interdicting Allied warships.  The effects are
as follows for Allied Naval Interdiction/German High Seas Attrition.

Air-Sea        Axis Air                Axis Air
APs            Superiority             Supremacy
 5             NE/NE                   -1/0
10             -1/NE                   -2/+1
15             -2/NE                   -3/+1
20             -3/+1                   -4/+2
30             -4/+2                   -5/Negated
45             -5/Negated              Negated/Negated

Note, that even if the German High Seas Attrition is negated, the Axis player
would still have to assign a Surface and Transport Fleet to supply High Seas
ports by clicking on the Axis Supply High Seas radio button in the Naval Screen.
As Axis control of the skies can impact Allied Naval Interdiction and German
High Seas Attrition, Allied air dominance can also have an impact.  If the
Allies have Air Supremacy then there is a +2/-2 modifier for Allied Naval
Interdiction and German High Seas Attrition respectively, and a +1/-1 modifier
if the Allies have Air Superiority.

    Axis Air Supremacy in the Southern Front allows the Italian Navy to
transport and trace supply into the Eastern and Western Mediterranean (without
having to control either Gibraltar or Alexandria), and halves the defense
strength of Malta if Allied controlled and in supply.

     29.18 Option 18: Allied Production.

     The Allied Production option allows the Allied player to build new United
Kingdom, United States, and Allied common units.  For a complete explanation and
description see rule 31.0, Allied Production (Option).

     29.19 Option 19: Force March.

     This option provides less arbitrary effects for force marching infantry
units.  Instead of being exposed to an attrition, units that force march suffer
a 30% reduction in combat strength.  The reduction is cumulative each time a
unit force marches, however each unit recovers 20% of its combat strength at
the beginning of the player turn.  A unit cannot force march if it would mean
a reduction greater than 40%.  For example, if the Axis force march a German 6-5
infantry division on turn 1, the division's combat strength would be reduced
by 30% if the Axis attacked with it that turn (assuming it could move adjacent
to an enemy unit without entering enemy ZOC), and by 30% on defense until the
next Axis player turn.  On the second Axis player turn the division would have
a reduction of only 10% (30%-20% = 10%), or, if he force marches the unit again,
by 40%.  If he force marched the unit the two previous turns, then on the third
turn the division would be at a 20% reduction, and would be unable to force
march that turn because doing so would place it over the 40% limit.  Note,
the prohibition on entering enemy ZOCs when force marching still only lasts
for that one turn.

     29.20 Option 20: Poland Surrender.

     The German army attempted to crush the Polish army during its invasion.
Although Warsaw was a goal, its capture did not cause Poland to surrender in
itself.  Under this option Poland surrenders when Warsaw is captured and when
one of the following two condition have been met: (1) there are fewer than 40
combat factors of Polish land units remaining (Poland starts with 150), or
(2) there are no Polish units remaining in western Poland (the German side of
partition line).

     29.21 Option 21: Blitzkrieg ZOCs.

     During the opening years of the war Allied units were particularly unable
to cope with German armor and mechanized divisions.  As the Allies equipped
their infantry with more anti-tank weapons, changed their tactics, and gained
experience, German armored thrusts never achieved the same breakthroughs as they
did earlier in the war.  In order to simulate the inability of Allied forces to
contain German armored attacks, under this option during 1939-1940 Axis units
expending mechanized movement points (Armor, Mech-infantry, and Motorized units)
treat all enemy ZOCs as +1 or minor ZOCs (see rule 29.8, +1 ZOCs) and only pay a
1 MP cost for overruns.

     29.22 Option 22: Russia & Turkey.

     This option gives a neutral Russia the ability to react to German activity
in Turkey.  If Turkey activates as an Axis ally, then limited control over a
neutral Russia passes to the Russian player, the same as it would in 7/1/41 if
Russia had not yet been attacked.  Thus, the Russian player has complete control
over all its forces, can conduct limited production, but cannot declare war on
other countries until 6/1/42.  If Turkey is attacked by the Axis, then limited
control over a neutral Russia passes to the Russian player also, but in addition
the Russian player is free to declare war on the Axis whenever he wishes.
Turkey was part of the Russian sphere of influence under the Non-Aggression pact,
and although the Germans violated this sphere in other places, it is doubtful
that even Stalin would have seen a German invasion of Turkey as anything but a
direct attack on the U.S.S.R.


