ww2 eto rules

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~--.  6. END PHASE I Seasonal'IUrn When adding unamed naval units (DDs,  All players perform this phase simultane- I Sequence of Play DEs, CLs, CVEs) to the Force pool, the  slowest units available must be added.  ously. All players perform the individual phases Players are free to build any units which  Step 1: Sec ond Naval Movement. Re- of the seasonal turn simultaneously. are in the Force pool.  turn all naval units t o po rts, or pay 1 EP When ever yone has co mpleted one Step 2: Entering Delayed Units. Place  per area to maintain ships at sea. The phase, the next begins. units in the current seasonal turn box of   [ player with initiative moves his naval Phase One: Minor Partner Activation the turn track onto the map. Flip "under  units first. Note restrictions .on movement [35.0] construction" airfields and fortification  during this step [7.6]. Air units can inter- counters to their completed sides.  cept n ava l unit s as t hey move. No nav al Eac h player can try to act iva te all eli gib le  interception or combat occurs duri ng this minor par tners. Step 3: Construction and Repair. Re-  step. STPs that reach ports can debark build depleted land and air units and  transported land units, though those Phase Two: Income [36.0] repair damaged naval units, paying EP  units must remain in the port hexes. Step 1: EP Collection. Collect seasonal costs for all repairs. Pay for and build  units from the force pool, placing them  St ep 2: Su pply . Det er mi ne which u ni ts income fo r maj or coun tr ie s. Ad d 2 EP s on the t ur n t rack or map a s a ppropr iate .  ar e out of supp ly. Dep lete or elimin at e for eve ry capt ur ed resour ce hex, colony Ad d points to economi c reser ve and  un it s ma rk ed i n pre vio us t ur ns th a t are re so urce he x, a nd mi n or pa r tn er re - ad ju st the ER mar k er . Pa y f or off e ns ives  still o ut o f s upply, and p lace markers on source h ex, not in e nemy Z OC. that will b e declared i n t he I nitiative  units that have become out of supply this Step 2: EP Losses. Subtract 3 EPs (1 phase.  turn.  EP for the Soviet Union) for each home I Phase Four: Initiative [38.0]  Step 3: Replenishment. Replace infan- country resource hex controlled by the  try units from the replenishment box. enemy. Step 1: Adjust Offensive Tracks. Adjust  Rebuild air units eligible for pilot recov- Step 3: Convoy Route Status. (Britishl all offensive tracks to O. All unused offen-  er y [ 34.3] and attempt eme rgency repair s West er n All y player onl y) Deci de which si ves l ef t over f rom the pr evious season  of damaged installations [34.4]. After convoy routes will be active during the are lost. I  rep lenish men t, move any inf ant ry an d ai r coming thr ee mont hly tur ns, mar king any Step 2: Buying Offensives. Secretly I  units still in the replenishment box to changes in status. I  their respective force pools. mark the number of offensives pur-  Step 4: EP Exchanges. Distribute lend chased on the offensives tracks, reveal-  I  Step 4: Command Status. Flip all acti- ing the tracks when all have been ,  lease and EP exchanges.  vated HQ units back to their unactivated adjusted. The side (Axis or Allies) with  sides. Flip all generals to their eligible to Phase Three: Construction [37.0] the most offensives has initiative for the  exploit sides. Remove all PC, activated, coming three months. If the totals are  and standby markers. Step 1: Additions To Force Pools. tied, roll a die for each side. The player  lor (Winter s eas onal turns o nl y. ) Consult the wi th the high r ol l gets i ni ti at ive (reroll  Step 5: End of Turn. Advance the month Allied and Axis orders of battle (on the ties).  mar ker to t he ne x t t ur n. I f t he ne xt tu rn is pl ayer ai d c ar ds ) t o d et er min e w hat n ew Wh en the se p h ases and st ep s ar e c o m-  a winte r seasonal turn, adva nc e the ye ar u ni t s should be added to each force po ol  marker to the next year. for the upcoming year and add these pleted, the seasonal turn is over. The  unit s t o t he for ce po ol s. Pla ce unit s t hat month mar ker i s mov ed in to the nex t t ur n  ar e d es ig n at ed fo r t h e t urn t ra ck in t o on th e t u rn tr ack. Af t er th re e m on th l y  their appropriate boxes there. turns have been played, another sea-  sonal turn begins. PART 2: WEATHER r r . I In the WWII: E.T.O. game, weather can affect ground operations, prohibit air activity, and hamper naval interception while increasing the deadliness of Uboats. Check the weather for the current month by looking at the turn track. If only one letter is listed (W, M, or F), that is automatically the weather for this month. If several letters and numbers are listed, roll one die. The resulting number indicates the weather condition for this monthly turn. [1.0] Weather Effects Three types of weather occur in the game: fair (F), mud (M), and winter rN). The weather condition lasts for an entire month. There are also three weather zones on the map: mild, moderate, and severe. The effects of weather are felt most strongly in the severe zone, and hardly at all in the mild zone. These zones are surrounded by color borders. For example, Moscow is in a severe weather zone, Athens is in a moderate weather zone, and Cairo is in a mild weather zone. The 7 Persian Gulf and Red Sea are in a mild weather zone. All other unmarked sea areas are in the moderate zone. Movement effects apply to all units that enter a hex in an affected weather zone during the month. Combat effects are determined by the weather in the defender's hex. Eligibility for breakthrough and exploitation is determined by the hex occupied by the armor unit in question at the start of the Breakthrough or Exploitation step, as well as every hex the armor unit enters in the course of such movement (e.g., an I. I I