30.0 Fog of War (Option).

     The warring powers did not possess perfect intelligence of enemy troop
positions.  This option attempts to recreate the fog of war.  Under this
option, the contents of each hex is either fully visible, partially Fogged,
or completely Fogged.  Units are not displayed on the mapboard in fully
Fogged hexes.  In partially fogged hexes, the counter outline is displayed,
and a unit type symbol is drawn, however the unit type symbol may not be
accurate and the size, combat strength, and movement rate information are not
displayed on the counter.  When viewing a Hex Display window of a partially or
fully Fogged hex, the units are not listed and instead text states: Fog of War.
Hex Display windows will not display ZOC and stacking information for fully
Fogged hexes.  Fogged and Partially Fogged Hexes will be colored yellow on the
mapboard when in Control Mode.

     30.1 Partially Fogged Hexes.

     Partially Fogged hexes contain the counter outline of the units and
a unit type symbol for the unit on top of the stack.  Each partially Fogged
hex has a 90% chance that the symbol for the unit on the top of the stack will
be correct.  In 10% of these hexes the computer generates a random number from
1-10 for Allied and Axis hexes and 1-12 for Soviet owned hexes and applies the
following results.

Random No.        Symbol
1-6               Infantry
7-8               Armor
9-10              Mech-infantry
11                Anti-tank
12                Artillery

Thus, a German infantry unit on the top of a stack of units would have a 96%
chance that the symbol displayed was correct, while a German armor unit would
have a 92% chance of a correct symbol.  Paratrooper, air landing, and mountain
units are always shown as infantry in partially Fogged hexes.

     30.2 Calculating & Revealing the Fog.

     Neutral countries are not effected and the Fog does not apply to the first
player turn of a new game.  As a player moves units during initial and
mechanized movement phases, a formerly Fogged hex will become completely visible
when the player's ZOC extends into the hex.  Fogged hexes which are air
assaulted become fully visible at the beginning of combat phase.  Fogged hexes
which are amphibiously assaulted become visible upon landing a unit if vacant,
and, if enemy occupied, become fully visible at the beginning of combat phase.

     All friendly and neutral hexes are fully visible.  Enemy hexes are
assumed to be completely Fogged, however may be fully visible or partially
visible depending on the four factors--land reconnaissance, air reconnaissance,
partisan intelligence, and signal intelligence.  All four factors' effects are
cumulative.

     30.3 Land Recon.

     Land reconnaissance automatically makes any hex in friendly ZOC fully
visible.

     30.4 Air Recon.

     Air reconnaissance can make an enemy hex partially visible if the hex
is within air range of a owned hex with at least minor supply.  Air range is
12 hexes for the Allied and Axis player and 6 hexes for the Soviet player.
Air recon only works if the player has surviving APs assigned to Air
Superiority in the front.  The base chance that air recon will work on an
enemy hex within air range is determined by the following table:

Enemy Air    Enemy Air     No Air        Friendly Air    Friendly Air
Supremacy    Superiority   Superiority   Superiority     Supremacy

0%           10%           20%           40%             60%

The base chance is modified depending on the season, climate and terrain of
the hex.  During Snow and Mud season in Moderate, Severe, and Arctic climates,
the base chance is halved.  If the terrain is Woods or Swamp the base chance
is quartered.  If the terrain is Broken, Rough, or Mountain the base chance
is halved.  Further, if friendly air interdiction was present in the hex during
the enemy's phase, the base chance is doubled.  All modifications are
cumulative.

     30.5 Partisan Intelligence.

     Partisan intelligence reflects the information gathering of partisans
and local spies.  First, any hexes in a hex with a friendly partisan cadre or
unit is fully visible.  Second, player's have Intelligence Networks in
certain countries and colonies which might fully or partially reveal hexes in
that country or colony.  Each player has Intelligence Networks in all countries
Occupied by the enemy or that were Occupied by the enemy but have been Liberated
by a friendly power since.  Additionally, the Russian player has an Intelligence
network within any enemy owned hexes of the Soviet Union.  The Axis player has
an Intelligence Network in all the French and United Kingdom colonies in Africa
and the Middle East and in Northern Ireland and Eire.

     The base chance an Intelligence Network will partially or completely
reveal a hex in its country is 5%.  This base chance is doubled for the Allied
and Russian player once Russia becomes active--this is meant to account for the
strong communist partisan and underground networks in Axis Occupied countries.
The base chance is also doubled if the hex is a city or port hex.  The base
chance is reduced to zero if the terrain is Sand, Ice, Swamp, Woods, or Mountain
and there is no city or port in the hex.  If Vichy still exists then the base
chance of any Intelligence Network in France or Vichy is halved.  Half of the
modified Intelligence Network chance is applied to whether the hex is fully
visible and the other half is applied to whether it is partially visible.

     30.6 Signal Intelligence.

     Signal intelligence involved listening to enemy radio traffic.  Signal
intelligence decoded enemy communications and could learn exact details of
enemy troop dispositions.  Signal intelligence more often involved analyzing
the patterns and volume of enemy radio traffic to estimate enemy activity and
troop locations.  The Axis base chance is 4%, the Allied base chance is 8%,
and the Russian base chance is 2%.  The base chance is multiplied by the number
of enemy units in the hex. Half of this modified chance is applied to whether
the hex is fully visible and the other half is used to find whether it is
partly visible.


31.0 Allied Production (Option).

     The Allied Production option allows the Allied player to build new United
Kingdom, United States, and Allied common units.  Under this option, the Allied
cycle sequence is a revised U-Boat War, United Kingdom production, United States
production (beginning in 1942), Allied Placement, and Strategic Bombing
assignments.  Allied common units are built during either the United Kingdom or
United States production.  United Kingdom units which under the basic rules are
received in the Suez are not a part of United Kingdom production.  These Suez
reinforcement units represent Commonwealth forces from South Africa, Australia,
and India, and they are received in Suez on the date scheduled without going
through United Kingdom production.  United Kingdom and Allied units that are scheduled
for removal under the basic rules remain scheduled for removal.  Allied
Strategic Air Bases are not part of the production process but are received on
the historical cycle.

     31.1 U-Boat War.

     The revised U-Boat War for the Allied Production option affects the United
Kingdom's generation of Production points and the United States Sea Lift
Capacity by adjusting both by a percentage modifier.  The percentage modifier
is determined as follows:
     Year                  U-Boats
     1939       NA    0    1    4    8   NA   NA
     1940        0    1    2    7   15   25   NA
     1941        1    4    8   13   23   35   45
     1942        5   13   18   25   35   45   55
     43-45       7   18   25   35   45   55   65
     Modifier  +60% +50% +30%  NE  -30% -50% -60%
For example, in 1940 15 U-Boats would translate into a -30% modifier.  If the
number of U-Boats are between two columns of numbers listed on the chart, then
the modifier would be a factor of 5 number between those two columns.  Thus, in
1940 11 U-Boats would translate into a -15% modifier, and 8 U-Boats would
translate into either a No Effect or a -5% modifier.  When the choice is between
two numbers as in the latter example, the computer randomly determines which
should be used giving weight to whichever the fractional number was closer to.
Thus, 8 U-Boats in 1940 would proportionately have a 3.75% modifier (1/8 between
a zero and a 30% modifier), which would then result in a 75% (3.75/5) chance the
modifier will be a -5% and a 25% chance it will be zero.  Note, the Surface
Fleet Sortie option has the same effect as in the original U-Boat War.

     Each cycle the U-Boats are exposed to an attrition.  Each U-Boat has a
chance that it will be eliminated as follows:
     Year     Attrition
     39-41    3% (1-40 U-Boats); 4% (41+ U-Boats )
     1942     3%
     1943     4% (1-30 U-Boats); 6% (31+ U-Boats )
     44-45    8%
Thus in 1943 if the Axis had 35 U-Boats, each of the 35 U-Boats would have a 6%
chance of elimination.  If the Axis player is using the Surface Sortie option,
then the surface fleet is still eliminated first before any U-Boats and counts
as two U-Boats in the calculations.