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Page 1: WW2 ETO Rules

8/6/2019 WW2 ETO Rules

http://slidepdf.com/reader/full/ww2-eto-rules 1/2

~--.

  6. END PHASE I Seasonal'IUrn When adding unamed naval units (DDs,

  All players perform this phase simultane- I Sequence of Play DEs, CLs, CVEs) to the Force pool, the

  slowest units available must be added.

  ously. All players perform the individual phases Players are free to build any units which

  Step 1: Second Naval Movement. Re- of the seasonal turn simultaneously. are in the Force pool.

  turn all naval units to ports, or pay 1 EP When everyone has completed one Step 2: Entering Delayed Units. Place

  per area to maintain ships at sea. The phase, the next begins. units in the current seasonal turn box of  

 [ player with initiative moves his naval Phase One: Minor Partner Activation the turn track onto the map. Flip "under 

  units first. Note restrictions .on movement [35.0] construction" airfields and fortification

  during this step [7.6]. Air units can inter- counters to their completed sides.

  cept naval units as they move. No naval Each player can try to activate all eligible

  interception or combat occurs during this minor partners. Step 3: Construction and Repair. Re-

  step. STPs that reach ports can debark build depleted land and air units and

  transported land units, though those Phase Two: Income [36.0] repair damaged naval units, paying EP

  units must remain in the port hexes. Step 1: EP Collection. Collect seasonal costs for all repairs. Pay for and build

  units from the force pool, placing them

  Step 2: Supply. Determine which units income for major countries. Add 2 EPs on the turn track or map as appropriate.

  are out of supply. Deplete or eliminate for every captured resource hex, colony Add points to economic reserve and

  uni ts marked in previous turns that are resource hex, and minor partner re- adjust the ER marker. Pay for of fensives

  still out of supply, and place markers on source hex, not in enemy ZOC. that will be declared in the Initiative

  units that have become out of supply this Step 2: EP Losses. Subtract 3 EPs (1 phase.

  turn.