     31.2 United Kingdom Production Screen.

     The Allied player builds United Kingdom and Allied common units by
expending Production and Personnel Points and sometimes a cadre.  To build a
unit listed in the Production Options window, the Allied player clicks on that
unit's Plus button.  If the unit can be built, the appropriate points and cadre
will be expended and the unit will appear on the reinforcement calendar at the
top of the screen.  There are four reasons why a unit could not be built:
(1) there are not enough Production points; (2) there are not enough Personnel
points; (3) the unit requires a cadre that is not available; (3) the maximum
number of this type of unit is already in play; or (4) if the unit is an Air
Point and there are not enough Air Crew points.  Cadres are units that are used
to build other units.  Available cadres are listed at the bottom left of the
Production Screen.  If you wish to change a build selection, click on the unit's
Minus button, and the build will be reversed.

     Click on the Production Information button for information on how many
Production, Personnel, and Air Crew points were generated that cycle and why.
To view the mapboard, the Allied player should click on the Browse Map button.
Click on the Obtain Cadres button to remove units for use as cadres in the
production process.

     31.3 UK Production Points.

     United Kingdom receives Production points based on how many United Kingdom
Manufacturing Centers it controls and are active and in supply.  The United
Kingdom has 12 Manufacturing Centers in the United Kingdom and Northern Ireland.
The United Kingdom cannot use any other Manufacturing Centers, and the Axis
cannot use United Kingdom Manufacturing Centers.  The number of new United
Kingdom production points generated in a cycle is determined by multiplying the
production multiplier by the number of active United Kingdom Manufacturing
Centers.  The production multiplier is as follows:
          Year       Multiplier
          1939-40        3
          1/41-10/42     4
          11/42-12/42    5
          13/42-1/43     6
          2/43-3/43      7
          4/43-13/43     8
          1/44-2/44      7
          3/44-6/44      6
          7/44-13/44     5
          1945           4
After multiplying the number of active manufacturing centers times the
production multiplier, the number of new production points is modified by
the results of the U-Boat War.  The production points generated are further
modified by -10% if Suez is in Axis control or was during the previous 4 turns.
The Allied player must expend a minimum of 40% of the United Kingdom production
on Air Points, Air Transport Points, or Strategic Bombers.

     When a United Kingdom Manufacturing Center is captured by the enemy, it
must be repaired before it will be active again.  If a Manufacturing Center hex
is occupied by enemy units and then recaptured by Allied units, then repairing
this center will appear as a Build Option under the Production Options Menu.  It
will cost 10 Production Points and take 2 cycles to repair a Manufacturing
Center.

     31.4 UK Personnel & Air Crew Points.

     The United Kingdom receives a set number of Personnel points each cycle
unaffected by the U-Boat War or any other modifier except for the date, as
follows:
        Year       Personnel Points
        1939              16
        1/40-9/40         17
        10/40-13/41       20
        1942-43           17
        1944              14
        1945              12
The United Kingdom also receives a set number of Air Crew points each cycle as
follows:
        Year            Air Crew
        9/39-8/40         4
        9/40-8/41         5
        9/41-8/42         6
        9/42-13/45       11
Air Crew points must be expended when building new or rebuilding old Air Points.
They are meant to represent the limitation the United Kingdom faced with being
unable to train enough pilots.

     31.5 Allied Strategic Bombers, Escorts, & Transfers.

     The Allied player can begin producing Strategic Bombers in 8/42, but is
restricted by a slowly increasing counter limit.  This changing counter limit
has the result of limiting the Allied player to builds similar to what would
have been received under the basic rules with a historical u-boat war.  The
counter limit starts at zero and increases each cycle as follows:
        Year        SB Counter Limit
        8/42-1/43      1
        2/43-4/43      2
        5/43-3/44      3
        4/44-6/44      2
        7/44-13/44     1
The reason for this rule is play balance, but it should be noted that the
Allies, especially the United Kingdom, assigned a very high priority to
Strategic Bombing and they probably would not have been able to efficiently
increase production of Strategic Bombers over their historical builds.
Eliminated Strategic Bombers are still recycled as per the basic rules.

     The Allied player receives Transfers--the ability to exchange Air Points
for Strategic Escorts--each cycle on the following schedule:
        Year        Transfers
        1/43-9/43      2
        10/43-13/43    3
        1944           4
The Allied player cannot build Strategic Escorts, but is instead given enough
Transfers to compensate for the difference.