  EP for the Soviet Union) for each home I Phase Four: Initiative [38.0]

  Step 3: Replenishment. Replace infan- country resource hex controlled by the

  try units from the replenishment box. enemy. Step 1: Adjust Offensive Tracks. Adjust

  Rebuild air units eligible for pilot recov- Step 3: Convoy Route Status. (Britishl all offensive tracks to O. All unused offen-

  ery [34.3] and attempt emergency repairs Western Ally player only) Decide which sives left over from the previous season

  of damaged installations [34.4]. After convoy routes will be active during the are lost. I

  replenishment, move any infantry and air coming three monthly turns, marking any Step 2: Buying Offensives. Secretly I

  units still in the replenishment box to changes in status. I

  their respective force pools. mark the number of offensives pur-

  Step 4: EP Exchanges. Distribute lend chased on the offensives tracks, reveal-  I   Step 4: Command Status. Flip all acti- ing the tracks when all have been ,

  lease and EP exchanges.

  vated HQ units back to their unactivated adjusted. The side (Axis or Allies) with

  sides. Flip all generals to their eligible to Phase Three: Construction [37.0] the most offensives has initiative for the

  exploit sides. Remove all PC, activated, coming three months. If the totals are

  and standby markers. Step 1: Additions To Force Pools. tied, roll a die for each side. The player 

 lor  (Winter seasonal turns only.) Consult the with the high roll gets initiative (reroll

  Step 5: End of Turn. Advance the month Allied and Axis orders of battle (on the ties).

  marker to the next turn. If the next turn i s p layer a id cards) to determine what new When these phases and s teps are com-

  a winter seasonal turn, advance the year uni ts should be added to each force pool

  marker to the next year. for the upcoming year and add these pleted, the seasonal turn is over. The

  units to the force pools. Place uni ts that month marker is moved into the next turn

  are designated for the turn track in to on the turn t rack . After three month ly

  their appropriate boxes there. turns have been played, another sea-

  sonal turn begins.

PART 2: WEATHER 

r r .I

In the WWII: E.T.O. game, weather can

affect ground operations, prohibit air activity,

and hamper naval interception while increasing

the deadliness of Uboats. Check the weather 

for the current month by looking at the turn

track. If only one letter is listed (W, M, or F),that is automatically the weather for this month.

If several letters and numbers are listed, roll

one die. The resulting number indicates the

weather condition for this monthly turn.

[1.0] Weather Effects

Three types of weather occur in thegame: fair (F), mud (M), and winter rN).The weather condition lasts for an entiremonth.

There are also three weather zones on the

map: mild, moderate, and severe. The effects of 

weather are felt most strongly in the severe

zone, and hardly at all in the mild zone. These

zones are surrounded by color borders. For 

example, Moscow is in a severe weather zone,

Athens is in a moderate weather zone, and

Cairo is in a mild weather zone. The

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Persian Gulf and Red Sea are in a mild

weather zone. All other unmarked sea areas

are in the moderate zone.

Movement effects apply to all units thatenter a hex in an affected weather zoneduring the month.

Combat effects are determined by theweather in the defender's hex. Eligibility for breakthrough and exploitation isdetermined by the hex occupied by thearmor unit in question at the start of theBreakthrough or Exploitation step, as wellas every hex the armor unit enters in thecourse of such movement (e.g., an

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Page 2: WW2 ETO Rules

8/6/2019 WW2 ETO Rules

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exploiting armor unit cannot enter a mudhex at any time during its exploitationmove).

[1.1) F Condition. Fair weather has noeffect on play in any part of the map.

[1.2) M Condition. Mud exists in thesevere weather zone, while fair weather isin effect over the rest of the map. Mud hasthe following effects:

. Air units may be grounded. One player rolls two dice; a roll of 2-8 has no effect, but a roll of 9-12 means that all air unitsare grounded in the affected weather zone.

· The movement allowances of infantryand armor units are halved (fractions arerounded up). Rail movement is unaffected.

· The Breakthrough and Exploitationsteps of each Offensive phase are omittedfor all land units in mud. Land unitsoutside a mud zone cannot enter that zoneduring the Breakthrough or Exploitationsteps.

. All attacks against land units in mudsuffer a -1 die modifier.

(1.3) W Conditions. Winter conditionsexist in the severe weather zone and mudconditions exist in the moderate weather zone. Fair conditions still apply in the mildweather zone. Mud conditions have theeffects listed in [1.2]. The effects of winter conditions are:

· Air units may be grounded. One player rolls two dice; a roll of 2-6 has no effect, but a roll of 7-12 means that all air unitsare grounded in the severe weather zone.