     31.6 UK Obtain Cadres.

     To obtain cadres from the mapboard click on the Obtain Cadres button.
A map of the United Kingdom will be displayed.  Click the left mouse button on
any friendly and supplied city or port hex in the United Kingdom to remove
cadres, and then select which units you wish to remove.  Click the right mouse
button on a valid city or port hex and a window will appear displaying what
units are in the hex.  Click the Done button when done removing cadres.

     31.7 UK Unit Production Options & Costs.

Unit                 Cadre            Pers Prod  Cycles  Available  Footnotes
3-10 Motor Inf Bde   -                  5    5      3       15
2-10 Motor Inf BG    -                  8    5      4       66
8-10 Motor Inf Div   2-10 Inf BG        4    3      3       66
8-10 Motor Inf Div   3-10 Inf Bde       7    3      3       66
3-8 Armor Bde        -                  4    7      4       15
2-8 Armor BG         -                  8    6      5       15
9-8 Armor Div        2-8 Armor BG       2    4      3       15
9-8 Armor Div        3-8 Armor Bde      6    3      4       15
9-8 Armor Div        8-10 Inf Div       2    4      3       15
9-10 Para Div        8-10 Inf Div       3    2      3        3        2
9-10 Para Div        2-10 Para BG       6    4      3        3
7(1)10 Art Div       2-10 Inf BG       -4    6      4        3        3
7(1)10 Art Div       (2)10 Art BG       0    8      2        3        3
(1)1 MSU             -                  4    15     4        6
Inf Replacement      -                  4     4     4        -
Mech Replacement     -                  2     5     4        -
Air Point            -                  2     8     5      120
Air Point            Dead AP            0     4     5      120

Allied:
(1)5 RR              -                  1    10     2        6
Air Transport                           1     9     5        9        2
Strategic Bomber                        1    20     5       66        4
Amphibious Fleet                        1    10    10       15

Footnotes:
FN 1.  This build option is only available if playing with Option 6, New
Paratrooper Rules.

FN 2.  This build option is only available if not using Option 6, New
Paratrooper Rules.

FN 3.  Artillery is only available if using Option 2, Additional Units.

FN 4.  Number of Strategic Bombers available for production changes each cycle--
see Rule 31.5.

     31.8 United States Production Screen.

     The Allied player builds United States and Allied common units by
expending Production and Personnel Points and sometimes a cadre.  To build a
unit listed in the Production Options window, the Allied player clicks on that
unit's Plus button.  If the unit can be built, the appropriate points and cadre
will be expended and the unit will appear on the reinforcement calendar at the
top of the screen.  There are three reasons why a unit could not be built:
(1) there are not enough Production points; (2) there are not enough Personnel
points; (3) the unit requires a cadre that is not available; or (3) the maximum
number of this type of unit is already in play.  Cadres are units that are used
to build other units.  Available cadres are listed at the bottom left of the
Production Screen.  If you wish to change a build selection, click on the unit's
Minus button, and the build will be reversed.

     Click on the Sea Lift button to transfer United States forces from the
United States to Europe.  Click on the Change Mobilization button to change the
current US mobilization level.  To view the mapboard, the Allied player should
click on the Browse Map button.

     31.9 US Production & Personnel Points.

     United States receives Production and Personnel points as follows:
          Year         Production   Personnel
          1/42-7/42         32         14
          8/42-9/42         56         16
          10/42-11/42       80         18
          12/42-7/43       100         20
          8/43-9/43        120         38
          10/43-11/43      140         58
          12/43-13/43      160         72
          1/44-7/44        160         74
          8/44-9/44        140         74
          10/44-11/44      120         60
          12/44-13/44      100         40
          1945             78          16
United States production is not affected by the U-Boat War, but is affected by
its current mobilization level.  When the United States expends an IR or MR on
Free French Conversion or on Free French Battle Groups, the United States gets
back the Personnel Points it usde to produce the IR or MR.

     31.10 US Mobilization Level.

     The United States Mobilization level effects the number of Production and
Personnel Points generated.  The default level is 1, and if the Allied player
wishes to generate a historical mix of forces it should be left on this level.
Raising the level increases the number of personnel points generated each cycle
by 20% and reduces the number of production points by 10%.  Thus, at level 6--
the highest level--the number of personnel points generated would be doubled and
the number of production points halved.  Mobilization also increases the counter
limit of 8-10 infantry and 9-8 armor divisions by 20% for each production level.
Although the mobilization level can be increased up to a maximum of level 6,
once increased it can never be decreased.