· Movement allowances for allinfantry and armor units are halved(fractions rounded up). Rail movementis unaffected.

· A - 2 die roll modifier applies toall naval interception rolls in the

severe weather zone.

· A + 1 die roll modifier applies to EPlosses caused by U-boat attacks on the NorthAtlantic and Arctic convoy routes.

· The EP cost of combined offensivesand impromptu offensives is doubled for all nations except the Soviet Union.

· The Exploitation step of each Offen-sive phase is omitted for all land units inthe severe weather zone. Land unitscannot use exploitation movement toenter the severe weather zone.

· Certain lakes, rivers, and ports arefrozen (see 1.5).

(1.4) Grounding Air Units. If the diceresult in a W or M month results in air units being grounded, every type of air activity is prohibited in all hexes and seaareas of that weather zone, including air reconnaissance.

In W months, players must make sepa-rate dice rolls for the moderate and se-vere weather zones.

For the purpose of grounding air units, themild weather zone that includes most of France and Germany is considered part of the moderate weather zone. Theonly effect of weather here is that, whenair is grounded in the moderate weather zone, air is also grounded in the mild

weather zone around France and Germany.(Land units are unaffected by weather conditions in this zone because of itsextensive road net.)

(1.5) Frozen Rivers, Lakes, and Ports.These effects occur during all W weather in the severe weather zone:

· Leningrad and Archangel are ice- bound and cannot be used as ports for any purposes. Naval units cannot enter or leave an icebound port. Naval unitsfrozen in the port, however, can still lendtheir gunnery factors to the hex's defense.

· Attacks across river hexsides, when allattacking and defending units are in thesevere weather zone, suffer a -1 diemodifier instead of -2.

·All lakes in the severe weather zone

are frozen. Land units cannot enter alllakehexes, but can cross lake hexsides at noadditional movement point cost. Attacksacross lake hexsides are treated as attacksacross river hexsides in winter. Coastaland sea hexes are not affected.

PART 3: STRATEGIC WARFARE

Strategic warfare is combat directed at anenemy's economy, causing losses to his EPtrack that are subtracted immediately. Allforms of strategic warfare occur during the

Strategic Warfare phase of the monthlyturn.

EPs in economic reserve are never afected by strategic warfare.

[2.0] Strategic Bombing

(2.1) Eligible Units. All land-basedfighter and bomber units not marked outof supply are eligible to conduct a strate-gic bombing attack, if they can reach,from their current bases, a resource hex inthe country being bombed. All enemyfighters (not out of supply) on baseswithin the country being attacked areeligible to defend against the attack. Air units currently in the strategic bombing box may be eligible [2.3].

Weather conditions that ground air unitsin the units' base hexes, or in the targetresource hexes, prohibit strategic bomb-ing from (or to) those hexes.

Air units placed in the strategic bombing box remain there for the rest of the turn-they cannot perform any other missions.

(2.2) Procedure. Allied strategic bomb-ing is resolved before Axis, if both sides bomb in the same turn.

The Allied player places all of the bomber units (or fighter-bomber units that willfunction as bombers) into the Alliedstrategic bombing box. If the Allied player wants his bombers to have fighter escorts, he must also place at least onefighter unit (or fighter-bomber unit thatwill function as a fighter-all such

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fighters/fighter-bombers are considered

 fighter escorts) in the strategic bombing box. Then, if the Axis player chooses todefend against the strategic bombing, hemust put at least one fighter or fighter- bomber unit in the box. The Allied player can then respond by adding one or moreescort units to the box. Both playersalternate adding fighters and fighter escorts. Once a player declines to addmore units to the box, he forfeits theopportunity for the rest of that strategic bombing raid.

After all desired units have been placed inthe strategic bombing box, fight an airto-air combat (see 15.0) between those unitsexactly as if they were flying a mission inthe same hex, with one exception: abortedunits are not returned to