     31.11 US Sea Lift Capacity.

     To conduct Sea Lift click on the Sea Lift button in the US Production
screen.  Click on the ground units you wish to sea lift--selected ground units
will appear in red--and click again to deselect a ground unit.  APs, ATPs, SBs,
IRs, and MRs can all be transferred by clicking on the corresponding Up and Down
buttons.  Click on the Cancel button to cancel all your selections.  Click on
the Accept button to execute your selections.  Note, if when pressing the Accept
button you receive a warning message stating you have used more Sea Lift
Capacity than you have, then you must decrease the number of units you are
transferring until the Sea Lift Capacity display indicates a positive number or
zero, or Cancel your selections.

     Units produced in the United States must be transported over to Europe with
the exception of Amphibious Assault fleets.  The Allied player may expend up to
his current Sea Lift Capacity for that cycle to transport units to Europe.  The
United States Sea Lift Capacity for each cycle is as follows:
          Year         SLC
          1942         12
          1943         36
          1944         68
          1945         58
The Sea Lift Capacity is modified each cycle depending on the results of the
U-Boat War.  The following are the each type of units Sea Lift cost:
          Unit Type        SL Cost
          Ground Unit        2
          AP, ATP            4
          Strategic Bomber   6
          IR, MR             1
Ground units transported to Europe are placed during Allied Placement mode
directly following United States production.  United States 4-4 infantry
divisions may never leave the United States.  If ground units transported to
Europe are not placed during Allied Placement mode or during Reinforcement phase
in the next 4 game turns, then by the next strategic cycle the units will be
returned to the United States.  Once placed in Europe, units can never return to
the United States.

     31.12 US Unit Production Options & Costs.

Unit                 Cadre            Pers Prod  Cycles  Available  Footnotes
4-4 Inf Div          -                 10    4      4       40
8-10 Motor Inf Div   4-4 Inf Div        2    4      2       51        1
7-5 Mountain Div     4-4 Inf Div        3    3      4        1
9-8 Armor Div        4-4 Inf Div        0    6      4       15        1
11-8 Armor Div       4-4 Inf Div        1    9      6        3
9-10 Para Div        4-4 Inf Div        5    6      3        6
7(1)10 Art Div       -                  4    11     4        4        3
(1)1 MSU             -                  4    15     4        6
Inf Replacement      -                  4     4     4        -
Mech Replacement     -                  2     5     4        -
Air Point            -                  2     8     5      237
Air Point            Dead AP            0     4     5      237

Allied:
(1)5 RR              -                  1    10     2        6
Air Transport        -                  1     9     5        9        4
Strategic Bomber     -                  1    20     5       66        5
Amphibious Fleet     -                  1    10    10       15

Footnotes:
FN 1.  Number of available US 8-10 Motor Inf Divs and 9-8 Armor Divs is effected
by the US Mobilization level--see Rule 31.10.

FN 2.  This build option is only available if playing with Option 6, New
Paratrooper Rules.

FN 3.  Artillery is only available if using Option 2, Additional Units.

FN 4.  This build option is only available if not using Option 6, New
Paratrooper Rules.

FN 5.  Number of Strategic Bombers available for production changes each cycle--
see Rule 31.5.


32.0 Victory Conditions.

     Computer War In Europe does not enforce any victory conditions.  The game
will end whenever Germany surrenders or 1945 ends.  Game balance will differ
depending on the options selected and the skill level of players.  As a general
guide, we offer the following victory conditions from the original boardgame.

     Victory is judged at the end of 5/4/45.  Each player is given a set of
five victory criteria.  A player wins a decisive victory if he meets all five
criteria, a substantial victory if he meets four of the five, and a marginal
victory if he meets three of the five.  The victory criteria are as follows:

Axis Criteria
1. 50 or more Political Points
2. Control Paris, Amsterdam, Marseilles, Kiev, Rostov, and Sevastopol
3. Control all German Manufacturing Centers as well as Lille and Brussels
4. Control all German Placement Centers including the two in Poland
5. Italy, Hungary, and Rumania are all Axis allies or pro Axis neutrals

Allied Criteria
1. 20 or less Political Points
2. Control Rome, Paris, Lille, Brussels, and at least 1 German Manufacturing Center
3. Control Berlin, Prague, and Vienna
4. Control Belgrade, Budapest, and Bucharest
5. Control Istanbul (automatic if neutral)

Soviet Criteria
1. 0 Political Points
2. Control Belgrade, Bucharest, and Budapest
3. Control Berlin, Prague, and Vienna
4. Control 10 German Manufacturing Centers
5. Control Istanbul (automatic if neutral)

     "The overall Strategic situation casts the Axis Player in the role of pace
setter.  If he does not force the pace, attacking and expanding to the utter
limit of his capabilities, the game will drag.  While there are subtle and not-
so-subtle incentives built into the game to encourage Axis aggression, nothing
can substitute for the thrust of a competitive personality.  A cautious Axis
player will never win, but he will rarely lose.  An Axis player content to
merely overrun Poland, the Low Countries, and say, France, is not much of a Nazi
even though this is a far sighted and sensible course of action."  [Quote from
original WIE board game rules.]


33.0 Credits.

     Decision Game's War In Europe, a program by Greg Ploussios, is a computer
adaptation of the original board game War In Europe.

Program Design & Programming:            Gregory J. Ploussios
Production & Marketing:                  Christopher Cummins &
                                         Callie Cummins
Quality Assurance:                       John S. Hess
Photos & Churchill speech:               Archive Graphics
Mars Theme:                              Jack Hines
Original Board Game:                     James F. Dunnigan, Irad B. Hardy,
                                           Redmond A. Simonsen, Tom Walczyk,
                                           Edward Curran, & Steve Bettum.

     I would like to thank John Hess, Rob Noack, and Christopher & Callie
Cummins.  John Hess has been testing and offering advice from the beginning.
Rob Noack's company, Fido Creations, designed and maintains the WIE web page.
Christopher and Callie Cummins have been wonderful game publishers and great to
work with.

     Members of the War In Europe mailing list were extraordinarily helpful in
refining this program after the initial release of version 1.0.  Numerous of
their suggestions regarding optional rules and the user interface were
incorporated into the program, and many mistakes were spotted and corrected due
to their diligence.  I would like to thank in particular:
     Hank Meyer, James Byrne, Ian Raine, Arthur Cater, Michael Walker, Andrew
     Halket, David Riese, Richard Lesses, David King, James Gagnon, Bill Clancy,
     Nic Mapstone, Brian Murren, Karl Johnson, Scott DeMonte, Kurt Hess, Mike
     Kennedy, Gary Shell, Ray Toth, Randy Young, and Mike.
War in Europe was written using Borland Pascal with Objects 7.0; Diamondware's
STK toolkit was used to provide sound support.


34.0 Game Support and Updates.

     War In Europe is the property of Decision Games, P.O. Box 4049, Lancaster,
CA 93539-4049, e-mail: DecisionGI@AOL.COM.  Please contact Decision Games with
any questions about the installation or play of the game at the above address
or by e-mail.  The computer version, adapted from the original board game, was
designed and programmed by Gregory Ploussios.  You can send Greg your comments
and reactions to the program at gregorianchant@Compuserve.com.  Greg will not
answer question sent to him directly, but is a member of the War In Europe
mailing list and will answer questions posted there as will other list-members.

    The War in Europe mailing list is an independent e-mail group that discusses
both the computer and board game versions of War In Europe.  There is an online,
www accessible archive of the list at www.halisp.net/listserv/warineur. To
participate you must subscribe to the list from the e-mail address that you will
use to contact the list.  To subscribe send e-mail to either:
    warineur-request@halisp.net        or
    warineur-digest-request@halisp.net (digest version)
and put the single word 'subscribe' in the message body.  Leave the subject line
blank and disable any signature bloc.  You will receive an info packet as
confirmation of your subscription.

     Any updates will be posted on the Internet at one or all of the following
locations:
     War In Europe page - www.egr.msu.edu/~tiltonwi/greg.htm
     Web Grognard - www.grognard.com
     Compuserve Gamers Forum, Lib 13
In the future, updates may be posted on the Decision Games web page at:
    www.manzana.com/kranz/consim/dg.
